Riot, if you're going to put Keystones into the game, at least change the XP system to accomodate.

420Templar··6 votes·726 views

Currently if you are below summoner level 18 you are at a massive disadvantage because not only do you not have runes (not a huge deal at that level) but you don't have a keystone, putting you at a pretty notable disadvantage throughout the game.

If you reduce the experience required to get from say, level 10 (after you get every summoner spell) to 18 and redistribute it to the later levels, it would reduce the amount of games you have to play with this disadvantage, increasing the new player experience.

14 Comments

ZephyrDrake2 votes

you say disadvantage like lvls 1-17 are only paired against teams in which everyone in the enemy team is over lvl 18

Penns2 votes

It happens often enough and if you lane against someone with thunderlords and you dont have it yet, you basically cant win.

junglerboy161 votes

Better yet, just slash the required XP to level up at any level and set up a separate gating system for access to ranked.

ZephyrDrake2 votes

{quoted}

Better yet, just slash the required XP to level up at any level and set up a separate gating system for access to ranked.

the entire point of lvling is so that new players learn the game, it's not there solely to prevent new players from playing ranked

junglerboy162 votes

The whole point of learning being required by lvling is to prevent under informed players from joining ranked.

Of course leveling is about learning, but the gating it enforces isn't fair or inviting to new players. New players should gain access to new content much more quickly than they do now and then have a longer learning period after unlocking the basic functions of the game.

That's pretty much the whole point of me saying "slash leveling requirements and have ranked unlock later." Right now, the leveling system impinges on one's ability to play the game fully and actually hinders the rate at which one learns.

I'd much rather have been able to level up to 30 in half the time and then spend a while at 30 learning how to do well after I actually had access to the full game content.

ZephyrDrake1 votes

{quoted}

The whole point of learning being required by lvling is to prevent under informed players from joining ranked.

Of course leveling is about learning, but the gating it enforces isn't fair or inviting to new players. New players should gain access to new content much more quickly than they do now and then have a longer learning period after unlocking the basic functions of the game.

That's pretty much the whole point of me saying "slash leveling requirements and have ranked unlock later." Right now, the leveling system impinges on one's ability to play the game fully and actually hinders the rate at which one learns.

I'd much rather have been able to level up to 30 in half the time and then spend a while at 30 learning how to do well after I actually had access to the full game content.

ok, then tell me one system that could implement that doesn't involve lvls? They want you to focus on SR and expand on your mechanical abilities first instead of worrying about "what's the best mastery page?" or things like that. It is fair to new players, they are slowly learning the game and as you advance in lvls you gain a new summoner, a new mastery point, access to a new mode. It keeps new players interested while they lvl while also giving them access to these things in a way that doesn't overload them with things right from the get go but in a gradual matter. Maybe getting to lvl 30 takes a bit too long and i could agree to lowering it some but that's about it.

BetweenSkill2 votes

They could make it so you need a certain number of mastery points, or games played, or passing a promos to get into ranked, or ANYTHING but the current system.

The current system is archaic and puts newer players against players with both more experience and strictly better stats because of runes and masteries.

ZephyrDrake1 votes

[{quoted}](name=HIMM Sandwich,realm=NA,application-id=3ErqAdtq,discussion-id=j2PvnG15,comment-id=00000000000000000000,timestamp=2016-01-22T20:35:07.664+0000)

They could make it so you need a certain number of mastery points, or games played, or passing a promos to get into ranked, or ANYTHING but the current system.

The current system is archaic and puts newer players against players with both more experience and strictly better stats because of runes and masteries.

sorry to say this but someone having one or two masteries points or even 3 more isn't going to cause any sort of huge disadvantage. No one likes promos and someone could get really lucky and win it with some luck and then get into ranked while having NO knowledge of even the more basic of skills. Mastery points and all that is pretty much the exact same thing as lvling but giving it a fancier name, you are still playing games to unlock stuff.

The current system is fine, the only thing that your post shows is that matchmaking needs to be better for newer players. There are smurfs all the time so unless you deal with them then guess what? they will still face more experienced players until that is dealt with. You are focusing way too much on ranked and not enough on people actually learning the game and the mechanics and letting them actually experience them at a good rate without the need to drown them in new stuff right from the get go.

Lvling is not there to prevent you from going into rank, it's there to help new players learn the game, it's mechanics, it's champions everything. That needs time and the last thing you want is to give players way too many options early on because that will only serve to intimidate and scare new players away. The current system works, it might need some adjusting into getting lvl 30 like i said but that's about it. When you can come up with something that couldn't be done exactly the same with the current system but with some minor tweaks then come and speak because right now? the system is doing what it needs to do, albeit a little too slowly but then again, Riot needs to give new players a better tutorial anyways

BetweenSkill1 votes

The issue lays less in individual mastery points, but the fact that there can be a 1-15 point variation with runes. Also, people getting access to keystones while others can't can give them a HUGE advantage. Huge for being something free and throughout the game.

ZephyrDrake1 votes

[{quoted}](name=HIMM Sandwich,realm=NA,application-id=3ErqAdtq,discussion-id=j2PvnG15,comment-id=0000000000000000000000000000,timestamp=2016-01-22T22:15:46.823+0000)

The issue lays less in individual mastery points, but the fact that there can be a 1-15 point variation with runes. Also, people getting access to keystones while others can't can give them a HUGE advantage. Huge for being something free and throughout the game.

"huge advantage" I have seen people in ranked withtout ANY keystone masteries still do pretty well. There is no "huge advantage" from runes and whatnot. If you are new to the game you should be focusing on learning not "this guy has an extra point of armor than me". In all the time i spend lvling up i never bought a single rune up until lvl 30 just because i was having fun with the game and really didn't care about stats. Someone having a few more mastery points than you isn't going to make it impossible for you to win and that's specially true for newer players

Ulliete1 votes

I'd say maybe unlock 2 masteries points at some levels. This way you can have your 30 points before being lvl 30 and learn them before going ranked :)

Cowgirl Ed1 votes

I can't believe there are still new people playing the game like, how

Catastrop1 votes

I thought I was the only one. Honestly, I view all "new" players with mild suspicion.

Kaioko1 votes

Leveling slowly allows new players to learn. I have no pity for smurfs complaining about it not being fair.

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