A few problems with using gold as a central feature for champion concepts

Ninja Baby one·9/6/2016, 2:12:23 PM·8 votes·405 views

So I've recently seen a lot of champions that use gold as a resource to different extends. I've seen some that use gold instead of mana, some that deal bonus damage based on gold carries, either by the champion himself or the enemy champion and all of these champions have a major issue designwise.

When people design a champion with this as a core aspect, they usually realise that you can't do that with the normal income as you'd be itemstarved by using your spells. This usually means that the passive of the champion gives extra gold. That in and of itself isn't all that bad, seeing as we've already got a champion that does that (TwistedFate and Gangplank ). The first issue comes up when that's all the passive does. I've seen passives that was literally just a percent increase in gold gained. This is not interesting and a boring passive overall. So many other champions have passives that interact greatly with their kit or is essential to their kit, but just an extra gold percentage is very uninteresting. Another issue with this passive would be that no matter how you balance it, it's possible to either starve yourself by spamming your spells (if your spells cost gold that is) or you'd be able to keep on farming and have so much gold.

Now, it's probably possible to have a passive that works proper and then comes the next issue with a kit that revolves around gold: You're encouraged to not use your gold to buy items so you can use your spells proper. Even if your spells don't cost gold, they likely deal more damage the more gold you have or something similar, so buying for every piece of gold you have would SEVERELY reduce your damage. Don't encourage people to wait buying their items. "Should I buy this now or wait, just so I can cast my spells?" is not supposed to be a question you should ask yourself during the game.

Some people have commented around the block that maybe the gold generated should be a special resource (like Gangplank's Silver Serpents), but doing that would just make the kit interact with a special resource, not gold, defeating the idea behind the kit. (Atleast that's how I'd see it)

Now I know this is basically a rant, but every time I see a kit using gold, I always have the same critique and as so, I hope to reach a lot of people with this to make sure I don't have to write out the same things many times.

4 Comments

FloRaider429/6/2016, 8:03:55 PM2 votes

Yeah gold as ressource seems almost impossible to balance, either you have a champion that is constantly low on Gold or a champion that can be fullbuilt by 10 as long as he doesn't spam spells. I often suggest something like a ressource called "Greed" that regenerates with gold gained, but isn't affected by your total gold or alternatives to Gold like the Silver Serpents, as it seems to much of a hassle to make normal Gold work that way.

TTK Dreadnought9/6/2016, 4:59:53 PM1 votes

I've actually worked on something relating to this before. Never finished the full champion concept though (couldnt figure out what i wanted his Q active and ult to be). Here's the gold related passive. I used bandit as the basis for the first part and added a 5gold bonus for a damaging spell but kept the 5 sec cooldown. The second part of the passive rewards for kills. I decided to keep it as a passive %gold to keep it different from Twisted Fate, Gangplank and Draven. The third part of the passive (found on his Q) is what the gold does. its a simple gold = ap ratio. Now, i kept the value between 1% and 2% because its actually meant to supplement his power in between item purchases. So early game, if you're saving up for that item 1058 and have two points in your Q, you'll get 15.625AP. Then when you recall and buy the needlessly large rod, you lose your AP supplement in exchange for an AP permanent. Saving up for a item 3089 and have 5 points in Q? 76 AP. Then you cash in your 3800gold for more AP and the passive.

Passive: Death and Taxes ~ gains 3 Gold when hitting an enemy champion with a basic attack or 5 gold with a damaging spell (5second cooldown)

~ gains an additional 1 gold every 10 secs for each unique champion he's killed.

Q Passive ~ gains AP equal to 1/1.25/1.5/1.75/2% of his gold.