Is it time... to limit player choice with runes and items?

GreyfellD·2/25/2019, 3:37:59 AM·1 votes·708 views

Stop allowing classes that you did not design a keystone or item for, to use that item. Half of this game is toxic item interaction or one rune being stupidly powerful on a champion that it wasn't designed for. Like the whole Klepto + Ezreal. Any normal game designer would stop champions that were not intended to take these runes + items by locking champions out from getting these things.

I know its limiting "player choice" but the players are so immature, they cannot be trusted to use things responsibly without finding new ways to abuse or break the game, making it unfun for others and causing them to leave. SMITE does this, it locks champions to certain item sets to ensure their is a limit to how broken you can make a champion.

Riot you really need to do the same thing or you just come across as incompetent game designers, which you do from your baffling and self-agrandising "balance changes" which are designed to keep your moneymaking champions at the top. League would be a better game that made you MORE money if you stopped champions from taking runes and items that weren't designed with them in mind.

1 Comments

Nhifu2/25/2019, 3:55:27 AM2 votes

I'm surprised the game actually still has items.

They're trying to make the game pace quicker, why not just make the game purely based on stats and levels? With customizing more leaned towards masteries and runes