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Sometimes I want an item but it doesn't have the stats I need. To me it doesn't make sense to not be able to choose if we want magic resist on it or armor.

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over 2 years ago - /u/R0gueFool - Direct link

It's an interesting idea for sure, but there are a few challenges.

The first being how best to give you that option in a clear, quick, and usable way. Something like this would require some large changes to the shop UI, especially if you could change it on the fly.

Game balance would also take a decent hit from moving in this direction. The first being that stats are not all valued at the same rate and an item that swapped between to stats would likely need to be over costed in some situations. Assuming you could swap it after purchasing the item we would likely need to further increase the price due to the added power versatility adds. This also doesn't take into account that effects on MR items are likely over tuned due to the more narrow value that MR as a stat provides.

Item design philosophy would also need to change to accommodate this direction. Right now we can make effects tailored to the items stats and the other way around. Thornmail, Randuins Omen, and Frozen Heart don't really make sense as MR items, and MR items effects would be VERY powerful with the more generalized armor.

We would also lose a bit of clarity for dealing with your opponents. Right now you can quickly look at what everyone has built and have a decent idea if you should be building pen to count your opponent. This comes from how the items look, (armor items look different than MR items), but also a players familiarity with them. This would mean you would need some way to clearly tell what version of the item you are looking at.

This point might be a bit more of my personal taste, but this would massively increase the amount of MR items in the game. This can be dangerous due to how mages often work, and risks leading to situations where they become obsolete due to too much magic resistance in the system.

There are solutions to many of these potential problems, but it would require a lot of work (thus taking away from other areas) for a risky change. There might be a world where an item provide some sort of adaptive defense, but really health fills that role very well.

over 2 years ago - /u/R0gueFool - Direct link

Originally posted by D0n0thing

This is why I'm not designing the game lol. You guys are way above me in understanding mechanics that go on behind the scenes and I realize this. Sometimes I like to throw out ideas and stuff. I really appreciate you guys for giving me something to do. I've been deeply depressed and not feeling any enjoyment out of life but wildrift helps me cope.

Happy to help, keep the thoughts coming, it's fun and a great way to start getting your feet wet if your interested in game design. It's super helpful to get player feedback. You all often catch things we might miss.

I'm glade to hear you're enjoying it and it's helping you out. I might have some time for a game or two right now if you're interested shoot me a DM.