League would benefit enormously from an attribute system like dota

Moody P··2 votes·1,467 views

For those who don't know, Dota2 has 3 traits called attributes that affect various stats when leveled into or purchased. Strength gives you health, health regen and MR, Intelligence gives you mana, mana regen and ability damage, and Ability gives attack speed, armor and movement speed. Every hero has one primary attribute that when they acquire more of, also gives them Attack Damage for each point of that attribute. Strength heroes are typically your initiators, tanks, and bruiser-likes; Agility belongs primarily to right click heavy carries; and Intelligence is the domain of mages and enchanters. I don't play dota anywhere near a competent level yet but this is one of my favorite contrasts between the two games.

While this system obviously can't be translated exactly like this into League Id like to iterate how something similar would benefit a lot of champion classes simultaneously.

First off, tying certain items to scaling with certain attributes could greatly curb the likelihood of an unintended user having more synergy with it than you want, since they would now be sacrificing gold efficiency and AD on an item that does not give them their primary attribute. For example, Black Cleaver. A lot of people don't like that assassins and a few marksman can use this item well and to the same benefits as its original demographic. Well, you can reduce some of this items flat stats and curb it into a Strength item and then suddenly, these champions aren't as good at using it since they lose out on AD for the passives. You could do this with a lot of items, in fact; lethality, crit, juggernaut items, support items, -- categorizing champions into these attributes is a fantastically simple way to put more clear tradeoffs into their builds. Perhaps more mobile divers get shifted into Agility, which makes an item like Steraks less desirable. Duskblade becomes an Agility item, weakening a Strength-based Jarvan's potential for cheesy assassin builds. Neeko becomes an Intelligence champion, and we can happily start to get rid of her stupid attack speed builds.

There is one group of champions I think this arrangement works extremely well for; AP fighters. They would benefit greatly from having more AD without actually having to directly buy it. Every AP fighter auto attacks quite a lot in their rotations and trades, often directly converting that AD into magic damage with empowered hits. Alleviating their need to invest heavily in AP to compete with mages, AP bruisers would no doubt benefit greatly.

Lastly, a system like this would be a great way to address damage creep for other reasons than what I said above. 2 of these stats raise your defenses. Strength heroes get very good health pools and scaling magic resistance (which this game could use a little more of right now;) Agility heroes can weather physical damage better but pop immediately to magic burst; and Intelligence heroes are usually very squishy without their items. I think just flatly making a lot more champions even a little more durable (yes, even marksmen get tank buffs) could go a long way to making the average player more satisfied with their game experiences.

8 Comments

D357R0Y3R1 votes

STR/AGI/INT is a system that helps SO MUCH to balance a game

but unfortunately a rioter said around 2013/2014 that they wouldn't introduce it in league for knowledge purpose Riot doesn't want players to have to learn stats that are complicated

it's a shame, because it would prevent classes abusing items from other classes

VERY IMPORTANT EDDIT

I feel like you explained the system poorly

You forgot to say that each hero in dota is either an STR hero, an AGI hero, or an INT hero, which gives you attack damage depending on which list you belong

if you're an INT hero (like a mage) you get 1 AD for every INT you build

Mavëríck1 votes

On paper DotA s system is great, in practice it's a convoluted mess. Tanks are fucking carries in that game since they get free damage for stacking the tank stat.

Mage ability damage also does not increase like you'd think where more AP makes your lightning bolt stronger. Nope. Nothing is plainly laid out in that game, and that's a huge problem.

D357R0Y3R1 votes

Tanks are fucking carries in that game since they get free damage for stacking the tank stat.

no they're not lol you're only a tank if you're ahead in dota, just like in league

if a carry gets caught in late game, it's over they're not as tanky as real tanks

https://youtu.be/a_ql8tw9DWU?t=1313

here an example

Moody P1 votes

League has a pretty good habit of simplifying things from other MOBAs, I think.

Intelligence could be a flat amount of ability power in LOL which might get a bit messy when factoring in AP ratios, but I think it would still turn up to be a much cleaner system than what DOTA does.

Hayaishi21 votes

That stat system would do wonders for league.

Kai Guy1 votes

Its funny because the way riot did AP scaling and AD was a huge draw to me as a Dota all star player. I really enjoyed the separation Riot did.

How would you feel about a middle ground where there are some class exclusive items?

Mavëríck1 votes

[{quoted}](name=Kai Guy,realm=NA,application-id=3ErqAdtq,discussion-id=kd8P5aTw,comment-id=0003,timestamp=2019-06-20T20:34:38.034+0000)

Its funny because the way riot did AP scaling and AD was a huge draw to me as a Dota all star player. I really enjoyed the separation Riot did.

How would you feel about a middle ground where there are some class exclusive items?

Or people could just go play DotA 2?

Moody P1 votes
  1. I'm not sure about class exclusive since there's sometimes debate about who belongs where, especially in a group as muddled as Fighters. I like the attribute setup because while a champion couldn't get the maximum value out of an item and thus potentially use it more efficiently than intended users (like how divers are with Steraks right now), they could still have the choice of getting that item if they think the sacrifice in stats is worth it.

In general I don't really like the idea that a game should tell you how to play it instead of letting the player do it themselves.

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