Runes & Masteries: A possible solution?
Before we jump into this topic lets go over a couple of things. Firstly, I'm no expert in game design, so while my ideas are good in my mind most of the time they probably suck and that's ok. Secondly, my ability to convey ideas when writing posts leaves much to be desired.
All right lets hop in and discuss.
My Idea is simple, remove the mastery system. Take the meaningful options in the mastery page and add them to the base stats of all champions. Now I'm not suggesting all the champions get the same stats, just the ones that are most applicable. This will be off set later by a new rune idea and will allow some of the mastery options to be included in this new idea. More on that later.
Removing masteries has a few benefits that will help new players. The first benefit is the ability to learn how to jungle when you first star playing. Now Riot would have to re-code bot AI to include jungle instead of a duo top, but this is good as it moves us to our second benefit. The second benefit comes from the other lanes getting used to being ganked.(Might I also add a great time to promote ward usage). The Third benefit comes from those who are level 30 and want to practice against an enemy jungler without the pressures of a real game. (small plug for an expert mode where the enemy bot team prioritizes objectives)
This leads us to our next question.
What about the leveling process and progression of unlocking mastery points? Well that's where the new rune idea comes in.
I'm going to use Diablo 3 as an example, so if your not familiar with how the game works go watch a couple of review videos on YouTube. (I prefer Diablo 2, but Diablo 3 has some good ideas) In Diablo 3, every time you level up you gain access to a new skill or passive [http://diablo3.4fansites.de/bilder/news/kreuzritter-passive-skills.jpg] As you can see from this picture you have a handful of options for passive abilities, but can only select 4. These passives due some interesting things like being able to use a 2 handed weapon in one hand so you can use a shield or simple things like you take less elemental damage.
Well that's great but how would this apply to League of Legends? Simple, Remove the rune system as it currently is and add in a passive system where every time you level up you gain access to a new passive. Each character would have the ability to equip 7 passives(This number could easily be lower or higher) These passives would be color coded to represent offensive options, utility and defense. So maybe red,yellow, and blue. Example: 9 Greater Glyphs of Magic Resist would become one passive option, call it Magic immunity and have it provide +12 magic resist.
Have 50 or so passives, where once you hit level 30 you unlock the other 20 and now you have a fun system that should be easy to balance.
In addition allow these passives to be view able in game. When you hit tab, double click a champion to see their passives or just give the information immediately. It would also be nice to have the ability to change our passives within the first 30 seconds of a match.
I've been using the word passives but you could still call them runes. I've also opted to keep them stat boosts instead of crazy new abilities as that is probably better suited for in game items. Lastly A rune/passive system like this would remove grinding for points or buying runes, so to compensate just raise the prices of champs. I do want riot to continue to be supported. I'm curious if anyone knows the info on how many people actually use runes in the first place?
I'm not sure how this would affect balance for the game, though I do think it is completely doable.
Give me your thoughts down below! :)