[Gameplay] - A new Rune Mastery system
The next preseason is still far, but is a matter of few months since it will hit the servers. Among the predicted changes there is a Rune and Mastery rework, that might or might not ship for this coming preseason.
A year ago i did a proposal for a new System, a thing i did as exercise since it' s my hobby ( sorta) and to express what i like and i don' t like about current system and what kind of stuff i would like to see in the future.
After reading feedback, changing things, ulterior tought and a year i am here to post it again; I would really love to hear feedback from you, and why you would like and would not like a system like this.
Also a little disclaimer here to say that I don' t declare myself the prophet of game design or declare any kind of authority in the matter, this is just my tought that i am exposing to you because i think that is cool and i think there is sense on it, not imposing a truth. Hope you find this intresting!
THE LIVE SYSTEM
-Pros * Gives a way of customization that can enrich the game, if properly used * Has the potential to drastically change builds and power curves
-Cons * Runes have a flat pick choice, usually a flat use choice and require a lot of IP for not meaningful power * Masteries do not give a rich choice, and many are picked just because points are needed * The talent tree system adapts not well for generic trees, lacking context and so giving not a lot of space for creative masteries * The total effect of these 2 systems is pulverized, making it hard to discern, hard to appreciate, hard to valutate and hard to build into.
THE RUNE MASTERY SYSTEM
As the name implies, is the union of these two systems in one. The aim of this system, in short, is to make runes clearer, more engaging and more fun while at the same time expanding the play park. The system in his structure is way simpler compared to what we have today, but allows support of many different mechanics that allows him to expand and to be less bound to his past. Also, while designing this system i left IP costs almost untouched: since the shop matter is distant from what i can understand and apply i went conservative and did the possible to preserve the purchases that a player has done already.
The base structure follows that of runes: you can place 9 sigils, glyphs and seals and 3 quintessences, but with some drastical changes. These are the basic rules:
* Each rune gives always a fixed amount of a stat per level, depending on the rune. However, each rune has an additional effect called "stack effect": this effect does apply each time 3,6 or 9 runes are used with the same stack effect. The more the runes, the more the stack effect is powerful or can grant different powers ( If possible, power stacks linearly). Usually this stack effect is strongly tied to the stat given by a rune, for example 3 AD runes ( that i repeat, are always flat) may give additional flat AD, or may grant different stack effects but always based on AD, autoattacking or similar; 6 AD runes then would give 2x of that bonus, and 9 runes 3x.
* Quintessences do not give raw stats but give directly an effect unique to them. Those may range in effects, usually mimicking the weirdest and post powerful masteries like Dangerous Game.
* Runes of lower tiers are contemplated in this system, so you can try different builds with little cost. Lower tier runes give the same stack effect as higher, only lower base stats.
* Pages used in the Rune Mastery system are the same as Rune Pages; starting rune page should then increased to 5 and max rune pages increased to 30. The reasoning behind this change is complex and exposed later.
* Base numbers and general power given by runes and stack effects are more impactful/higher, so they can lead to more accurate, effective and creative rune builds.
* Since masteries are not given for free anymore, at fixedsummoner levels the system gifts the player with all-purpose runes, special runes that have variable stats upon being placed: they can give up to 3 different stat choice ( ap/ad/hybrid or armpen/mpen/hybridpen to be true to live, armor/mres/health and hregen/mregen/cdr ) upon being placed and different stack effects, so a newbie player has to not worry too much for runes since beginning and there is a bedrock of power so a player can play jungle or can test safely with exotic runes. see below. Quintessences follow the same rule.
* The addition of exotic runes! There runes are not more powerful than the versatile ones, but grant different base stats or totally different stack effects. This can add a lot of variety to rune builds, with some runes working better with some strategies or player styles when the versatiles or others do not. Stack effects may be based on current masteries or be something totally new. Those runes have a price comparable to the t3 runes we have in live, and are exchangeable for them.
* Stack effects of the rune sare comparable to some of the masteries you can get with 5,9 or 13 points in a tree, while quintessences are comparable to masteries that you can get with 21 points. Obviously this is only indicative.
PROS AND CONS OF THE RUNE MASTERY SYSTEM
-Pros
* Allows more creativity, both in what you can pick and both on what can be picked since the new system opens up new designs for runes. * It opens up different mechanics that before were impossible! For example some marks can be designed so they have differrent stats, but same stacking effect! If it is a good idea i don' t know, but at least is possible! Is it also possible to give runes with more than one stacking effect, like the versatiles. * The system is clearer and more focused, but also deeper. Every pick is impactful, because stats are less pulverized and more incisive. Also the player is no more forced to pick what he/she does not want, so he/she can either get to what it likes most or go alternative and pick runes with side effects, shaping with more precision and versatility the buil of the champion. * This system is designed to be the least invasive possible in case of change, and tries to reflect most of the IP costs of the live system without relying on refounds. * To the player is given a noob-proof power bedrock, but for the skilled there is much, much more to crave * Runes can be related to lore or events! What is the difference between an AD rune of Hoelbrak and an AD rune of Bilgewater? And an AP rune of Shurima or Harrowing one? * The stacking effects are locked behind tiers - this preserves the initial idea of powerful masteries being locked only for those that invest heavily on a tree. * Dosing the runes and valutating their effect is clearer and more valued here, rather than blindly go for 9/9/9/3 . Since every 3 runes you get an effect, you can evaluate swapping 3 runes for a stacking effect rather than an other. * It allows stacking of desiderable effects like Spell Weaving or Spellblade, if you are intrested into them!
-Cons ( with explanation on why i kept them )
* It relies too much on IP. Hopefully the benefits from those IP costs are enhanced, since they are less mandatory and can give a more deep experience, but still the problem lingers. * With mastery pages you could mess around and try stuff for free, while now you need costly rune pages. Those are kept because not only they are costly, and people spent a lot of Ip on them, but also because they can cost money! I wanted to preserve the investment of the players, but still having only 2 rune pages sucks. So i opted for a more hand-forced change by giving 5 for free and increasing the cap to 30, a more than needed increase since many different builds would be doable. ( Also there is to be said that you can do little to no on-the-field experimentation with old masteries, and that was still half dependant on runes too). * The amount of exotic masteries might be overwhelming for a newcomer, and without guides it might get confusing on what to build. This was pointed out in the older version too, so for this reason i made so versatile runes can cover much of the necessities so it' s not necessary to dive into that immediately. * A player might be playing with less-than-optimal runes without knowing, because maybe buried deep in some place an exotic can give hima greater advantage. Also, the case where niche runes can give better benefits to some champions only might exist. This can only be avoided however by making the rune choice and role clearer, and by having care into releasing the new exotic runes in a way it stays the most generic possible. * Those are the points i have been pointed into and that came to me in mind. I dare you to find more :D
Well, this is it! Thanks for reading, please leave your comment and your points, game design is an hobby of mine and i would really appreciate that!
The link to the old version is here, in case you where wondering http://boards.na.leagueoflegends.com/en/c/gameplay-balance/sqAeYnxy-rune-and-mastery-system