Rune and mastery system
Masteries are a really cool thing: the more you level up the more you become competent ( more or less ), and since by leveling up you gain also masteries you can tailor your own playstile for free, without consequences if you screw up and in a way that does not overhaul you with too much work. Runes on the other side are rather annoying: they cost IP and you have to spend a lot of them for making different sets, but they add more firepower than the masteries that are too much pulverized. Combined together you have a weird double-scaling system, one base don levels and one on levels and IP, that basically just adds numbers. And you have to get those numbers, you can hardly jungle at level 1-15.
If this sistem is to be mantained but improved, what should be done? I want to hear what the community thinks! And try to not use sheer numbers, else we only get headaches!
I have an idea of my own, and i want to expose it:
The Mastery Rune System
First of all let me say that about Masteries Riot wants early power for the lower rank masteries and award scaling/endgame power for those who invest in the higher rankings ( i am still looking for the link of the dev blog :P ), and i think that is a legitimate way to better define the role of masteries and resource management, but i dislike the mastery tree because 1) pulverized unfunny undefining power 2) cookie cutter builds; the latter is necessary because you can' t have a single tree or each character.
So, why not instead combine those two?
The new system that i have developed is born so it can be simple, yet powelful and with many deep gameplay, customization and strategic choices and, most of all, that have clarity. The system is based on the rune page, with runes as marks, glyphs, seals and quintessences; those can cover the same role as they are now or instead cover the masteries role ( mark -> Offensive; seal -> Defensive; Glyph -> Utility and Quintessences all of them, but have a different role and i will talk about them later ), and exactly like it is in live you unlock a slot for each level you gain. Each rune set, with the exception of Quintessences, has a tiering: if you put 3/6/9 of those runes you gain additional power, related to the runes you have invested. For example if you put 3 AD flat runes you gain scaling AD per level, while if you put CDR you will gain a summoner' s spell cooldown reduction ( or maybe something that scales better with lategame, and still is for general use) and so on. This effects, wathever it might be, scales linearly with the tier of the rune.
This way putting tons of a stat has a high defining role, and the more you invest the more that is impactful in your late game, but** you can also effectively do hybrid builds** in order to get bonuses and effects from other runes for balance reason ( for example bringing on 6 ad runes and 3 as runes, in order to maximize early duel power or jungle clear, plus the tier effect of AD and AS runes ); you won' t lose everything if you place only 6 runes instead of 3, and you can place a triplet of the desired rune so it can be impactful and effetive in your games. Quintessences instead have a different role: they give secondary effects, to the likes of masteries as Executioner or Legendary Guardian, but have no tiering and are instead a role defitioner.
Pros and cons
Since getting runes and rune pages might be a true burden of IP i was thinking about giving for free a set of runes for each kind for generic purposes, nominally hybrid damaging runes, hybrid defensive runes and hybrid restoration runes; the reason behind this is that new players don' t know what to get, and probably not even think about it, and only think about playing different champions so in this way they can have fun and later on, while they are invested deeply in the game, get some of the more exotic or specialized runes for theyr builds; plus it can be a good kickstarter for jungling.
Some then might ask: what about the cool effect of some masteries, like Spellblade, Legendary Guardian or Bandit? Those can be well implemented in this mechanic! It can be done that some Quintessences or some Rune tiers activate effects like these special masteries, so not only the player is not forced to pick those cbecause are in the tree and can compare different effects, but it can also calibrate their power following his needs! This system can be developed further in a way that i call "exotic runes", runes that as tiering effect does not have a simple scaling per level effect but an other one while still giving the same stat. For example we can have Critical ChanceMarks, which tiering effect is a simple "critical chance per level", but there can be also stuff like " Critical Chance Mark of the Berserker", that instead has "increase critical damage dealt by x%" or "Critical Chance Mark of the Assassin" that has "increase critical chance by x% while attacking an enemy from the back" while they still give the base amount of critical strike chance.
I want to remember you that, since masteries would be removed for this system, the runes can afford to be a little more powerful!
That' s it. It can have some other mechanics, like having quintessence requiring a certain number of runes of a kind and such but i belive it will only complicate stuff. I also aknowledge many problems like IP refound and the fact that, even with the need to purchase Rune pages and exotic runes lots of IP will be destined to buy champions, that is cool for us but less cool for developers that will see champion buy with RP giving far less income; still, this is only a gameplay design and not an actual proposal/application sooo get wild :D
Resource Jazz, aka Ip and value problems
Many people noted in the comment section how this system has the big problem of heavy IP spending, due to basing all the leveling power on runes and rune pages. I already addressed this issue earlier but i want to repeat and clearify more here. I did not wanted too much to alter IP pricing because i developed this system under the gameplay design position, and not the resource management one; however, since developing purely only under the design side is not only underachieving but also EAZY AND BORING i wanted to tackle the resource system by giving space to Ip tuning: basic and simple runes can cost less compared to the exotic ones, rune pages can be free or cost less since this system forces the player to get more of them and coupled with an eventual upcoming IP sink the resources could be balanced while giving the player less IP grind for power.
There are also other systems that could be applied. In a different thread a Summoner addressed the nooby traps that are the tier 1 and 2 runes by adding a rune upgrade system, and since i am full deep in runes by myself i also weighted in with my own idea about rune management based on our actual system: removing t1 runes, make t2 runes free and t3 runes as they are now. If you want to give a look if you already did not here' s the link ( hard to miss aniway ).
http://boards.na.leagueoflegends.com/en/c/champions-gameplay/Nhy4sAZz-way-to-improve-runes
The Almight TL;DR
System based only on runes, with special effects embedded based on the number and kind of runes invested Potential high variety of useful runes High support for builds with frammentated stats but also for focused ones Simpler, more powerful, clear and easy to understand, more impactful in game Potential IP problems for rune pages, proposal of kickstrarter runes, IP sink for exotic runes
Edit 2: heavier formatting and little riediting, also i want to thank for becoming the post of the day! You made my day <3