@Maple Nectar: Boots (long response)
#Another InTheory Thread and today it's all about boots!
I originally intended to take some more time for this, but recently Maple Nectar asked for our thoughts on boots if we were to redesign them. So as long as the topic might be hot at Riot HQ, I hurried and visualized my ideas to bring them to your attention. Please note: You can't simply remove boots or change their MS values too hard because basically all sorts of abilities, skillshots and area of effects are balanced around everyone running around with boots (except snake lady).
DISCLAIMER: Do not focus on numbers. Really - don't do it. This thread is not about balance of numbers, it is about game design.
I LIKE SYSTEMATICAL CONSISTENCY
The current boots as closed system include the following three problems:
- Some versions have the majority of their power budget pumped into their stats (e.g. berserker greaves) while others have put it into their passives (e.g. Ninja Tabis).
- Tend to be hard to balance around the meta. Every pair of boots have been a dominant meta choice at some point without them being changed previously. Swifties, Mercuries and Tabis have all had their spotlight of "being OP" at least if you believe boards (never do that btw).
- Boots are very slot inefficient and only marksmen really have an option to exchange them for another Zeal item.
My ideas are based around the idea that boots have 3-4 elemental aspects that are:
- Movement Speed
- Secondary stats
- Passive effects
- Active effects
I ended up with two similar boot systems and try to aim at the following goals:
- balance of their power budget in terms of the 4 elemental aspects along all boot options (see above).
- higher slot efficiency by putting more power into them (of course for a higher price).
- more stages of investment especially due to higher prices. Opt into the stages when needing the power of that stage.
- more customization options so one can really use what fits best.
- make boots exciting items as long as one is forced to buy a pair (except snake lady).
#First approach Introducing double enchantments
One of the first changes is, that you can upgrade to tier 2 boots for the increased movement speed without the need to opt into stats first. These boots are not about collecting high amount of secondary stats - so they should not be a requirement if you just want to have the movement speed. Therefore (spoiler) the following upgrades will not increase the secondary stats too much. This means: You can go for tier 2 (T2) boots for the MS and if you want the secondary stats, you are fine with the respective component.
https://imgur.com/My3LqSl https://imgur.com/k8cevd5
In my first version of boots rework you are still able to upgrade boots by combining them with one basic tier 1 component. I want to point out here, that some options are not available anymore but might appear (spoiler) on the later stage with the reintroduction of enchantments. Currently Magic Penetration is replaced by flat AP for the sake of consistency, AD boots is introduced and CDR boots are removed for the same reason. The stats you gain after upgrading them are woth about 500 gold - making them more consistent independent on what you want to opt into (flexibility).
https://imgur.com/p7th2cn https://imgur.com/aVStVse https://imgur.com/ZSXHYAo https://imgur.com/gogamPN https://imgur.com/PjzBift https://imgur.com/4rOplEE
Excursus: In a systematically build moba game, a stat like Penetration would be the option for one of two scenarios: 1) having high base values of damage and low scaling because penetration also effects base damage values and 2) against low MR targets aka for AP assassins. Sadly, AP itemization didn't dare to change a flawed system - didn't change a single thing about AP assassins playing with the same items than standard mages - leaving penetration boots mandatory for every magic damage carry. This is a flaw imo and I can't fix that in my current work. Yet I design my system around the optimal design as I explained.
After upgrading boots to versions that you know (visually), you can enchant them to gain these passive effects. Here you find old enchantment options (slightly changed), current boot passives (slightly changed) and reintroduced secondary stats as passive effects. It is also intended to further upgrade these boot options with active effects that you can find in the second part below.
https://imgur.com/hJb7fpG https://imgur.com/cHRjN6l https://imgur.com/TmQjXlw https://imgur.com/1sC39fU https://imgur.com/DoCnkjG https://imgur.com/0x9maC8 https://imgur.com/xJ7MSnX
This approach is very linear in what you buy and upgrade and it fits more the design system of items in league of legends. The next one is a little more abstract but worth talking about.
#Second approach Slots mechanic
The second system plays more with the idea of picking up what you need and want, giving players options for decision making and react faster to their needs without rushing a 2.5k gold item. Even though the following process is visualized (spoiler) from left to right, it is intended that you can fill the slots in whatever order you want.
FLAW: The following images contain flaws because they were transfered from those from the first system. The intention here is that You only pay the gold for one component and you only get the stats from that component. There is no increase of stats and no combination cost
https://imgur.com/uXQIXUW https://imgur.com/Hbx6vV1 https://imgur.com/R6S5dkQ https://imgur.com/40FgUAS
You still require to upgrade to tier 2 boots before you can opt into the real cool stuff of passive and active effects. Once you did that, you get access to three slots you can fill with one of the available options. At this points, I was not sure what to think about changing items in slots. It'd be very useful to change e.g. a passive effect later in the game without having to sell the full boots item and rebuy the other stuff again.
This system embraces the idea of the 3-4 elemantal aspects of boots, with tier 2 boots being the movement speed requirement to gain access to the other aspects: one slot for a secondary stat, one slot for a passive effect and one slot for an active effect. However, the first option has the advantage, that it averages out the secondary stats around a gold value of about 500 gold which is hard to achieve with the second version: You get the component and its stats but nothing more.
https://imgur.com/eDnUZfZ https://imgur.com/Striskq https://imgur.com/2EGptdf https://imgur.com/j0xHDpo https://imgur.com/kBgmThH
Especially the predator option overlaps with the correspondent Keystone and It'd be more consistent to find a different option(s) for a Keystone instead.
Version one is much more similar to what we have currently and respectively with the old enchantments while the second one is untypical for items at all as it includes a slot mechanic in a slot based system (item slots). The second one required more coding of course.
What's more important is the question whether or not the more linear process of upgrading the boots is the better option or not. You could argue for both:
"Linear upgrade process delays the passive and active effects which is good because they are too valuable to be available with just 1325 gold. They are hidden behind an indirect gold barrier and can't be rushed that fast - making them more special to aquire"
versus
"Giving players the option to rush a passive or active effect create exciting choices early on both in decision making and gameplay when surprising the oponent with an active effect. It gives players really good agency on their choices like no other items in the game which makes them valuable outside of just being mandatory form their 45 flat MS."
I think I forgot some points I wanted to make here - maybe I'll add them once I remember. Feel free to leave some comments (pay attention to the disclaimer) - I'll read them tomorrow :-*
are the problem.