possible way to rework the current mentality of go tank, go carry or go home
let me explain. as it is, any champ can build a tank build without consequence and if their base damages are high enough, it can turn them into a monster come late game
well, what if we changed that by changing how the items are designed?
Currently, a bruiser (graves , jax or udyr for example) can build multiple items that grant effective stats for other roles (such as tank and carry)
well, what if we changed it so that there are no "hybrid" items except for carries or the off-shoot build on a tougher champions and with that change, increase the base stats of tanks but require that possible carries (such as bruisers) build multiple items to gain a suitable benefit
for example, if we kept the current system where mages, squishy supports and marksmen gain up to 70 armor (special exclusion for graves who should instead now be considered a bruiser), these classes would be required to build damaging items and then a specialized item if they wanted armor or magic resist instead of a generalist item
for instance, thornmail becomes one of the only available armor items for a carry , bruiser or support position (but not a base armor item), that way, champions have to choose between their intended roles and base stats instead of going all-in with bonuses to other roles
let's take a look at the offenders
: if we remove the armor or health, it then becomes a specialized item while still providing bonus damage not cheating the role it is intended for but could be used as a potential pick
for instance, if it offers only health, it is more beneficial to tanks with their high base armors and magic resists but does not contribute as much to a bruiser
if it offers only armor, it then becomes a stronger stat for a bruiser (this is probably the better choice) as tanks do like to cling to their targets, but squishier, more damaging bruisers want to output as much damage as possible
: this is commonly used by carries. If we remove the magic resist but keep the passive, it becomes less of a goto item for carries but still useful to them and no longer shrugs off damage from opposing mages
: if we remove the base health, this becomes a helpful anti-burst item but is mostly balanced by not allowing the carry to gain a stat benefit
these are only a few of the examples, but it would require a complex analyisis of every item for me to explain the concept fully and for a thread that might go ignored by moderators, I figured it might be a beneficial read
the simple version, by changing how stats are distributed, carries become squishy or sacrifice damage to survive; bruisers are tougher than squishies but do not have the base stats to support overwhelming health; Tanks...tanks become a bit monstrous and their base damages and ratios would have to be looked at, but with hybridization changed, if the tank wants to do more damage, they have to sacrifice their much needed health
thoughts or opinions?
I'll post the full length of the poles here
- I'm on the right track
- LoL needs a better designer than me to improve upon my idea
- League is fine as it is
- I'm making mistakes of the past
- I have no idea what i'm talking about