League Of Legends: Paying For Increased Item Stats With In-Game Gold

Bradyo·7/7/2017, 4:22:39 PM·1 votes·958 views

Don't you wish item 3085, item 3087, and item 3046 could add up to 100% crit? Don't you wish item 3089, item 3135, item 3165,item 3157, item 3040, item 3020 adds up to the full 40% Cooldown Reduction?

Well, it doesn't, but I want it too :(

However, I have an idea to fix this. What if we could pay In-Game gold to increase the stats of an item to suit our needs? I think this would benefit lots of people who have been grinding rune pages for those extra stats. Here's how it will go. We will use the stats of item 3085 and item 3157.

Runaan's Hurricane stats are:

+40% Attack Speed +30% Critical Chance +7% Movement Speed

What if I want to add +5% Attack Speed, +10% Critical Chance, or +3% Movement speed for some Gold?

Zonya's Hourglass stats are:

+70 Ability Power +45 Armor +10% Cooldown Reduction

What if I want to add +10 Ability Power, +5 Armor, or +10% Cooldown Reduction to this item?

This thing would be a luxury for most builds out there. It will help give us that extra stat we need to balance our stats out. With some hard thinking and balancing to this system, we could be able to do something like this.

Regardless, there are a few things that need to be addressed.

  1. I know there is going to be limits on how high you can upgrade your stats and how many stats you can upgrade, but I don't know what that could possibly be.

  2. I also don't know the gold costs for these upgrades. This is basically the structure of the idea. I don't know the nitty-gritty stuff about it, tough.

  3. This only applies to the base stats. No passive or active stat can be altered.

  4. You can only upgrade the stats that the item has. IF an item doesn't have a certain stat, it can't be added or upgraded.

After all of this being said, feel free to leave your thoughts/critiques ;)

33 Comments

ModThe Djinn7/7/2017, 5:21:54 PM4 votes

There are two issues here.

The first is that the game is balanced around a cost/stat/benefit trade-off in items. Do you get a cheaper end-game item now for a power spike immediately? Do you build an expensive late-game build and sacrifice earlier power? Do you forgo the better active because you want the 40% CDR? In your proposed system the most efficient way becomes to select only the best item abilities, and buy up any stats you couldn't get otherwise. It actually makes builds LESS dynamic in general.

The other problem is that it removes the idea that some characters cap early and some scale late. A team that's behind can't hang on for build equality at the late game when everyone has full items and gold doesn't mean anything any more -- the other team will still be ahead from extra purchased item values.

It's an interesting idea, certainly. But I think it would work better from the ground up in a system where you can buy stats and abilities separately, without the item system at all.

AlienPrimate7/7/2017, 6:18:19 PM2 votes

The main reason I say no is because this would remove any sense of having a chance of coming back when behind. When people are ahead, they get full build and then they don't get any stronger meaning their enemy has a chance for a comeback as long as they can survive long enough. If you get full build you can usually stomp people who aren't full build. Turtling would now mean nothing as you can just free farm the entire map apart from inside the enemy inhibitor towers and just keep getting more and more fed.

Warlord Scrap7/7/2017, 4:33:07 PM1 votes

this would make balance an absolute pain. Items stats are balanced around there current numbers. You can only have so many items for a reason you dont need extra stats.