In continuing with the earlier article of applying lessons from other games to League, Splatoon's gear customizations include bonuses based on the phases of a match-early-game out-of-the-gate bonuses versus last-chance bonuses.Īpplying that to AP or AD-per-level runes, where you gain comparatively more or less based on how close or far you are from level 18, helps augment based on overall team playstyle, and whether they want to play a patient or aggressive strategy.
Max rune pages lol pro#
You can't really keep pro players and analysts from figuring out best-value sets, but you can make them more situational, so that the hard value calculations are set aside and it becomes a matter of tailoring to strategy instead. Contrast those values with the stats that are most relevant to the roles they play, and the actual range of viable options quickly narrows. When runes involve hard and static values, like flat Attack Damage or health points per level, they have a hard and static corresponding in-game value, measured by their equivalents in item-based bonuses. Part of the problem with cookie-cutter builds is sheer inevitability. The second thing to do: make customization meaningful. Gold, crystal or rainbowed rune sets-no statistical bonuses for "upgrading," but for the opportunity to show off a decked out page on-stream. Heck, in keeping with the cosmetics monetization theme, they can even bling them out with a dual RP/IP option.
Max rune pages lol upgrade#
Being able to upgrade old or rarely used rune sets from Tier 1 to Tier 3 via IP would be a good way to do just that. Or, even better: a lot of veteran players have complained about the lack of an IP sink. The tiered "progression" is nonsense and wasteful, especially since they finally removed the Rune Combiner this season, after years of having it be a way for trolls and phishers to seriously mess up a hijacked account.īetter, I think, to have individual runes be more expensive, so long as they level as your account levels. And Tier 2s are at an awkward spot-too expensive for their value, and sitting at a level range where you want to be saving up for Tier 3s anyhow. Tier 1 sets might be enough for low-level play, and cheap besides, but their usefulness quickly expires. Speaking of picking up rune sets: the current rune tiers are a joke.
Inherently, it rewards repetition of play over skill-level one trades decided not by tactical feats of ingenuity, or even cunning customization choices, but whether or not a player can afford a beneficial rune loadout to complement the matchup. Using time invested as a content gate is perfectly alright in a progression-based game, especially single-player RPGs, but it hardly makes sense for a competitive lane-pusher.
A barrier to entry that affects not just newbies, but everybody who can't afford to dump whole hours into the game on a daily basis. Even if you're reusing certain runes between multiple pages, and the same two pages for literally every champion, the total time for a new player to fill both pages and a decent stable of champions is incredibly steep. Though it is entirely possible to play with only the two default pages given freely to each account, that still tallies up to an exorbitant cost just to fill one page. The same cost of a newly released champion, and equivalent to days of hard grinding. It's long past time that they were reworked from the ground up.Ĭurrently, it costs 6300 IP to buy a new rune page, and roughly that to max out on one kind of rune.