damn LoL has a design philosophy to not add fun mechanics to the game (see hemorrhage, vind's aura, glad's ult, flux pull and ult)
http://na.leagueoflegends.com/board/showthread.php?t=293417Quote
I've been asked a few times, "Why don't you do stuff like Rupture (from DOTA Bloodseeker) in LoL?"
I usually respond -- Rupture contains several basic design 'anti-patterns'. I thought I'd post for the benefit of those who are interested what strong anti-patterns I am aware of.
So... Here are a few that come to mind.... Note that you can find an example of each of these somewhere in our game at some intensity level. Sometimes this is just bad design. Sometimes this is because we got something else in exchange. Design is an optimization -- but these anti-patterns are of negative design value, so you should only do them if you get something good in return.
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The problem with using a "power without gameplay" mechanic is that you tend to have to 'over-buff' the mechanic and create a game balance problem before people appreciate it. As a result, we tend to keep Auras weak, and/or avoid them altogether, and/or pair them on an active/passive where the active is very strong and satisfying, so that the passive is more strategic around character choice. For example, Sona's auras are all quite weak -- because at weak values they ARE appreciated properly.
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Burden of Knowledge
This is a VERY common pattern amongst hardcore novice game designers. This pattern is when you do a complex mechanic that creates gameplay -- ONLY IF the victim understands what is going on. Rupture is a great example -- with Rupture in DOTA, you receive a DOT that triggers if you, the victim, choose to move. However, you have no way of knowing this is happening unless someone tells you or unless you read up on it online...
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Fun Fails to Exceed Anti-Fun
Anti-fun is the negative experience your opponents feel when you do something that prevents them from 'playing their game' or doing activities they consider fun. While everything useful you can do as a player is likely to cause SOME anti-fun in your opponents, it only becomes a design issue when the 'anti-fun' created on your use of a mechanic is greater than your fun in using the mechanic.
so designers should seek abilities that result in a net increase of fun in the game. Basic design theory, yes?