This goes into system design versus mechanics design.
Champion gameplay design is focused on mechanics - what does the character do? A champion should have self contained cohesive mechanics first and foremost, usually ones that compliment themselves or shore up a weakness contextually thus requiring skill.
Systems design like items and runes are focused on choice and problem solving. They look at the things champions can do and give them exciting ways to improve their mechanical output or shore up key weaknesses at the expense of other opportunities.
What this means is when making a champion with a DoT mechanic like Brand, you may say "He will be good with on-damage applications in the system" as a consequence of the design, but you do not add a DoT simply because "I want this champion to be good with on-damage applications in the system." Someday that system may change in a way that doesn't support your champion, and if that happens suddenly your champion d...
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