@Meddler: Runes, Lifesteal and more
Disclaimer: The criticism and ideas should only give another perspective about those topics and should serve as inspiration for other arguments, etc.
Runes
Critique:
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Runes cost to much. In fact they cost more than champions, which means some runes have more value than an actual champion. This also means that beginners have a really hard time in catching up with other players.
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Runes don´t feel like they are giving you much room for strategy variance; etc. Some runes are even considered useless. (This is also a result of other factors. For example: Many players value raw offensive stats or defensive stats more than mana or mana regen.)
Ideas:
-Lower the cost of runes too 150ip for the most expensive runes (quintessence) and too 50ip for the other runes. Increase the ip per game played slightly (+5-20ip for defeats and wins). Increase the ip cost of 450 either too 500ip or 550ip (as compensation, but 450 was a good price for beginners to collect champion).
-Connect the rune system with the mastery system. For example: Using 18x runes of the same type buffs the according mastery tree. Marks which have offensive stats as their primary stat would buff the ferocity tree. And the quintessence would buff one stage of the tree, which the player can choose.
Lifesteal and Grievous Wounds
Critique:
- It gives adcarries to much tankiness. And is either to powerful or not noticeable. Which can only be countered through grievous wounds.
Idea:
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Lifesteal should become more useful the more damaged you are (like Warlorld´s Bloodlust). Out of combat it should have it´s full potential too, so you can heal up after a fight without needing back or using a pot first. This allows enemies to be able triggering masteries like "Merciless" faster, while adcarries havget their lifesteal when they´re hurt.
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Grievous Wounds should have stacks. Every stack increases the effectiveness of grievous wounds.
Crit
Critique:
- It gives adcarries a source of burst which isn´t regulated by any resource (adcarries should be doing frequently and stable damage; burst should be regulated through resources or cooldown).
Idea:
- Give crit a longer animation (which doesn´t deal damage if you cancel it).
Items
Critique:
- Sometimes there aren´t much possibilities for item builds. Example:
is the only item for mages which gives them magic resistance and ability power (someone could argue that there aren´t any items with armor+attack damage, but it´s easier to gather armor than magic resistance and the same goes for attack damage and ability power). This results as well a bit in games not feeling different to each other.
(Only) Solution:
- Add more items (not rushed concepts, take you time for it). Yes it will make the game harder to balance but it could be worth it. And don´t remove items just because they aren´t popular (Zephyr, which gave as,ms,ad and tenacity through it´s passive). It has a reason to stay in the game as long as enough people build it and it isn´t broken (as I remember Zephyr wasn´t that popular but there were enough people who build it and it wasn´t broken).
Herald
- I read that you consider removing him, if you don´t find a solution for his state. Please let him stay even if the rework fails and freeze him for a while before you work on him again. Without him the upper part of the map would feel more empty.