A Case for Aghanim's Scepter to be...an Inspiration Rune

ModCaptainMårvelous··1 votes·736 views

#What is Aghanim's Scepter?

Aghanim's Scepter is a DOTA2 item that any character can purchase. Upon being bought, that hero will have their hero upgraded in a unique way. Some heroes get basic stat/effect boosts to their ultimate, such as a character dealing more damage. Other Aghanim upgrades allow entirely new abilities to be acquired and used in-game.

Aghanim's was an item players have requested for years, as it's one of the most fun and unique items for DOTA2.

#Why hasn't it been created yet?

A number of reasons:

  • Even DOTA, which has existed for almost half a decade before League, is still trying to give every hero a unique scepter upgrade. DOTA also has about 20-30% less heroes (Around 105 to League's 140-ish). To import this to league would take forever to give each champion their own unique upgrade.
  • Some heroes in DOTA gain an entirely new ability, something League's button layout likely cannot support. Riot would have to change the very system to allow certain upgrades otherwise they'd be stuck with every upgrade being a numerical boost.
  • Balance issues. That's all to say on that point.
  • DOTA's stat tree (Strength, Intellect and Agility) is difficult to transfer to League. Would it be a trinity-style item? a tank item? HP/Mana? Etc.

#Why I believe Aghs can work as a rune

Hear me out: Currently, a few trees have four keystones to choose from. Inspiration is also one of the least utilized trees in general despite having the most interesting premise of "breaking" the game. Putting Agh's on the inspiration tree does a few things.

  • It fits the tree's theme of "breaking the rules", as it allows you to upgrade your ability which you can't do in any other way.
  • Making it a keystone means it's a very strategic choice, as you have to decide if it's worth losing a valuable keystone/runes from other trees.
  • It allows Riot to balance it easier and be slower in implementing new ultimate upgrades until they have a working choice.
  • Balance woes can be easier to avoid as it's not available to everyone in-game.
  • Gives Riot another balancing lever to make certain champions stronger, as they can focus on the least-picked characters to get upgrades first.

Bear in mind, there is still a long development cost to using this. Riot likely would take several years to implement a working and viable upgrade to every character. However, I feel that if it's a rune, Riot can slowly fill out the backlog as they have an idea as well as improving the game quality slowly over time. This also means players will be able to customize their character even further in a unique way. Even if it's not a good rune choice, it can still provide casual players an enjoyable alternative build that is unique to their playstyle.

#TL;DR

  • Agh's is a cool item in DOTA that upgrades an ability/adds a new ability
  • It hasn't been implemented in league due to time, balance issues and it being an item with no clear build path for league.
  • I propose we make it an inspiration rune due to thematics and it being a softer balance problem.
  • This will improve play for both casuals (Who like new toys) and higher tier players (who can have more tools to make a character work)

3 Comments

ModThe Djinn6 votes

I'll admit -- I'm not super fond of this idea, because I think it's very difficult to balance, and also to present.

  • Your average player has to remember what champions have this rune as an option.
  • You have to remember precisely what this rune does -- and it changes on a per-champion basis.
  • You have to balance each effect alongside other runes, which means you don't have anywhere near the power budget level that a full item would offer, meaning that this will largely be unimpactful.
  • In-game you have to check which champion has this rune, remember what this champion's specific rune does, and then remember how this changes their abilities. You have to remember this mid-fight if the added effects are anywhere near interesting enough to be fun.

On top of that chances are good that, like many runes, it either becomes a champion's go-to option or a trap option. Since it requires a ton of balancing work, design work, and UI/Art work to make these extra enhancements balanced, mechanically clear, and clear in-game, you have a rune that you can't ever remove without costing you a ton of development time/effort, and one where you're effectively wasting those resources any time it's not really a viable rune on a given champion.

It's a cool idea, certainly, but I think it's just unworkable for a number of reasons, both gameplay-wise and finance-wise.

Łμst2 votes

How about they focus on fixing the game they've already developed instead of implementing new stuff for people to learn and adapt to? [slayer-jinx-catface]

DrCyanide1 votes

I feel like even as a rune, it'd end up being an item, making it an odd combination of

   item 2403 Item with Active given to you from a Rune you picked

  • item 3198 Item that always eats an item slot and always demands your attention until finished

To be honest, it sounds like a system that would replace runes, not be a subset of runes. Riot seems like they're trying to make Keystones to have strength on-par with Champion Passives, maybe the better system is to just ditch the cross over keystones and give every champion 2 or 3 extra passives they can pick between.

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