a solution to the stat problem

rawiazam1·8/4/2018, 10:30:40 PM·1 votes·1,140 views

i've seen alot of people(me included) who liked the old rune system cause of the stat aspect. but it had many downsides(which riot mentiond as to why it was removed). i'm suggesting a new system where we can get the stats we like without being tied to certain runes.

this system will have certain amount of points(for example: 30) where u can spend them of various stats: force(1force = 1ap/0.6ad),scaling force(like gathering storm), armor, magic resist cdr. cdr cap.lethality/spellvamp and all the stats u see when u press c and we can also add some new cool stats that add up with the new runes like : keystone power(which adds "power" to keystones, either defensivly or aggresibly depending on the keystone). keystone cdr. runes power(not keystone) and stuff like that.

that's one of the things that can lead up to a gread diversity of playstyles, where u can change some stats depending on the enemy team and on how u like to play the game/ for example: put all of them in force, u deal alot of damage but pop very fast so u have to play it also safe. put most in flat out stats, u are rounded but your keystone is weak. put most in keystone, you can burst, duel and such very good. but are limited to the keystone's power and cd.

i would really like something like that to be implemented and the stats removed from runes so we can change them in champ select, cause if i'm a diana against a xerath(EXAMPLE) i don't have to pick resolve for early health/armor before level 6

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