A proposal for the lack of item specialization in League of Legends

Lafouboy·10/13/2016, 12:04:20 PM·4 votes·866 views

(Example for why this is a problem: Assassins building tank and one-shotting people. Also, Maw of the Malmortius being used midlane when it is meant to be a fighter item)

What spurred this on: https://s10.postimg.org/hith7dhs7/Original.png


Here is an idea that could help with all item balance problems: Reduce the flat bonuses from items significantly and add moderate bonuses that scale off of % Base statistics. Then implement a classification system for items that group items into categories based on the class it was designed for (Tank, Fighter, Marksman, etc.). Then add a game mechanic that introduces scaling bonuses that increase per category item owned (up to 5, so as to not include boots into the item scaling list). These bonuses would be unique to each classification and would function to reward players for building more of a group of items. These bonuses would primarily be increases to bonuses received from the item stats (from all categories). All champions still have access to all category items and can receive the bonuses from a category for owning that category's item.

For example: The tank category would include a scaling increase to % of Bonus Health, Armor, and Magic Resistance received from items. Likely, the mage category would include a minor scaling increase to % of Bonus AP received from items and a larger scaling bonus to magic damage done. Likely, the marksman category would include a minor scaling increase to Bonus AD received from items and a larger scaling bonus to % Basic Attack damage. etc.

These are all just personal theories for bonuses that could be added, but the entire bonus system could be tweaked to be different. Nonetheless, I think that this is the best way to help champions specialize at their preferred build path and keep them from gaining too much of a benefit from items that were designed with another class in mind (such as assassins picking up one or two tank items and gaining full item efficiency with it, creating a state of imbalance for one reason or another). Think of it this way: In most games that include classes, many of the classes can choose items that were meant for another class, but often they do not gain the full benefit that the other class would receive with it. Buying items and building towards a desired role only makes sense, while also helping with general game balance. Implementing this mechanic would also not punish nor restrict players from building outside of their role, but instead reward those who are purchasing within their desired category while keeping someone who is not investing as heavily into that desired category from gaining the same amount of efficiency as someone who is building for that role.

I'd continue on, but I need sleep. I'd love to hear feedback on this idea and would be interested to hear whether or not this could be a viable solution to certain classes gaining too much benefit from items designed for other classes.

10 Comments

Teridax6810/13/2016, 7:15:10 PM3 votes

I'm not too big a fan of splitting items into categories or stacking bonuses or whatnot, but I think the core idea of turning item stats into percent base stat amplifiers, rather than flat stats, is fantastic.

The main problem with a lot of items, especially tanky items right now, is that anyone can buy them and get practically the exact same bonuses as the champions they're designed for. In the case of tanky itemization, tank stats and items are so generic that basically any champion can put some on and become a "tank", which is bad when some champions are supposed to have squishiness as a core weakness (e.g. Ekko). As a result, this has led to a lot of items getting nerfed purely because they could get abused by the wrong champions, which isn't all that great for the champions who genuinely do need those items to do well.

Another big problem with items in general is that they tend to smooth out base stats over time, which erases a lot of the differences between champions: 50 base AD is a massive difference in base stats between two champions, for example, but that becomes a lot less important when those two champions get 300+ extra AD from the same build. Currently, if a champion wants to be really strong at something, no matter how basic (i.e. really strong attacks), they need a steroid on their kit somewhere to express that, rather than just appropriately good base stats, which clutters tooltips and diminishes the importance of a substantial portion of a champion's power.

Wolfram Oxford10/13/2016, 3:14:48 PM2 votes

I have always been a little surprised that only a few supports get scaling with tank stats. Riot should just give scaling with HP and resists to designated tanks, and then make the items synergize better with building more tank stats.

Spoofghoul10/13/2016, 3:18:11 PM2 votes

Tank items scaling with % base stats item 3070 Sion item 3070

Though im not completely opposed

The thing i don't like is the stack 5 tank items for increased bonuses. Im fine with tanks or beefy champs benefiting more