Theoretical Design
I've had a couple ideas rattling around in my head for game design and I want to hear your thoughts.
First, having, on every damaging ability, AP and AD scalings. Pros: -Flexibility for every champion -More balance between AD and AP itemizations -More balance between Armor and MR itemizations Cons: -Damage creep -The one, true "Meta build" -More more more broken interactions (Imagine Yasuo building rylais effectively)
Second, separating stats from effects on items in the shop. Giving you, say, 10000G worth of raw stats that you can invest in however you like, whenever you like and having the 6 slots we currently have for you to buy items for their passive/active effects, priced on the value of them. Pros: -Flexible build paths -Simpler balance -More specialization available Cons: -More items needed -More shop visits needed -Again, more broken interactions -Feels worse to buy a strong item -More fringe cases
So there are my thoughts. Any more pros or cons or more complex thoughts on the issues? Or other ideas altogether?