An alternative to the Blue Essence System
I am well aware that there are mixed opinions in regards to the new Blue Essence system, with some favoring it, while others are finding it less than enjoyable. Personally, I like the idea of the system, but I feel there are far too many flaws in its current state to make it viable in the long term, especially as people begin to reach far higher levels and experience the slowest parts of the system. The only news and rumors of any changes are that they will be including a 50 BE bonus to the FWOTD mission, on top of decreasing the xp gained from it. This is far from fixing the underlying issue, and actually ends up making it worse.
The specific problems I have with the system are as follows...
1: The system does not offer BE at a rate that is appropriate for time investment. While you, theoretically, earn more BE from the new system according to Riot, the fact that there is no consistent gain each level, or any alternative to leveling up to obtain BE, the system is inherently flawed to not reach the efficiency they desired, and will eventually cause progression to slow down significantly for all players in the long term. (Level 30 requires 2496 xp per level. However, by 174-175, this number almost doubles, yet preserves the same gain of IP).
2: The system is counter-intuitive to what Riot intended. Rather than obtaining, in Riots own words, "The Champions we want", we instead are forced to use an RNG-reliant system that requires sacrifice to use. You MUST sacrifice champions shards in order to make use of champion shards, and the shards you do receive are unlikely to be the ones you desire. This, combined with increasing xp requirements, means that shards become almost worthless to use.
3: The system is extremely front-heavy with the first win of the day, and punishes those who play additional games. The amount of XP gained takes a sharp turn down in terms of time-invested when a fwotd is not utilized.
4: The system has only one method of obtaining BE, and that one method is contradicted throughout the process. XP requirements increase to gain the same amount of BE, and the amount of BE gained is not worthwhile for the time invested, especially at higher levels. This means that progress reaches a near standstill far before all champions can be unlocked.
5: The system is unsatisfying and disappointing to use. Each level is very disappointing, especially when a majority of shards you obtain will either be duplicates, or trivial in value, which yet again feeds into a shard system that does not benefit the player in the way Riot intended.
6: The amount of xp required to level increases far too much to be the only method of progress. The fact that the XP requirement nearly doubles over the course of what it is at 30, and is the only method to obtain BE, is shocking, to say the least, especially when there's no compensation for this increase.
7: Anyone who was already level 30, but did not have all the champions unlocked, was immediately put on an upwards struggle to continue their progress and increase the variety of champions. Not only have they missed every level up to level 30, but every level afterwards takes longer in order to get the same (if not less) BE. The refunds for runes were only temporary, and did very little to alleviate this.
The best idea for the system would be something along the lines of this...
1: Add a small, but consistent gain of BE each game. 50 BE a game is more than enough, as it allows someone to actually make use of the shard discount, as well as compensation for the significant slow of progress in later levels.
2: Add daily/bi-daily missions that provide a slightly larger bonus of BE, but with higher requirements than a win. (100-150 BE for each mission)
3: To compensate for daily missions and the constant gain of BE, shard disenchant BE gain will be reduced, possible to 2/3rd of current values, and possibly the first win bonus being decreased slightly was well.
4: Lower the absolute cap for XP per level to 3000 (or 3500)
This new system has several benefits, such as....
-No longer punishing people who play multiple games a day, and instead allowing people to obtain BE at a slow, but fair pace.
-Prevents front-loading the levelling process onto the first win of the day
-Allows Riot to make use of the mission system in more unique ways, as well as encourage people to play different roles, queue for different gamemodes, or strive to accomplish objectives in-game.
-Removes the counter-intuitive nature of shards and levelling. Currently, the only way to get BE is to disenchant shards, but this also means that any shards for champions you do want suddenly have a potential loss of BE if kept. Having a constant stream of BE will mean that more of these opportunities can be taken.
-Reduce the grind during the far late game (level 100+), when 900 BE is far from worth it every level
-Reduce player burnout by offering immediate, yet steady progress (Psychologically, it helps a lot to see constant progress over multiple slow-gained milestones)
-Removes the dependence on shards in order to unlock champs
-Compensates for those who strive for more expensive champs early by allowing for a steadier form of progress independent from level
-Allows people to have more choice in what champions they unlock, and in what order. Currently, you are almost forced to unlock champions randomly determined by the shards you get, which is far from being Riots desired effect of "allowing people to unlock champions they want".