When will game devs understand gradient systems are better than high contrast systems?
What i mean is comparing these two kinds of systems
High Contrast: a couple of mutually exclusive powerful options Gradient: many of individually weak options, which cumulatively are mutually exclusive powerful options
TL;DR riot shouldn't continue down this same path that the introduction of mastery keystones have set with the new rune system. Instead they should incorporate the new mechanics into the existing system or a system which distributes the power across many choices, to allow players to allocate the power of their champions to fit their play style instead of pushing players to adjust their play style to fit the champion they've picked.
Using the keystones as an example.
In the old rune system, the difference between going 18/12/0 and 17/13/0, was nowhere as severe a power loss as currently. Yeah you'd be changing something like 3% damage for something probably not as objectively powerful, but if you had some kind of particular play style in mind, you might be able to compensate for the loss of that power spike. We use to have a system which it was viable to go 12/12/6, for some champions in some situations. Yet now we're getting artificially created power peaks, with increasingly deep valleys between them. This is exactly what's going to be exaggerated even further with the keystone runes.
For all the complains people have about the current rune systems (except for the cost i guess), you have similar power peaks, but you have much more shallow valleys in between them. Currently, you might have a full tank rune page and a full AD rune page, but you're still capable of creating a tank/AD hybrid page without sacrificing substantial power spikes by failing to fully commit to a single path. Which has it's own useful situations and allows players to tailor their bonus stats to more appropriately fit their play style. (Excluding runes which are just mathematically terrible because riot does have some bias either in balancing or in attention)
Yes, the most mathematically optimal choices end up being the most most common, and some players will just copy from an online source which tells them the "most optimal" runes. However, you don't help those players by removing the gradient! They're not interesting in exploring it and will just continue to look up the most optimal keystone option online for their champion and probably never bother taking other options.
_You generally end up with a varying degree of one of these two approaches. _
- conform their play style to the champion's strengths and weaknesses
- conform the champion's strengths and weaknesses to their play style
Neither is right neither is wrong, but you end up driving people into more extreme choices of one of these two, when you remove the gradient between them. Though, as we've seen, people will tend towards what's lower risk, so you end up with a lot of people who shift towards the first choice as the better of two not ideal choices. But you can't support both of these extremes simultaneously, so the less popular of the two, loses development support.
##Here's how you fix something like this, but also continue to add such mechanics into the game.
Currently, in the mastery tree design, you have 6 tiers and 3 of those are "minor keystones", and then at the end you get a "major keystone".
Instead of having a single keystone at the end which gives you 100% of the keystone's power. You have multiple minor keystones along the path, which build up into the final major keystone effect.
First, Change keystones to be selected at the first tier of talents not the last and require 3 points for the full initial effect/power Second, return the ability to attribute multiple points at the same tier and make each tier require 3 points input to advance (but there is some merit in limiting it to 18 points per tree) I'll give an example for a keystone in each tree.
Fervor of Battle: Hitting Champions with basic attacks generates a Fervor stack (2 for melee attacks). Stacks of Fervor last 8 seconds (max 8 stacks) and increase your AD by 1-8 for each stack.
Tier 1: (keystone) Fervor of Battle - Hitting Champions with basic attacks generates a Fervor stack (2 for melee attacks). Max 4 stacks. 1-4 AD per stack. Stacks last 8 seconds. Tier 3: (keystone) Fervor stacks increased to maximum of 8. Tier 5: (keystone) Fervor of Battle - Fervor stacks give 1-8 AD per stack.
Thunderlord's Decree: Your 3th attack or damaging spell against the same enemy champion calls down a lighting strike, dealing magic damage to the in the area. Damage: 10 per level, plus 30% of your Bonus AD, and 10% of yuour AP (25-15 second CD based on lvl).
Tier 1 (keystone) Thunderlord's Decree - Your 6th attack or damaging spell against the same enemy champion calls down a lightning strike, dealing magic damage to the champion. Damage: 5 per level, plus 10% of your Bonus AD, and 5% of your AP (25-15 second CD based on lvl). Tier 3: (keystone) Number of attacks or damaging spells needed is now 3. Tier 5: (keystone) Damage is now dealt in the area around the champion. Increase scaling to 10 per level, plus 30% Bonus AD and 10% of your AP.
Grasp of the Undying: Every 4 seconds in combat, your next attack against an enemy champion deals damage equal to 3% of your max Health and heals you for 1.5% of your max Health (halved for ranged champions, deals magic damage).
Tier 1: (keystone) Grasp of the Undying - Every 6 seconds in combat, your next attack against an enemy champion deals damage equal to 1% of your max health. Tier 3: (keystone) Heals for half of the unmitigated damage. Reduced combat time by 1 second. Tier 5: (keystone) Increase damage dealt to 3% of your max HP. Reduced combat time by 1 second.
Then at those same tiers, you provide offer similar choices to what you have now. Where you offer other mechanics and passives as an alternative to the keystone empowering ones. This allows player to better decide how much they wish to commit to the a keystone's influence on how they're playing the champion.
Peronsally, i think you should be able to take multiple keystones, but in doing so, you're going to be sacrificing the total power value of each individually. As well, you could possibly bypass the 3rd tier or neglect the 5th tier, if you wished. Playing a dot mage or onhit marksmen? Well screw Tier 3 of thunderlord's you're have no problem popping it.
You might take both Fervor and Warlord's, but you would not have fully empowered versions of either. In fact, with this design, you could actually get all of the keystones, but they'd be very weak versions of the existing ones. Obviously idk how this kind of thing would be implemented into the UI, but that's a rather minor detail.
What it really comes down to, is not making any single point allocation, hold so much weight. This pressures players into only playing the most optimal options available. Rather than giving players the choice to take the less optimal ones in order to shift champion power to the degree they choose. Instead of the reassurance in knowing that their choices are going to be powerful*.
on
this match xD