What do you guys think of a League MMO?
For those who don't know, there are currently ~200 people at Riot Games working on an unannounced new project.
Also Greg "Ghostcrawler" Street, former Lead Designer for League of Legends, former Lead Designer for World of Warcraft's golden age, just left the LOL team to take leadership of the new project.
Also Marc "Tryndamere" Merrill, founder of Riot Games hinted at a League MMO on Twitter:
https://twitter.com/marcmerrill/stat...743744?lang=en
Also they just released a Runeterra Map that is highly evocative of an MMO open world:
https://map.leagueoflegends.com/en_US
So that's all pretty neat!
I was trying to figure out how to do class design in an MMO based on League, because I see that as a big challenge. League champions have a lot of character, very few but iconic abilities. You can't just make an "Ahri" class, with 4 abilities, it would get extremely boring.
So I think what you could do is sort out LOL classes like, "Enchanter", "Juggernaut", "Assassin", then let them pick spells like a talent system from existing champions. Sort of like the WoW talent system, where different abilities would be on tiers and mutually exclusive. You would need to sort out tiers to be of similar types, so Q would typically be a movement speed-type ability. W would typically be self-buffs. E would typically be CC. R would have the widest variety.
Diver example:
P - Choose between Vi's Blast Shield, Evelynn's Demon Shade, Pantheon's Aegis Protection, Warwick's Eternal Hunger
Q - Choose between Vi's Vault Breaker, Warwick's Jaws of the Beast, Lee Sin's Sonic Foot Thing, etc
W - Choose between J4's self-shield, Nocturne's spell shield, Diana's moon balls, etc
E - Choose between Evelynn's Allure, Diana's moon clump thing, Warwick's howl thing, Xin Zhao's knockup, etc
R - Choose between Nocturne's ult, J4's ult, Warwick's ult, etc
F - You probably make these more interesting than just Flash+Smite/Ignite/Teleport
G - Same as above
Then you add on a layer of ability customization similar to Diablo 3's rune system. So for example maybe you take Ahri's Q boomerang ball attack thing as an assassin-mage, and innately it does the usual damage, but then you slap a rune on it that causes it to heal when for each enemy it touches, or does extra damage on the return path, or true damage, or it travels further before returning, or it travels shorter with a shorter cooldown, or it switches it to physical damage, etc.
Then the final layer of class customization I'd slap on this system is, you can pick one ability in any tier (Q, W, E, R, P, etc) and switch that tier out for any other class's talent tier. So you can be an Ahri Mage type spec, with Ahri's same Q ball, same W shield, same E charm - but you're like "you know? I don't want to pick a mage ult, I want a Diver ult" - so you swap out your ultimate for a Diver ultimate talent tier, and you grab Nocturne's ult. Now you're a true Mage-Assassin.
So the other bit I'd put on all this, is how ultimate cooldowns refresh - I'd switch that out for Overwatch's ultimate charge system. So your ultimate doesn't just come up after a set predictable period of time, the more activity you have in the game, the more charge you accumulate - and then sooner your ultimates come back up.