Pick Your Poison

League of Legends Rune Concept: "Pick Your Poison"

For a personal game design project, I explored a rework concept for Time Warp Tonic (TWT). I found TWT's value increasingly difficult to justify compared to the other options in its row, particularly Biscuit Delivery, as they're both competing for early game sustain.


My Design Goals & Constraints

Using these goals & constraints, I designed:


Pick Your Poison

Pick Your Poison Icon

Description

"Choose between two juices at 3 minutes, then once more at 5 minutes. Each juice grants a buff at the cost of a drawback."


Functionality

> At minute 3, the player is presented with two juices. The two available juices temporarily occupy alternating inventory slots, making them the only usable item actives until the player drinks or sells one.

> The player then chooses whether they want to drink juice 1, drink juice 2, or sell the choice for 5g.

> Each juice provides a buff and a drawback, meaning the player has to adapt their choice based on their current situation to get the most value out of this rune.

> At minute 5, the player receives another choice of two juices.

> To prevent players from saving their juices too conservatively, the player has 30 seconds to drink a juice before the choice disappears.


Juice Concepts

Every choice offers both a combat juice and a tempo juice, with each option carrying a drawback that matters to the other juice's playstyle.

First Choice

(levels 3-4, min 3:00-3:30)


Apple Juice

Apple Juice (Combat)

"Reduces your damage taken by 15% but reduces your movement speed by 10 for 60s."

Orange Juice

Orange Juice (Tempo)

"Reduces your recall time by 5s but increases your damage taken by 10% for 60s."

Second Choice

(levels 4-6, min 5:00-5:30)


Watermelon Juice

Watermelon Juice (Combat)

"Increases your damage dealt to champions by 10% but reduces your minion and monster damage by 20% for 60s."

Pineapple Juice

Pineapple Juice (Tempo)

"Increases your out-of-combat movement speed by 115 but reduces your damage dealt to champions by 10% for 60s."

My Design Thinking


Problems Left to Solve


Darlings I've Killed

(Ideas I've abandoned)

I had the idea for a Juice that increases all gold gained by 20% (with a max gain of 300g) but also reduces your movement speed by 10 for 30 seconds. I think it would be a really fun challenge to optimize your gold generated in the next 30 seconds, which could cause player behaviour where they might risk getting poked or slightly unoptimize their jungle timers only for a couple coins. I threw this idea in the trash because it seemed like a juice which Watermelon Juice would find difficult to compete with.

I initially decided on 3 choices, which I suspected to not only be more fun and engaging, but it would also align with the 3 biscuits from Biscuit Delivery, and the 3 elixers from Triple Tonic. This unfortunately increases the complexity budget for a rune that already has enough complexity as is.

I had an idea for a juice that removes 3 item slots from the player for an annoyingly long duration, in return for a lump sum of gold. This seemed very difficult to balance and something that would create too many edge cases.