Taking successful mechanics from other games and adding them to LOL

Virtuoso Loki·9/19/2018, 6:29:43 PM·1 votes·22,676 views

I am going to talk about a system that I think could be wildly successful in LOL that is present in the First Person Hero shooter, 'Paladins' however I would love other games and mechanics to be brought up.

Cards, and Epic cards In the game Paladins every champion has a set of 4 cards per ability with 3 abilities including their ultimate and they get 4 general stat cards. These cards buff specific effects of abilities or can even change certain mechanical functions of the abilities. Every champion also has 4 Epic cards, and these cards can change how a champion is fundamentally played such as making a support character a damage character and are what I will be focusing on.

Paladins doesn't do this in the best way, but the idea is enticing and I believe it can be applied with superb success to league of legends because of Augments in the new Odyssey game mode.

Epic cards = Augments 'in a way'

I think if we could add an augment system to the base game giving every champion a very small number of augments like 2 that fundamentally change the way a champion would be played and optimally built, one augment for each champion would just be how they are now as well. I know this would be a huge amount of work with this meaning 300 augments being made, but long run this would be almost like doubling the number of champions and opening up creativity with builds breaking down a lot of staleness that can be felt with individual champions.

_Just for an example lets use my favorite champion Jhin _

Stopping power - Jhin's Passive: passive AD is now converted to bonus AP and Jhin's autos do on-hit AP damage equal to the AP granted by his passive, this AP damage can critical strike; Jhin's Q: Ad scaling removed, but bonus bounce damage increased to 50% per killing bounce; Jhin's w: now stuns, and is given a 50% AP scaling; ** Jhin's E**: now only scales with AP 220%, and its radius is increased by 10%; Jhin's R: now scales 20% AP instead of ad.

Magnum opus - Jhin's abilities cooldowns are doubled, but so is the damage on these abilities. Your ultimate will also carry up to 4 charges each charge being a shot, your ultimate can be toggled on and off only consuming shots used a charge will be stored every 60/52/45 seconds.

The artist - Base Jhin

I am sure there are better changes that can be done and more creative augments, but I think this idea of basically very personalized limited Runes for every champion is significantly more interesting than runes or even runes reforged, I am considering this idea in conjunction with runes however as many of these augments could also take runes into consideration and change what runes a champion might take.

What are some Augments/Epic cards you could you think of? Do you think this would make the game too complex?

14 Comments

ModAcademy Kayn9/30/2018, 3:02:41 AM2 votes

I think it's very important that games like Paladins, and their card mechanics, need to be taken in context. There is no laning in Paladins, no item buying, and importantly, much fewer champions. The only way a Champion's (Paladin's champions) scales or is played differently, is entirely within those cards. Having both cards and an item system, with the amount of champions we have, is a massive mix of complexity.

Wacky99/28/2018, 3:38:20 AM2 votes

This would be a balancing nightmare. Remember that every complicated thing that gets added to the game is one more thing for Riot to try and balance. There is a reason that more variety isn't necessarily a good thing.

Oznap10/1/2018, 12:02:59 AM1 votes

Not sure if you can consider paladins card system successful. Some card choices compliment play styles but most of the time it seems to force a single role just because the benefits for other roles aren't as strong or available.

The Epic card system are a crutch for some of their characters and force a specific gimmick because of it (Street Justice).

A card system could work but I think you need to consider the various roles champions have and tailor it specifically to each one so they don't just get forced into a single role.

Other problems with cards is that they have too much customization capability. They have 20 cards each with able to be upgraded to 5 but you can only spend a total of about 15 points and must pick 5 cards. Some of those abilities are health adjustments, others are for additional ammo, some are free reloads based on ability use. While it might be ok in paladins who has around +20 characters. In a game with +140 champions having to know what your enemy pick can be hell. Cant really make certain plays in Lol if you can't tell tell what passive abilities and in general looking up and knowing what passive abilities someone has would get tedious every game.

I think a more specifically tailored system would be better but I think the customization should be limited. I think if anything they should take the epic card system, chop the choices down to a champion's specific role, and add stat buffs/ability modifications to those roles.

Dweeebles10/2/2018, 8:25:50 PM1 votes

I would like to see the honor/rewards system from Dawngate implemented for LOL. It is by far the most interactive, satisfying, and rewarding system that I have ever used.

A Time Wizard10/8/2018, 12:01:19 AM1 votes

My main problem with this is that each of the cards would essentially create a new champion, which would confuse new and old players alike. I feel like this would be a great addition if riot decides to stop creating new champions for a while, and over time these cards would be added maybe one per patch so that they could reuse past champion mechanics in unique ways. The other problem with this is that while the champions should have to look visibly different to indicate these ability changes, it would be very difficult to do so for every skin on a champion like persay Annie.

ModKnightsKemplar9/27/2018, 12:28:49 AM1 votes

Approved!

Gilgayu12/8/2018, 2:36:51 AM1 votes

I played Paladin before.

There are ony a few heroes (champions), but the cards already make them confusing.

League has 140+ champions... good luck

Nathill Rebo9/30/2018, 11:07:13 AM1 votes

Runes should be replaced with such cards, but then again I think the bonuses you want should also cost, i. e. a card that would be taken by Leona:

Solarii Duelist Decrease mana cost of Shield of Daybreak by 10, cooldown by 1 second and stun duration by 0.25 seconds.

This could be taken by those crazy people that play her top, as this could increase her dueling potential, while alsy decreasing the stun duration. Subtle change that alteres how you play without changing the character drastically. But then again those shouldn't be too impactful or champion-changing - how not to do:

Obliterating Anchor Staggering Blow's cooldown increased to 100 seconds, damage increased to 40 per level and root duration to 6 seconds.

Rather obvious and exxagerated, but at least clear.

Wrathful Maelstrom Titan's Wrath now instead makes Nautilus rapidly spin his anchor around his body for 6 seconds, dealing 25/32/39/46/53 [+20% AP][+40% AD] physical damage per second to enemies hitand slowing them by 30/35/40/45/50% for 1 second, proccing Staggering Blow whenever possible. While spinning, Nautilus cannot basic attack and is ghosted.

While this could be balanced, noone expects Nautilus to be bladestorming and this would make him a different champion - more fragile, dealing much more physical damage, too much for a Mage Tank.