why the new stat system should have points instead of flat choices.

rawiazam1··9 votes·5,910 views

for those who don't know, riot announced that thier gonna remove the stats from rune choices(ad/ap for domination, attack speed for precision. etc..) in thier preseason update:https://boards.na.leagueoflegends.com/en/c/developer-corner/8iZVJvTA-preseason-development-update-1

We’re testing new independent stat choices on every rune page. Still working out the details between 2 or 3 choices, but tests on both have been very promising. The stat choices are categorized into offensive and defensive stats. Both systems incentivize or require some mixing of offense and defense. We think this does good things for the game in rounding out player offense and defense while also leaving room for some pretty sharp builds for players that want to invest in one or the other. The current stats options we’re testing: Offensive - Attack Damage, Ability Power, Attack Speed, Cooldown Reduction Defensive - Armor, Magic Resist, Scaling Health, Health Regen

they said that it's gonna be 2/3 choices that add certain stats, but i think it'll be better to make a point system where you spend points on stats insted of choosing a flat number that doesn't change. "The stat choices are categorized into offensive and defensive stats. Both systems incentivize or require some mixing of offense and defense." that can be fixed by:

  1. giving x points for defense and x points for offense. 1(2). being able to spend defense points on offense, but costs more.
  2. making stats cost more points the more you invest in it.
  3. not forcing people to choose defensive stats since i see no reason for an adc to pick armor.

making it a stat system can also allow for more stats to get added and a more dynamic play.

1 Comments

y0r1ck3 votes

So it's basically old runes that are free? That sounds good to me, and it sounds several times better than what riot suggested (they're both just vague concepts at this point though).

I also want to see a category for utility (movement speed, resource regeneration, item cdr, ward range, etc.).

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