"Progression" should only be unlocking new champions, not gaining in-game power
This isn't an RPG, so I don't see why in-game stats are part of a progression system.
By "in-game stats" I mean those bonuses provided by Runes, Masteries, and Summoner Spells. Each is gated behind levels and/or points (IP) gathered by playing.
Progression rewards are very important though. Some might not think about it, but working for something new is what keeps many people playing. But these rewards already exist outside of the game; Ranked rewards and unlocking champions.
So why are competitive in-game stats gated behind this progression system as well?
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As for Runes, it's because you are forced to buy them with IP. This makes you choose between A) That next champion you want to try, or B) a competitive stat which your enemy is probably going to have. This is probably to pressure you into spending RP on IP boosts or champions so you can get both.
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For Masteries, I can think of two reasons. A) Immediate gratification upon leveling (oh yay I got a new point), and B) limiting the information you need to familiarize yourself with so you aren't overwhelmed as a new player (lessening the learning curve).
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And for Summoner Spells, it's probably similar to the Masteries. It's spread out so you can learn how each one is used one at a time.
Ok, so there are some reasons why they might have these in a progression system. However, I don't think it's justified enough.
- Runes cut into your Champion spending. What's more fun, buying that champion you've been saving up for, or getting a couple percent attack speed?
- Obviously the champion is going to be more fun, but you're going to be at a disadvantage for it. This is a competitive game, so I see zero reason for you to have to sacrifice such a thing so your opponent won't have an unfair advantage.
- There is also the fact that you only get 2 Rune pages. If you want more, you have to buy those too, and they aren't cheap. The real kicker is that you definitely need more than 2, and you aren't allowed to change them in champion select so there's no way around it.
- Masteries are free, you just have to level up, and you can make 20 pages for free. But that's really strange, because they give in-game stats just like Runes. Why are they treated differently?
- Summoner Spells of course are free too and only require I think 12 levels to unlock them all, but they are very powerful game changers. They are also very easy to understand and are few. 12 levels isn't harsh to expect someone to level to before getting them all so they learn them on the way.
- The problem spell is Smite; this is an extremely important spell and literally decides an entire role. Until you get it, you can't play that role. Now that doesn't make sense. Are champions determined to be too weak in a newbies hands to jungle without Runes and Masteries? Don't lock those behind IP and levels and they won't be that weak. Improve your tutorials so they know what the role means.
TL;DR - Progression rewards should be limited to getting new champions and Ranks, not in-game stats from Runes/Masteries/Spells. This system only gimps new players and pressures them to spend on boring stat bonuses rather than a new champion.
######p.s. In Gameplay because we are discussing acquiring in-game stat advantages.