Masteries, Runes, and Summoner Spells

Sir Poodle·1/13/2017, 3:26:26 AM·1 votes·305 views

What do they have in common?

  • All are cited as an effort to provide meaningful choice that fell flat
  • All generally have one, maybe two correct layouts, even if more exist due to the difficulty of telling
  • All are selected before the game starts

I think the big problem is that unlike items and abilities, the two other kinds of stat/effect customization, these are selected before the game starts. With items and abilities, you can react (I do notice that sometimes abilities have an objectively superior order- in fact, most of the time- but meaningful choice is only part of the abilities goals, (correct power curves being more important) and there's another meaningful choice in when you use them.)

Since the choice of champion is always more important and severely restricts the viable possibilities for runes/masteries/summoner spells, and you can't tell what you might need in game or how your opponents will play, the only factor in choosing is allied champions and enemy champions. And, no matter what you choose, it has to always be at least a little helpful because you can't change track mid game. The lack of information, the choice of champion being more important, and the paramount need for a general case all make it so that there is only one right answer.

At least, that's my hypothesis.

Ideas for testing it with data or something else, or a suggestion for a scheme that subverts or avoids those factors is welcome.

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