In response to League of Legends player Bôôsted Bonobo's extensive list of questions, Meddler highlighted more of the upcoming systemic changes to the game's runes customization system, expected to drop during the 2017-2018 preseason in November.
The most important factor: that the new system is fully intended to allow multiple styles of play, even with the same champion. Yes: for the vanishingly rare 0.01% of players that main Jungle Karthus, you will find support. It just won't necessarily be the same set of stats you're currently working with.
With more specific stuff, like Spellvamp Jungle Karthus, I'd expect there'll be things that help Karthus jungle, though they won't necessarily be the exact same tools (e.g. could be other forms of survivability/sustain rather than starting spell vamp for example)
The runes in general, as previously discussed, will be a lot more like how masteries currently work. Rather than strictly tweaks to passive numbers (+armor, more health, additional AP, etc), they will instead alter fundamental mechanics to a champion, or add additional passives. This was best illustrated with one of the previewed keystone runes: Perxie, which basically takes Lulu's Pix passive and gives it to everybody else as well (minus using it to extend a spell range, of course).
Of course, for now, everything shown thus far -- including Perxie -- are merely placeholders. For the next half-year, we still need to contend with the current runes and masteries system. When the overhaul happens in November, though, players low on IP will have reason to cheer: the new system is intended to be entirely free and accessible, rather than forcing players to burn hundreds of thousands of points of IP in order to have competitively viable pages.
That means League of Legends' barrier to entry will drop even further. And with the expanded play style options, means that the game itself will play differently too.
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