Hextech rewards encourage suboptimal play...
I'm getting tired of this.
Making sick TP plays, snowballing other lanes so hard that they can get solo kills in lane easily. Only for those solo kills to sufficiently lower my kill participation so that I only get an A+ instead of an S or S-, and thereby don't get rewards I probably earned.
All while I'm purposely not playing my favourite champions because I've already earned chests on them and want to earn a chest in normals on a different champion. So I'm not even having as much fun as I normally would.
Yea, the allies I'm making plays for are getting the S and their rewards, but if I didn't join a premade with them, I don't get anything.
I can see this just going on and getting worse. Why should I ever do anything to try to help an ally? The mastery system has no recognition of making a play that prevents an ally from dying. I'm better off (in terms of mastery) letting him die and taking the kill afterwards than I am getting an assist and saving him (or saving him and us not getting the kill when he's worth more than the enemy there).
Why should I rotate? I TP'd bot and gave them 2 kills, then directly went to mid and gave mid a kill and in the process lost my turret. So I probably lost some points for my turret dying even though I gave my team 3 kills and a turret in each other lane! It was the right call for the team, but my mastery score probably would have been better if I just stayed in lane and got a kill on my lane opponent instead.
Yes, I'm BM'ing because the last 3 or 4 'good' games I've played on a champion I haven't earned a chest on yet, I felt like I played well and I got an A+ while allies got S- or higher. Most of these games I took early leads and allies were even or behind and I made rotations to help them get ahead and they ended up carrying late game. Mostly because I'm keeping up map pressure to ensure we keep our lead, instead of joining in and throwing random projectiles at a caught enemy who's already dead anyways. I thought it made more sense to secure that inhibitor turret than to throw extra damage on to the support that Thresh just hooked and is going to die anyways because a Kha'zix and Katarina both jumped on him already.
I get that you want to reward premades. Aren't the keys enough though? Can we please just give chests to everyone on the team if any ally scores an S? Or if you're afraid of someone who does really badly getting it, give it to everyone who got an A- or higher when an ally gets an S?
And long term, I think you're going to hurt your game here. I'm already tiring of picking suboptimal champions for a team-comp or my playstyle because I've already earned chests on them. That's with only 3 chests so far. Imagine once people start getting 20 or 30 chests... they're going to be playing a champion they hate over and over trying to get an S, which in all likelihood they won't get because they hate the champion...
I'm starting to think I should just start ignoring this reward system. I was better off without it. I think the system and idea are great, and I appreciate the ability to start getting some more champions for free especially as I'm IP-poor, but I'm enjoying the game less and less as I avoid playing my favourite champions in an effort to get virtual loot...