So thinking about how a talent system would work on League, I'm gonna spitball some design-
1. Each skill gains a talent after being maxed
2. Depending on the skill, you'll have a few choices
3. The talents shouldn't be complete stat-sticks so they're never 'Pick one over the other' and it becomes a false choice.
4.At 16 you can choose a modification for your ult. Again, no direct power, but modifying a skill to suit your play style.
5.As such, these modified skills will be stronger than their base version(So that you never go 'I'm just gonna stick with a vanilla R', for example.)
So I thought about how a talent tree would look like for
Jinx for her Q
Q: 3 choices-
1. Pow-Bones: Lose the ability to swap from Pow-Pow. Gain 75 range passively. Every 5th auto attack you fire a rocket(stacks fall off with Pow-Pow stacks, so you can't save rockets) dealing 10% health damage in an area.
Explanation-So it modifies her auto attack. She still gains the AS stacks from firing her attack, and every 5th attack is a rocket that deals extra damage in the form of % HP. She also gains a longer range on her minigun. This talent would be good against tank heavy teams, or if you really want to maximize her auto attack with the minigun, but the downside is you can't switch to rockets manually anymore and lose the ability to clear fast.
2.Pow-Pow-Pow: After reaching max stacks, she gains 10% movement speed. Additionally, she fires so fast that she hits her target 4 times a second. Loses 25% overall attack damage.
Explanation- So this is pure auto attack speed. She loses attack damage to compensate for how fast she's hitting, but if she picks up on hit items it can be a quite dangerous talent to pick up. However since alot of on-hit items are on AS items, it'll be a waste to pay for that AS since she would be attacking faster than the max AS cap anyways. It offers a trade off to her total damage output in trade for extremely fast attacks.
3. Shark Breath- Quest: Lowers the mana cost of Fishbones by 5. Every 10 attacks with Fishbones against a champion will increase the splash radius size, up to a maximum of 50 stacks. After reaching 50 stacks, Fishbones will leave a patch of fire that deals 25% of her damage every second to enemies that stand in it for 3 seconds after an explosion.(10 second internal cooldown).
Explanation-So this talent would be for empowering fishbones and to make her a very dangerous foe in enclosed areas. The bigger splash radius also allows her to cause alot of collateral damage, and after finishing the quest Fishbones becomes a strong area of denial skill when used correctly. The downside is since you gain this talent at level 9, it means having to build it's stacks, and chances are the laning phase will be over for free hits off it. So it doesn't provide immediate changes like her other two talents, but after fully stacking it, it'll be devastating compared to the other 2.
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That's an example of how a talent system could work for League. No direct power unless it's put behind a gate of a sort where it needs to be stacked(Not all champions would have a talent that you'd have to build over a match), and well...it opens up diversity within a champion that isn't there. Someone might play Jinx one way, another person can play Jinx completely differently. In Leagues case with items, it'd also lead to possibly extremely varied item builds. IE a Jinx with Pow Pow Pow might want to build On-hit compared to a Jinx who would pick up Shark Bones.
I dunno. After seeing Dota adopt a talent system, I wonder if League would ever adopt something like it.(They should also remove runes and masteries if they implemented a talent system, because good lord runes and masteries sucks. Lots of false choices within them in terms of what you build for what role, more so in masteries.)