Thread:Willbachbakal/@comment-1920550-20161003011221/@comment-1330314-20161003023155

Paragon's card/Affinity system is interesting, and is effective at making players enjoy each champion's niche, while also preventing them from straying into potentially unhealthy off-builds. The flipside to this, imo, is that the system as a whole is fairly complex to start with, whereas even League's itemization system starts out relatively simple: in League, you start by buying elementary items that basically only offer base stats, without having to worry too hard about what they'll build into, and then move onto items with unique effects, and finally onto much more specialized top-end items, whereas in Paragon, you basically commit to a full item from the start and fill out on stats from there. I personally prefer League's system, because it offers a lot more freedom (you can still mix and match a lot of stats together, whereas Paragon's equipment cards limit you to a much smaller pool), and because it has a complexity curve that's a lot easier to manage (you start simple and specialize later, instead of having to know all of the subtleties of a top-end item early on).

While I haven't done an item blog post in some time (I'm still planning on doing a lot of them), I haven't been inactive, and have just posted a Rumble rework concept. I'm thinking about doing a blog post on summoner spells, and then moving onto health regen.