Let's Discuss: Pre-Season 2017 - Blue Essence & Content Pricing

Modmichaelchan·11/10/2017, 9:21:19 PM·47 votes·9,302 views

Out with the old and in with the new- this week, we bid farewell to the old Influence Points (IP) currency system and saw content pricing shift towards Blue Essence (BE). There's understandably a lot of feelings around these changes, so we figured it'd be the perfect time for another "Let's Discuss" post! This post is focused on Blue Essence and content pricing; we have a different post for discussing Runes Reforged and the impact of new Runes on the game.

For those of you who are new to the series, the "Let's Discuss" posts are focused on consolidating useful feedback about the topic at hand. This is a place to put high-level concerns and/or suggestions about the new content. We want people to discuss and debate what's working and what isn't. This is not a place to simply complain about the new system; posts here should be focused on constructive feedback and discussion.

THIS POST WILL BE AGGRESSIVELY MODERATED If your post isn't contributing to a meaningful and respectful discussion, expect it to be removed.

I think that's all the introduction we need for this, so please take a look at the comments and contribute where you can! Remember to keep it respectful- we won't all agree about everything with the new system. Discuss away!

141 Comments

Thiadel11/10/2017, 11:27:10 PM34 votes
  1. Put a moderately substantial amount of BE on First Wins of the Day while putting a moderate or low amount on every win, more being on victories and less on losses just like IP previously, so that people that are having issues where they're 10 BE short don't have to grind double digit games.

  2. Fix the champion shards on level up. I've read your equation post, and it is far from fair. The first level-up I had from 30 to 31 gave me maybe 400 BE from disenchanting. Your equation post promised AT LEAST 700/800. It has also been proved on that post that the equations are wrong somewhere, whether by human error or intention. Please look into that.

  3. Make more levels than just the "important" milestones like 50, 100, 150, etc., rewarding so that people want to play more. Put one skin shard and Orange Essence to buy it maybe every interval of 5 (35, 45, 55, etc.) while putting a limit on the price of the skin given--say 1350 RP or under. That way you keep your revenue for the more expensive and wanted skins like Elementalist Lux or PROJECT Vayne while giving players rewards they would want, because let's face it. If a player owns all of the champions, they don't care about the paltry amount of BE that they get. Skins however. They wouldn't sneeze at skins, even if they're the cheap ones. Include the 1350 and under legacy skins in this reward, not just the ones in the store to make it even more rewarding.

  4. Add back in the champion shard re-roll. It feels unrewarding to be given 5 champion shards that you already have, but you know in the previous patches you could re-roll three of those to get a champion that you don't have no matter what. Taking away the champion re-roll system was probably one of the worst ideas of the BE fiasco.

  5. As people have said, the system works for other games because the champions are unlocked. If you want to stay with this system, you have to do something differently, whether that's unlocking all champions for players (which I doubt) or buffing the rewards, which will be the easiest solution that won't bankrupt you, I'm sure. Specifically take in mind my skin suggestion. I know I'd keep playing for that. But make sure that the RNG understands which champions players play the most--I'm so tired of getting skins for champions I don't own or play in Loot. That's a pretty horrible feeling to keep happening.

Cavesloth11/11/2017, 1:05:23 AM19 votes

Lets see. Mastery upgrades, cost too much. Orange essence gain got nerfed with NO WARNING FOR NO REASON. Leveling system feels like crap even if "supposedly" we're getting more essence. Only have 2 rune pages, seriously lame, its basically masteries that cost money to have any level of convenience anymore (don't start with the you can edit them load of horseshit, that's a huge timesink, and wasting my time is serious offence. I play this game to get away from work not have more of it.)

Almost forgot, the essense veterans got for being forced into this shitty new system was a joke. These are the people WHO MADE YOUR GAME A SUCCESS. You couldn't throw a few skins in that store that could be bought with essence for the people who made your game what it is today. Oh here have a few icons or emotes. Yeah thanks for the lame ass kid shit riot.

ModThe Djinn11/10/2017, 9:34:22 PM16 votes

Can't say I've really leveled enough to get a full picture, but I'll admit I'm not a huge fan of the sheer amount of variance you can get, as some players will almost certainly get the short end of the stick.

I do think it would be interesting if you could "stock up" First Wins, since that's such a large part of XP generation now. Even just 2-3 of them would be a big boon to infrequent players by letting them not HAVE to play for a win each day.

Grymmstrike11/10/2017, 9:25:08 PM14 votes

I like being able to see immediate results after a battle in terms of BE/IP. I don't want to have to wait till I level and get some random champion shard.

Aside from that, the price of BE-related stuff is outrageous!

NTrumpWeTrust11/10/2017, 9:52:56 PM14 votes

Blue Essence Blue essence math by riot assumes a couple things

  1. You play twice a day
  2. If you play twice a day, you'll get your first win bonus
  3. if 1 and 2 are true then blue essence/ip gains are virtually the same

But what Riot didn't take into account is that there's a 25% chance that both games you play that day are both losses. So across 8 games, for example, you're winning 3 ( not 4 ) and losing about 514~ exp over that time, making riots estimate off by about 14%. So yea, you are earning BE/IP at a slower rate than before. To make matters worse, you can't even reroll your shards anymore and disenchanting feels bad because it gives such little BE.

The BE system also sucks because if you're off by a small amount of BE for a champion you want, you have to play 10-12 games just to get that extra amount. A problem easily fixed by making it so first win of the day gives bonus exp AND some BE. First win of the day also needs to reset at the same time every day, the way it is currently is so outdated and cumbersome.

Catch Up EXP Riot removed catch up exp because it was making snowballing easier for the team that was already ahead, but removing it made the problem worse. This affects supports the most, who don't want to be going around the map trying to soak up waves to catch up their exp. The good part about the old system was that it encouraged you to roam a bit more, knowing that if you were behind and left your lane to ward/clear vision/help fight for buffs/help with ganks, that you wouldn't be 2-3 levels behind everyone else.

The problem of being seemingly permanently behind, once you get behind, is compounded by two things:

  1. Shorter overall game length = less time to catch up
  2. The insane amounts of damage going out from every role means being behind is even more punishing

**Runes Reforged **

I'm going to avoid speaking about the balance of these changes due to it being very early in the pre season and Riot has admitted it has a lot of tuning to do.

The Runes Reforged system is actually leading to meaningful and impactful choices for players and this is the best part. It's no longer a matter of taking armor or MR runes in the mid depending on your match up, now you're making 2-3 meaningful choices about your build depending on what you want to do, your playstyle, who you're playing against, at which points in the game you want to excel at. I think the system is overall well done, but it isn't without its issues.

Snowballing

Snowballing has, without a doubt, gotten much worse and it is much harder to stop. This has a lot to do with exp catch up ( or lack there of ), supper efficient damage items combined with some clearly absurd runes. I don't have the numbers, but games are ending faster by as much as ~10 minutes. The junglers are all building damage, the top laners are all building damage, the most abusive mid laners atm are all assassins, and ofc ADCs got buffed with these changes. All of this is just made worse by having turrets that grant huge advantages yet are near useless. The reward for taking down a turret needs to be lower if turrets are going to fall this easily. The better option of course, is to buff turrets to help with the damage spike.

That's pretty much all the outstanding issues I have noticed.

salty testi11/10/2017, 9:40:50 PM13 votes

[deleted]

Melledoneus11/10/2017, 9:55:02 PM13 votes

I think the biggest letdown is that blue essence isn't blueberry flavored.

I was looking forward to this season, too. Damn.

Jokes aside, I would like to see some more incremental rewards to smooth out the rewards system.

NaHypochlorite11/10/2017, 10:03:05 PM13 votes

As a player who is neither a veteran nor a beginner, it seems clear that players that fall within my particular demographic are the ones who are really getting the short end of the stick here.

I didn't spend enough RP on runes to earn much BE at the beginning of the preseason, and after purchasing a particular champion I'd had my eye on for a while, I was left with around 3,000 BE. This was also after I disenchanted unwanted champion shards BEFORE the preseason hit.

When I hit level 31, I was rewarded with a Nunu shard, a Yi shard, and a Katarina shard. I disenchanted the Yi shard and the Katarina shard, granting myself roughly 720 BE. When I hit level 32, I recieved a Taric shard and an Annie shard. I disenchanted the Annie shard, leaving myself with 90 more BE. Now, I only chose to disenchant the shards belonging to champions I already owned. If I had instead chosen to disenchant all of them, I'd be left with a grand total of 1,170 BE, leaving my total at approximately 4,170 BE. What I actually ended up with was 3,810 BE.

This was after grinding out levels nonstop for two days, AND purchasing an XP boost. Rounding to the nearest half-minute, I've spent 519 minutes playing League these past few days, or 8.65 hours. For two levels. WITH an XP boost. And this isn't even at the height of the levelling curve.

Frankly, I feel like I ended up with next to nothing. And given that I currently only own 45 out of the 134 champions available (barely more than a third), I have no idea how I'm ever going to complete the roster at this rate, especially with the levelling difficulty curve. I obviously can't play League for 4 hours a day every day of the week, and I'm definitely not going to constantly have an XP boost on. It really isn't rewarding in the slightest to end up with only 810 BE after more than eight hours of grinding- leaving me with not even enough to buy a 4,800 champion.

I honestly don't mind investing a good amount of money into this game- I'll happily buy skins and chests. But to make the system for getting free champions this arduous and time-consuming is, to put it simply, ridiculous. I don't want to spend real-life currency on BOTH champions and bonus content- it's just too much.

tl;dr: The system for gaining BE takes far too long, and gives far too little reward.

Anonagon11/10/2017, 11:08:19 PM13 votes

This is not fundamentally related to BE, but since this really is a broader discussion about content pricing in league, I figured I'd write this here, because its been on my mind for a while:

The grind to unlock League's champions is simply far too long.

And I don't mean specifically right now, as a result of the patch, I mean in general, it is too long and it has always been too long, and even if the patch actually made it quicker like Riot thought it would, it wouldn't be enough.

It took me five years and a month of playing this game to unlock every champion. Let that sink in for a second. I started playing in September of 2012, when Syndra had just been released, and only now, after unlocking the last five champions via the half-priced mystery champions in the limited-time BE store did I finally own every single one. If you want that in more representative terms, I've probably played about 2500 hours of League, maybe more. I'm not going to pretend that I did everything in the most efficient manner, but I think that even if I did it relatively slow (which I doubt) and the actual expected time it would take for someone to unlock all the champions was even a thousand hours shorter, it'd be too much. I did not invest heavily in runes or pages. I took advantage of things like champion shard rerolling to get 6300s at a discount. I'm pretty sure I even bought a couple of champions with RP at some point. As glad as I am to have finally finished the grind, I wouldn't wish it upon anyone else.

Whenever someone brings up the idea of significantly reducing the champion grind, someone responds with the question of whether or not unlocking all the champions is necessary or worthwhile, or whether that should be your goal. And while I think the answer to that question is a yes, I also think that question misses the point. You don't need all the champions to function in League, but you do need a fair amount of them. The grind is not just too long in getting to all the champions, but also too long in getting to that point where you own all the champions you'd really want to play, where you've covered your bases with some decent options for if you get autofilled to off-roles, but you have most of the fun champions in your main role. It takes to long to reach that too.

I think a great first step Riot could take for this (though I doubt they ever would actually consider) is to rearrange the champion prices based on difficulty, then straight up give the 25-or-so easiest champions to every new player for free. I'd be naive to legitimately suggest something as radical as SMITE's Ultimate God Pack (which gives you all of its playable characters, current and future, for $30, and refunds all the ones you bought previously), or, god forbid, just giving everyone all the champions for free like in DOTA, but Riot doesn't have to implement something that extreme to make the grind significantly easier for players. It just has to not be as shit as it is now.

Itankyou11/11/2017, 2:48:28 AM10 votes

TL DR;

We don't get enough rewards and we don't like it. Give us IP back.

[sg-soraka]

LiL Bunnie FuFuu11/10/2017, 10:11:14 PM10 votes

I played 12 straight games to get to level 12. I got ~650 blue essence - from 5 low priced champions I already have. That is considerably lower than the amount of IP I would have received with the old system. I do not find that acceptable, nor do I understand why IP was removed when it was fine.

xJLx MCHammer11/10/2017, 10:01:53 PM10 votes

This is a backwards thinking Design.

By the current design, Riot has copied what seems to be working (so some unknown level) with overwatch, BF1, SW2. The difference however may seem minor but is very crucial.

  1. Which ever of the games you are playing above, the idea is that the main characters/weapons are unlocked already.
  2. The drops might be low, but like the loot chest, they are suppose to mostly skin drops, emotes..etc

The previous system in LOL was not the best. If you felt like buying runes was really important, you would think the system is against you. I've played the game since Season 2(i think) and I've never felt to have more than 3 page ruins. Sure, I'm not the top 5% but, I mostly always landed in plat or gold. I don't think I ever felt like my game would have changed based on my runes. I always a standard page for AP/AD or some tank one. Even then, I played over 4,000 games played on this account (my only one). I have all the champions unlocked.

I CAN'T imagine how hard and annoying it would to unlock new champions with the new system. You may say it's cheaper because you don't have to buy runes, but quite honestly, I don't think runes were a huge IP sink anyways. Most people would have gotten the standard runes and then start unlocking. With that in mind, this new system just takes to long to reward.

See, in game like overwatch, the delayed reward is fine because you can still play whatever hero you want. In lol, the delayed system just makes things more frustrating because as the game ages, more champions are released.

With that in mine, I prefer if LOL just has a simple system

  1. Grant BE/IP per match.
  2. Tie in another type of reward when you level. Something perhaps to entice people to spend money.

You should try to entice people to spend money to unlock champions. Increase the cost of all skins by a short amount. Give discount reward when you level for X champion or something.

This system is just weird. This is coming from someone who has all the champions unlocked and over 50K BE atm.

RizHippoKhan11/11/2017, 2:40:08 AM9 votes

I was wondering why the skin shards value went down?

Aterpater11/10/2017, 11:12:03 PM7 votes

Loot boxes: The problem is - as others mentioned before a couple of times - that these kind of systems in other games aren't for the basic features. In those ones, champions/characters/heroes and talents/weapons/runes/whatever are usually perfectly free. When not, they are unlocked in a very similar way as the old IP system (it's just called gold, credit, whatever). A loot box system like this is there to give free cosmetics and such for leveling up, completing missions and the likes. Practically it has the same purpose than hextech crafting in LoL. (Not analysing which one is better now) I really don't think its a good idea to give access to so basic things as champs in an RNG loot box system.

BE/OE: I read some math about the new BE income and I did my own math too based on my previous IP gain and the value of boxes what people are posting about, and for me it very much seems like that in the best scenario you will get about as much as before, but in normal circumstances you will get less. I found some "twists" in the "official" math. At the same time I still don't get the OE nerf as hextech crafting isn't related to the IP-BE merge. A rioter posted a link on reddit to an announcment about this, that OE of a shard is lowered because you will get significantly more skin shards and even more skins at the end, but he "forgot" to answer the question that if the only way to get a crate is same as before and not just you won't get two skin shards in one but the crates are watered down with emotes and such, then how will you get more shards in the end actually? :)

Runes: It is really a problem when features with a direct impact on gameplay are hidden behind grind and/or payment. It's more and more uncommon nowadays outside of rip-off mobile games and far eastern mmo grindfests. So, rewrapping the whole problem with removing runes but moving mastery pages to the shop and increasing the grind for a champ, you didn't really solved anything. You can name it anything or paint it any colour, the problem stays the same: mandatory gameplay features aren't really accessible to anybody, so, there's no fair competition. This was the actual problem with old runes, not the way they worked after you got them.

Runes by terms of gameplay: My problem with new runes, compared to old masteries, that they are very restricted. Both by terms of gameplay and theorycrafting. For example: Old Stormraider's only required to deal 30% damage, it didn't matter how many attacks or abilities you use to reach that, so it worked as much on Ryze as Yi or Garen. At the same time the masteries were not just more generic but were much better distributed in trees. Almost any champ from a support to a tank or AP carry or any other weirdness could find its way in any of the three trees. The new system is way more restricting in what you can build actually. And at the same time more restricting in terms of gameplay as it will force me to try to proc my overcomplicated rune effects. It seems fun now but people will memorise how what works very soon and all will be about to proc my three-hit effect while the other will know it from the start and will work against it. Much much less room for unexpected tactics and engagements.

I Do Not Recall11/14/2017, 3:24:22 PM7 votes

@Riot Hey there, I'm level 37 now and I still don't have enough BE to buy a 6300 champion. I'm just shy at 5884 after I add up all my shards and raw BE. I understand that you guys need money but I'm willing to bet there a lot of people like me who aren't willing to pay for core content. I've payed for cosmetics over the years, probably about 200 dollars worth of skins and sometimes boosts when i make new accounts.

But with this new system, I'm not gonna be spending much money on skins if I can't even unlock the champion. And no matter how much you shaft me on BE or IP or whatever you want to call it I'm not going to pay for core content. Ever. I will just grind it out and that just means less skins I'm likely to buy.

Oh, and another thing, after playing league for years I finally got my friend to try out the game, he seemed to enjoy it for the most part, expressed interest in wanting to get better and learning how the game worked. Then the topic of how to unlock champions came up, as soon as I told him about having to unlock champions through in game currency he straight up said, "fuck this game then". I would have liked to tell him, oh no its actually mad easy to unlock the champs it's not as bad as you think. But tbh, it's probably worse than he thinks. RIP your money, huh riot.

aztore11/11/2017, 12:10:52 AM6 votes

really hate the new system of blue essence. I came back to playing League again recently and don't really own that many champions. I have been playing heroes of the storm for a while now since launch. The thing i hate is the fact that i am not getting rewards from each game I play. In the past you could farm enough IP then buy the champions you wanted, and it seems that way for any other moba's that I have played.

Not a Fan of the new system just my 2 cents.

BlackMetalZ1011/10/2017, 11:17:12 PM6 votes

One of the thing that I (and many other) enjoy about LoL is that getting reward right after a game system. I LOVE the feeling of getting a reward for my effort right after I finish the game, not the level up to get stuff system. The reason It work for some of those other game out there because either that is the core mechanic of the game, or that their game is easy to level up/have short matches, and/or the reward is worth getting and you feel like you actually earned it. It just wont work well for LoL, It just doesn't seem like a reward but a force grind. Disgusting.

And for those of you who don't know A Leveling Capsule can contains champ shards with a BE value of either 810, 900, 960, or 1,240. The fact that how much BE you get is base on RANDOM CHANCES or luck is just disgusting to me, how is that fair or feel good if you are unlucky?

Sure some people will say you will not get unlucky forever and eventually will get a good Capsule and it will balance out, to that I say: Yes but why don't just give a fixed amount of BE per level then. It is more fair that way, right?

Oh yeah, as the more you level up the harder it get too, which I honestly don't know why it even a thing Riot did speak about it very clearly, or at all to be honest. (Insert because Riot like money joke here).

I am fine with changes, it is a way to make the game feel fresh how ever I don't think Leveling reward id the way to go. Either it need to be fixed to feel more rewarding, fix it so level up is a faster process, or just keep the old system.

And if you are wondering. Yes I will still play the game, just maybe less, I am not Rage quiting, I'm just here to state my point and give feed back.

Husha Seus11/10/2017, 11:38:12 PM6 votes

Love the idea of BE, but the way it works and how to gain it is quite difficult maybe after each match we gain BE that's what we're all saying riot, if you do so thank you. If you don't add it That's fine, but it's a very good suggestion from me.

existingdark11/11/2017, 4:43:44 PM6 votes

Here's another point to make, both against uncapped leveling and for per-game IP. I believe RIot forgot to factor in XP grind behavior, desired queue popularity, and bots.

When leveling up a new account, or playing games with a friend for the sake of gaining XP, Summoner's Rift game modes are not efficient. Instead, Co-Op vs AI, ARAM, and Twisted Treeline offer slightly less gains for significantly shorter game length. Being under level 30 and not having Tier 3 Runes, Ranked, and Masteries not fully unlocked meant a significant pressure to reach level 30. So.. Summoner's Rift was for fun, but the other modes were for the grind.

Now that XP has been un-capped, the grind is now on. More than ever is the grind on, IP/BE per-game has been completely removed, and XP is king. What does that mean? Summoner's Rift is the new "fun" game mode. Co-Op vs AI, ARAM, and Twisted Treeline have become the best game modes to queue for in terms of XP and BE gain, because they are so directly entwined now.

Bots? Yes, bots. I just played a Twisted Treeline game, because I figure until per-game gains are reinstated, I'd rather not waste my time on a relatively pointless queue. Here's my first game https://image.prntscr.com/image/o8YsYr6rRoq9ljn8xazIvQ.png Myself and the Ezreal (highlighted green) were the the only two human players in this game. My two bots, however, did not connect to the game until ~6 minutes in, giving me ample time to farm Ezreal's bot companions. This led to the game being as one-sided as it became. Not really fun for either party. Bots were reported on the way out.

But what's that mean for the current system? Less popular queues are being flooded more because of bots who have no reason to stop at 30 as they did before (for the purpose of account-selling). They'll go up to 100, 200, who knows? The more BE and extra goodies an account-seller can offer, the more money they'll get from the sale. Blue Essence as a sytem rewards this behavior now more than ever, and also pushes players into encountering more similar games to this. That much cannot have been intended, even if we are to assume Riot wanted to screw the playerbase over with a level up lootbox style progression like Overtrash. Which works in Overtrash, because to my limited knowledge, every "hero" is unlocked from the start, and you "earn" skins instead.

UpDownLeftRightAB11/14/2017, 6:35:07 AM5 votes

Dear Riot,

Yeah, so after playing with this new system for a bit, it just FEELS terrible. You can throw all the math you want out about how it is mathematically better, but it doesn't have the customer satisfaction and progression grind feels that the old system had. This new BE system just feels like it's RNG heavy, that grinding is pointless, and coupled with the other changes, it does seem to be making a lot of the vocal players question if they still want to even play league. I think it needed more testing, you did just drop a lot of new and different things on the players at once. In my opinion, you guys literally just shot yourself in the foot, even I don't feel like playing as much as I used too. Since with IP, we got to at least feel like we got something tangible for each game, getting XP isn't the same as gaining IP was. I say this because XP is something you can't turn into something else, IP was champs, runes, champ shards. XP on the other hand is something I havn't gotten on my account since pre-season 1 and even then, I didn't think anything of it. But back to the main point, ya'll changed too much too drastically and made the game feel unrewarding. That's not a good feeling to have in a game you guys initially wanted to last at least 10 years, maybe you should have waited till year 10 to decide to change the way your game felt to players. Now, the perception of the game has literally changed to focus on the potential of microtransactions through lootboxes. If that is not how you want your game perceived, then why did you make these changes? Since that is now what the progression looks like, which, while successful for mobile gaming, favors whales, which eventually will dictate design choices around those whales. I say this as a gacha player, you literally went full gacha in a game that used to reward grinding. Sure, it has more grind now, but it has less of that rewarding payoff.

TL;DR Why does leveling feel pointless, where is the sense of actual progression? Why do I have to work harder now for no other reason than it seems you wanted to sell more lootboxes? I hate lootboxes.

existingdark11/11/2017, 3:05:49 PM5 votes

I thought not getting BE per-game was a bug. Seeing it being intentional makes me question what, if any, logic is behind this. As others have said, having to play 10x+ games to get any BE is demotivating. For example: I just received my 3rd mastery token for a champion. I want to unlock level 7 with them. I also have about 300 BE currently. Hitting level 31 got me roughly 800-900 BE. It will take me 3-4 levels, 30-40 games, to be able to just get that one mastery level. It could take longer, or shorter, because the capsule rewards are randomly generated (at least to some degree).

So, as someone who will play about 3 games a day, if I decide to play League that day and not Warframe, FFXIV, or any of my Steam games, it will take well over a week to achieve one small goal. That goal of which I've already passed the "skill" requirement (I use that term loosely).

I was perfectly fine hearing about IP turning into BE, under the basis that the method to gain BE would be the same as IP. You play games, you get BE from games. Capsules should feel like a bonus at best, not the end-all-be-all of the system.

And while we're talking other games, the other games on my list of things to play have systems in place to encourage progression in a meaningful way to the player. They're probably going to take up more of my time in the coming weeks until this situation gets fixed. Otherwise, what's the point of playing League?

Sett a trap11/13/2017, 9:59:21 PM4 votes

You know what a huge problem is? especially for us that have paid for chests and etc?

ORANGE ESSENCE IS USELESS

áza11/10/2017, 10:43:03 PM4 votes

What if the reroll mechanic came back. So champion capsules actually matter for players who are level 30, but don't own all the champions yet?

KilljoyX11/11/2017, 4:07:19 PM4 votes

More or less the new blue essence is specifically designed to sell more RP or the marketing department wouldn't allow the change.

PhantomGQ11/17/2017, 7:56:33 AM4 votes

In the past, first win gives u 150 ip every 22 hours, and the price of icons and champions you can get with IP is unchanged. You play more and you get more IP to use. But now first win only gives you 575XP which is depreciated at higher level. Can you adjust the first win exp? The only way to get BE now is leveling, get champ shard and disenchant the shard you dont need. The more you play you get higher level, one capsule costs you 20 games to 30 games and even more. But the champion shard in the capsule is not stable. You could get lots of 450 BE champion shards which gives u 90 BE if you disenchant them. Milestone level gives you more stuff which is good, but other than that, can you make sure higher level capsule gives you more than lower level capsule. One more thing about the first win. In the past, we can start a game before the first win refresh. If the games ends after the first win refresh we get the 150 IP. But now, we need to wait the mission refresh itself then start the game, it is a little bit inconvenient.

Clockwork Madoka11/19/2017, 7:30:03 AM4 votes

While some enjoy the new system, I find it to be heavily flawed and counter-intuitive to its original intentions, to make unlocking champions easier.

There's only a single method to get BE, currently, and it is extremely underwhelming and unsatisfying to use. The requirement of a level to make any progress whatsoever makes the overall experience feel slow and stale, with progress being made at a far slower pace than before. This only begins to increase as you level as well, requiring nearly double as much experience than where many of us started, level 30, going from 2496 xp per level to 4600.

The very method of getting BE, disenchanting shards, is far from effective as well, and only contributes to an unfun, disappointing experience. You spend several hours to get a level, and only get a small fraction of BE, if you are lucky. You are supposed to use this BE to upgrade shards to permanents, but this is yet again counter-intuitive, as the only way to get BE is to get rid of the shards you got, which means that you either don't make use of the shards and pay the full BE price for champs, or you don't get any BE in order to make use of the shards. There needs to be an alternate way to get BE, and there has to be a more forgiving hard-limit on the XP needed to level. I would suggest either daily quest to supplement the gain of BE, or a small BE bonus for each game. To compensate, the FWOTD bonus, and shard prices, could be decreased in how much they give as well. This not only adds additional methods of obtaining BE, but decreases the reliance upon RNG to get shards you actually want, and makes shards viable to use whatsoever.

FenrirXIX11/16/2017, 11:25:16 PM3 votes

Hi, first time posting on the forums, never saw a need to. Uuuuuntil now.

Honestly the way the current system with blue essence is working just doesn't feel as rewarding as the old way of gaining ip after every match. There just isn't as much gain as there used to be it feels like. The requirement to level up to even get any ip makes things feel stale, and progress stunted. I really hope you guys reconsider the shift to blue essence, or at the very least give us at least a little blue essence for each game.

Boxleitner11/30/2017, 10:33:47 PM3 votes

Please bring back the Mystery Champion coin thingy!!

This store purchase was allowing me to get champions with Blue essence at a discount. Without it, ill have to purchase each champion at 100% price and I have over thirty champions to purchase.

Many of my friends don't want to pick up mobas that require champion purchases; the argument is that this content should be free.

It might take me a full year or more to unlock thirty champions.

I believe you should make champion purchases more readily available to players. Remember that some of us only play once a day. Maybe even three times a week!!

KingVKB1212/9/2017, 9:39:17 PM3 votes

Well in older system, if I wanted to buy a champ, it was fun to grind and see you IP go up every little bit after every game. But now it's more like a work and not fun :( Considering you have to play everyday to get BE...[sg-soraka]

Darkxander11/13/2017, 2:44:06 AM3 votes

I think it is stupid that we cannot get in game currency through matches that we play but instead we have to level up and disenchant what we earn from our level up for Blue Essence and we dont even get enough then to buy anything. The old system where we earned IP from every match was fine. Just because something works in your beta systems where everyone has practically unlimited amount of currency that doesnt mean it is going to work for everything else. The only problem I see with this system is the blue essence everything else with it is fine. All Riot has to do is let us earn essence after every match not just from the chests that give us 1000 at most from what i have seen. [slayer-jinx-unamused] [zombie-brand-mindblown] [sg-ahri-1] [sg-janna]

Warmanreaper11/10/2017, 10:23:14 PM3 votes

I think you should have a better chance to get shards you havent owned.. or make rerolling a thing again due to the amount of low tier shards we ( or this this case i) get.