Don't like Runes or Masteries in their current state? How about a build-your-own starter item?

Teridax68··4 votes·684 views

Some thoughts on League's current state:

  • The rune system feels terrible, since all but a few runes are crap, and both runes and rune pages take a long time to accumulate.
  • The mastery system doesn't feel great, in part because it still has a lot of hidden power and not that much choice, and in part because Keystones are a balancing nightmare. Rebonack makes a good point about Keystones here, and this post builds upon that.
  • Fiddling around with rune, mastery and summoner spell setups in the lobby can be stressful and prevents players from interacting with each other, and it can be frustrating as hell to enter a game with the wrong setup just because you were distracted.
  • Let's be honest, Flash is essential on all but a very few champions, and the game is balanced around it.

Essentially, all of these systems feel like the components to a secret item every player starts with, offering stats, unique passives and even some actives, yet they're all spread out in ways that make them more difficult to appreciate than they should be, while also adding unnecessary stress and barriers of entry to every game. What I'm suggesting here is to instead allow players to build their own items from scratch at the start of every game. I'm a huge fan of Diablo-style items with customized stats and unique effects, and I think that kind of RPG feel could be added to League. Here's how things would proceed:

  1. Lobby: No runes, no masteries, no summoner spells even. You just pick a champion, maybe ban a few, and that's it.
  2. Game start -- build your own item: At the start of the game, you'd get asked to craft a special item that would take its own, separate slot, just like a trinket. The components would be as follows: 2.1. Stats: Basically, the equivalent of runes, plus stats from starter items and lesser masteries. You'd get to choose about 4-5 chunks of stats for your item, which could range from AD, AP, health, armor, etc. to Lethality, magic pen, etc., and could perhaps also vary from flat to scaling. You'd get to pick the same stat "chunk" any number of times, though each would count as a separate item, so you could still go for that full flat AP cheese if you really want to. 2.2. Passives: Essentially, the mastery component, plus unique passives from starter items. You'd get to choose a certain number of unique passives to add onto your item, perhaps 1, 2 or 3, and would get to choose each passive only once, but that effect would grant you a Keystone-level effect. 2.3. Active: The summoner spell component. You'd get to choose one active from the current selection of summoner spells, with the exception of Flash, which would keep their current effects and cooldown.
  3. Begin!: After crafting your item, the game could probably auto-generate a name based on its stats, passives, active, etc., and you could then start normally, with perhaps a slightly longer setup time (perhaps you could even start crafting while loading). Besides that, every player would start the game with Flash, 2 health pots and 0 gold. Once the item is crafted, it cannot be changed or sold by any means.

TL;DR: Squish every out-of-game system, i.e. runes, masteries and summoner spells, into a fully personalized item you'd get to craft at the start of every match. Not only would you get a sweet new item out of this, but it would take a lot of the hassle out of setting up the right loadout, and you'd get all of the customization of runes, masteries and summoner spells, without any of their current problems of low power appreciation or barriers to entry.

Also, this could be a good reason to reintroduce item sets, since it could at the very least be useful in crafting a full starter item for any given champion with a single click, and allow for a selection of quick choices. If Riot really wants to hold on to locking stats and masteries/summoner spells behind levels and IP, new players could still start out with a selection of "simple" stats, passives and actives to choose from, and would unlock more by increasing their summoner level, and perhaps spending IP on unlocking specific stat chunks. I'm not a fan of these barriers to entry, but if Rito wants to keep them, they'd still work with the above feature.

14 Comments

l Dárius l2 votes

this sounds kinda cool

Zen Ineth1 votes

every player would start the game with flash

I'm sorry, but that's terrible. Flash is not the be-all, end-all of summoner spells, and champions like Hecarim, Graves, or Shyvana would suffer in the jungle because they love taking Ghost or Exhaust alongside smite, so it would seriously hamper them.

And the top laners who want to cheese with Ignite and TP instead of Flash? You'd limit them?

Teridax681 votes

This isn't really the main component of what I'm suggesting, and the above idea can be implemented without locking in Flash. Some thoughts on this:

  • Considering how Smite is mandatory on junglers, which makes Smite + Flash mandatory on far too many champions, perhaps it could just be replaced by jungler-specific passive effects and/or stats, which would then allow junglers to choose another summoner spell and not suffer. You could argue that this would make monster stealing easier, but I think burst champions desperately needs a means of feeling valuable in the jungle, and this could be their opportunity.
  • Ghost is itself often picked by champions with dysfunctional sticking/kiting power. Those champions need to be fixed, and the spell itself should be improved overall.
  • Ignite + TP isn't really the best example of cheesing, since you're either trading off one means of combat power (Flash) for another (Ignite), or one means of recovery for another (TP). It's not really an especially common combination, so if it were to disappear, I wouldn't be too sad about it.
Zen Ineth2 votes

Look, Recall is a mandatory spell due to how -everyone- needs to use it. Forcing Flash on everyone isn't a fix-all. It would be severely limiting, and with Riot lauding "diversity" over anything else, it wouldn't stick.

And just saying "oh, rework the champions who need to use ghost", when that's not an optimal solution. You'd rework half of the champion list just to make Flash a mandatory spell? No, that wouldn't go.

Teridax681 votes

"Half the champion list" is a massive exaggeration when describing the extremely small number of champions who pick Ghost over Flash. Out of all the summoner spell setups out there, only a little above 2% do not use Flash, and there would likely be the same proportion if Recall were made optional as well.

To be clear, I don't think making Flash mandatory is essential to the above solution. If you really want to be able to not choose Flash, you could easily have Flash as one of the above options, plus the ability to pick another extra spell for its own slot. You're just blowing this small detail out of the large post I made vastly out of proportion. What are your thoughts on runes and masteries? What about the craftable item itself? What are your thoughts on this idea in general, rather than this one, non-essential component to it?

Zen Ineth1 votes

Anivia Azir Cassiopeia Darius Diana Fiddlesticks Fiora Gangplank Garen Graves Hecarim Illaoi Irelia JarvanIV Jax Karthus Kindred Lux Nasus Nunu Olaf Poppy Rammus Shyvana Singed Syndra Talon Trundle Tryndamere TwistedFate Udyr Veigar Velkoz Vi Viktor XinZhao Yorick

Teridax681 votes

Out of all the champions you mentioned, Hecarim, Olaf and Singed are literally the only champions who do not commonly run Flash. That is less than 2.3% of the champion roster.

legionnaire992 votes

Darius runs ghost Tryndamere runs ghost tp Nasus ghost Cassiopeia ghost Velkoz ghost Teemo ghost Vladimir ghost Kled ghost Must I keep going also most mids run it

Teridax681 votes
  • Darius most commonly runs Flash TP. His highest win rate combination is Flash Ghost, which includes Flash.
  • Tryndamere most commonly runs Flash TP as a top laner, and Flash Smite as a jungler. He can run Ghost instead of Flash, but much less frequently, by a factor of more than 3.
  • Nasus most commonly runs Flash TP. He can run Ghost instead of Flash, but much less frequently, by a factor of about 2.7.
  • Cassiopeia most commonly runs Flash Ghost. Her highest win rate combination is Flash Exhaust, which includes Flash.
  • Vel'Koz most commonly runs Flash Barrier as a mid laner, and Flash Exhaust as a support. His highest win rate combination for mid is Flash Exhaust, which includes Flash, and his highest win rate combination for support is Flash Ignite, which includes Flash. Ghost is not nearly as popular on him as Flash.
  • Teemo most commonly runs Flash TP. His highest win rate combination is Flash Ignite, which includes Flash. Ghost is not nearly as popular on him as Flash.
  • Vladimir most commonly runs Flash TP in top lane, and Flash Ghost mid, both of which include Flash. His highest win rate combination in both lanes is Flash Ghost, which also includes Flash.
  • Kled most commonly runs Flash TP. His highest win rate combination is Flash Ignite, which includes Flash.

All of this information is sourced from champion.gg, by the way, and I invite you to check if you do not believe me. Point being, literally every single example you have brought up commonly includes Flash as part of their summoner spell loadout, so even if you really were to lock in Flash as a mandatory spell, it would harm exactly none of them. I'm not proposing to remove Ghost from the game either, so I'm not sure what you're trying to get at.

Zen Ineth1 votes

The idea overall is unnecessary, in my eyes. Runes provide enough of a boost for either mid game or late-game. You can get a full Ghostblade's worth of Lethality in runes. You can also get a full Wit's End of attack speed in runes. Having a special item with particular stats would do absolutely nothing that runes don't already do. Masteries also provide keystones, which, while not essential, are a comfortable supplement to some kits.

To reiterate, flash is not essential on all champions. Don't talk like it is, because that's subjective and ultimately untrue.

Teridax681 votes

I'm not proposing to add more stuff on top of runes, I'm proposing to shift runes onto a craftable starter item, offering the stats of runes and a current starter item combined, plus masteries and a summoner spell, without any of the barrier to entry, lobby stress, or page purchase/management of the current system. You are, yet again, missing the point, as I am not proposing to change the number of stats you can acquire, but the point in the game at which you can select all of your starting bonuses, from pre-game to game start. What are your thoughts on that?

Zen Ineth1 votes

No, I am absolutely not missing the point. I know you want to make a craftable item take the place of runes. I'm telling you that's a dumb idea because it would do nothing. What, would it make all stats available on that crafting system? Then just make runes free. Would it shift power? No? Then why fix what isn't broken?

Runes do their job fine enough already; I don't understand why you would want a different system that would take the place of Runes if the overall net gain is zero. Just adjust the system already set in place and stop taking five steps to achieve one.

Teridax681 votes

But you have yet again proven in your very reply that you are completely missing the point. Again, to make myself clear, I am proposing to streamline every out-of-game system in League of Legends by shifting their selection to the start of a match, rather than the pre-game lobby. There is intrinsic value in this, especially since Riot has discussed at length how lobby times are overly long, and how people don't interact with each other in them because they're too busy fiddling with runes and masteries. A great deal many players have discussed the frustration inherent in hastily editing loadouts in the lobby, and ending up with the wrong setup at game start, which can literally lose games if the jungler forgets to lock in Smite. You are also in the overwhelming minority in claiming that runes "do their job fine enough already", as not only have players pointed out at length all the issues inherent in runes, but Meddler himself announced Riot would do an imminent rune overhaul.

DrugsForRobots1 votes

I agree with your premise ("all of these systems feel like the components to a secret item every player starts with, offering stats, unique passives and even some actives, yet they're all spread out in ways that make them more difficult to appreciate than they should be, while also adding unnecessary stress and barriers of entry to every game.") but I can't see Riot doing this.

Not that it isn't a cool idea. If I ever get around to making my own MOBA, I'll probably use something like this. I actually think a system like this would probably be better for game balance than the 6 item slot 'choose-from-all-these-items' inventory system that we find in DotA and League. And by 'better for game balance' I mean that having a single customizable item cuts down the potential for snow-balling, while allowing just as much creativity by the player as figuring out which 6 items you want to equip this match.

Edit: Just to be clear, I know you intended for this to be a players 'starting' item, and that they'd still have access to the other assortment of items.

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