Item Having Capacity

DHMC·12/20/2017, 5:05:17 PM·1 votes·228 views

So, I was playing Final Fantasy 13-2 the other day, and I thought the way you can hold items there was pretty cool. There's a maximum number of items you can carry in general, which is 4, and you also have a thing called Capacity. Items take up capacity, and you can't go over the limit. Stronger items take up more capacity, so you might not even reach the four limit if you take a bunch of items that take up too much capacity.

I'm not saying this in hopes of seeing any actual viable implementation in League, but I thought it would be interesting to discuss.

So basically, what if the total number of items you can hold is unlimited or higher than 6, but, on top of that, you have a maximum capacity you can't go over, like, say 1000? Generally, the stronger the item, the more capacity it takes up, with an average full build still being around six items: boots, maybe a cheap item or two, along with some other expensive items, and a little bit of capacity left over if people want to sell boots for another item. Some champions usually require specific items and end up giving up stats and an item slot with a cheap item or just forgoing the customarily required item and either being broken as shit or weak as fuck, creating difficult balancing problems. This could help with that.

If I left it simply at that, there's no point in having Capacity, almost nothing would change. The only impact it would have is people only buying 3000+ items would have around 4-5 max items while supports and cheap builds would have around 7-8 items, which is both unfair and broken.

So, there would be exceptions in the name of "balance." Support items would take an abnormally high amount of capacity relative to their cost. This way supports still have a full build around six items, and it discourages non-supports from taking support items as some people do (like the time everyone took the Frost Queen's Claim line in mid and gave Riot a headache). Tank items would also require a little bit more capacity. They're a bit cheaper than damage items because tanks have a hard time cs-ing (supposedly) while giving handy stats. This allowed for weird tank builds like Tank Ekko and Tank Yi. By making them take a bit more capacity, tanks also have an average of 6 items at full builds, and people have to consider if a tank item would be worth it.

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