Blue essence Should be given after a game is over
They should make it that when u win/lose a game u can get blue essence from it so it wouldn't so hard to get a champion that u want buy.
They should make it that when u win/lose a game u can get blue essence from it so it wouldn't so hard to get a champion that u want buy.
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".
I've not found it any harder to get new champions than I already did so I don't know why they would need to add it to after every game.
I've not found it any harder to get new champions than I already did so I don't know why they would need to add it to after every game.
Im personally level 30, but still don't have half the champs of the game, and I feel that it has become significantly harder to unlock new champions, and according to Riot themselves, its an even harder struggle as I level (as the xp per level requirement nearly doubles over time)
Each level is really unsatisfying and disappointing, and there's almost zero benefit from the new system without being lucky, and even then there's problems. To get any BE whatsoever, it is necessary to disenchant shards, but this in turn means that trying to get the shard for any champion more expensive than 1350 BE (or when they stop giving packs of 5 shards, and instead a single shard worth more), because that means I will essentially get no BE for that level, having to preserve the shard in the hopes I will get more later.
There needs to be more ways to get BE, as the current system will eventually turn any single level into an increasingly disappointing event, as XP requirements rise, and rewards become less worth the time investment. Having additional ways to get BE not only compensates for those who want to play more games (as the new system is pretty poor for those who play multiple games), but it also allows for constant progress, rather than everything being pushed towards a level that wasn't worth it. It will also justify the crafting systems existence, as its current design is counter-intuitive, and requires you to restrict progress in order to actually use a shard. It will, most of all, prevent a serious grind in the far later levels, where 900 BE no longer cuts it when the xp requirement is 4k+ (Riot themselves said the cap is 4600).