Why HotS has no Items, and what LoL could learn.

LVNsNASmurf·3/20/2014, 3:35:25 AM·1 votes·704 views

Think about what items do. They provide bonuses to stats you already possess. Because all items are thus comparable, is it any wonder we (the players) have worked out the most optimal build for each character? How often do we deviate? How much are you hindering yourself by purchasing the wrong items?

HotS has no items because items as statsticks add no gameplay. Whats more, items thoroughly genericise what would otherwise be unique champions.

Lets be clear here: Items are nothing more than a proxy for power. Whats a Bloodthirster? 70-100AD + 12-18% lifesteal for 3200g. I contend it's something different. It's power, and it takes about 10-12 minutes to get. Whats an Infinity Edge? It might be 70 AD, 25% crit chance and and 250% crits, but it's power. A different amount of power.

Why are we even bothering with proxies? We know what we're going to buy, and we almost never deviate.

Proposal: In the shop, you directly buy increases to various stat groups in say, 100, 500 and 1000g increments, being more efficient the large chunk you spend at once.

What stat groups are these? Attacks, Spells, Physical Defense, Magical Defense. Purchasing an increase to the Attacks stat group would purchase an amount of crit chance, AD, and AS. Purchasing Physical Defense would purchase an amount of health and armour.

Additionally, we have now removed many problematic stats: Lifesteal, Spellvamp, various Regen, purchased mana, various penetration. These items are problematic because they cause the balanced levels of regen, mana, CD, penetration / armour whatever are there to intentionally limit champions.

However, the second major thing we lose is unique effects. We now divide the store into three sections: Consumable, Stat purchase, and a list of unique effects. These effects can be unlocked by spending gold on the related stat group. For example, after spending 2000g on physical defense, I get one physical defense unique effect. I choose to obtain a level dependent passive damage aura. After spending another 2000g on physical defense, I can buy an active effect to slow enemies around myself.

What do we have now? We have the raw stats of items cleared away as much as possible. Gold is a direct translation into power now. Whats more, it's a translation into power in a healthy manner.

We can now focus on unique effects, and incorporate incomparables here. The overriding design thought should be that no two unique effects should be able to be compared. That means absolutely nothing which is simple raw damage you could obtain with higher stats. Sorry Infinity Edge, there is no place for you. Frozen Mallet, welcome.

In addition, we no longer have the problem where we run out of things to spend gold on. Keep dumping into stats and keep getting more unique effects.

Now, the cookie cutter builds are gone, in fact, almost no attention is paid to the stats other than a means to an end. And what is the end? A wide variety of interesting and balanced unique effects, some active, some passive, some aura's, some we haven't even seen. Those are interesting, those are the bits of our builds we actually change, and those are what we should focus on.

tl;dr: Stats on items are boring. Unique effects are cool. Lets get rid of items as statsticks, lets focus on unique effects as the real choices.

1 Comments

Sir ArmaMalum3/20/2014, 5:46:30 AM3 votes

Simple is not always better. Yes items show a direct representation of statistics but the only items that are just raw stats are component items to be built into other items. I have several counterpoints to your idea that I want to respectfully point out.

  1. Taking away a limit to stats to buy (i.e. getting rid of the 6 items slot and the stats cap that comes with it) screws majorly with how a lot of champions are balanced. Many champions are geared for a good early game but a weak late game to compensate, allowing a counter strategy of "lasting to late game" which is very largely due to the fact that items slots become a problem for players that are ahead, forcing more constrictive choices, which brings me to my next point.

  2. You are eliminating choice. Having several different avenues of itemization (penetration vs. raw AD< life steal vs. health, etc.) allows for exaggerations of certain ways to player champion, allowing for more versatility and thought behind what you buy. Giving the option to simply "buy stats" will take a lot of thought away from purchases, as there is no downside to do this, especially if it's readily accessible through different pricing 'bundles'. Currently, no matter what item you buy it takes a slot, and therefore may limit your options later of you cannot bridge the gold gap to build that item into another.

  3. You're not eliminating cookie cutter builds, in fact you're making it worse. Making the only player choice what unique effects to use will mean there will always be math-crafting behind what effects are best. As an example look the summoner spells, they're nothing but a unique active effect, there is very rarely a change to what roles bring what spells changing only when a team comp calls for it. Just as items do now.

  4. More complicated system = more choice = more player skill relevance. Let's compare a choice of items in either system. Current is "Should I finish of this item or get T2 boots? Should I get my lifesteal up or play it a bit more risky and rush a B.F. Sword?" as an example. Your system is "Can I get this effect yet, yes/no? What's the most stats I can buy with the leftover gold?". The only choice you're giving is what effect to get, and I garuntee you ceratin spells will always be considered better than others and a cookie cutter effect layout will be established by the community.

  5. Most importantly, items parallel effects with stats
    like Warmogs having health and a %max health regen, or BT having AD and lifesteal. Not only does this funnel new players to associate certain effects with certain stats, it punishes bad purchases with inefficiency. Essentially, it gives multiple dimensions to consider when purchasing an item and not all of the dimensions will be optimal by design. Perfect efficiency (buying stats) will be easier to balance on the item side sure, but it removes any player side decisions to have impact.

Tl;dr, player driven thought and decisions on what item may or may not better gives another layer of choice to improve the game. Taking that away and allowing direct stat access will turn LoL into an RPG not a MOBA.