I'm a bit done complaining about coin. Here's some solutions to fix it, and why.
Why: Because, whether you guys are done being delusional about it or not, coin in solo queue is an entirely different beast from coin in pro play. In pro play, there's formations to maintain and rotations to make, so you can bet that you won't get every single dang coin that falls. Also, kills and assists don't happen that often unless a game's kinda crashing down on one team or the other, so that whole "+40 gold per" thing isn't as painful.
In SOLO QUEUE, THOUGH? I got like 5 damn coin pouches, 2 coin purses, and 15 empty rolls of coins ready to fill up with these damn things that I'm finding like it's world 1-1 in Super Mario. You can just stay grabbing these things and power scaling yourself into late game...at like 25 minutes. The item's easy to use and gives an insane amount of gold so you can build items you really want. It doesn't hamper your early game too bad, but it also serves as a great cushion just in case you fuck up. There's too much benefit from coin, especially from enchanters, and THAT is what we're seeing in Solo Queue. In pro play, Janna, Soraka, and Sona all generally suck. Coin's causing a massive divide between the two, and I personally think that the goal of Riot's balancing should be that each champ (or as many as possible) should at least be in the position to be pro play viable while being solo queue manageable as well (being decent in pros shouldn't break solo queue (like
did and she wasn't even good...), and vice versa (
). Right now, nearly every enchanter is basically solo queue cheese.
What I'd do:
-
Add a damn charge system to the item. Riot thinks that this item should be for those that want a bit more cash? Fine (kind of), but cap the damn thing. How crazy would it be if STE or Relic Shield were uncapped? That said, why is coin NOT capped? I get games where I get like 3k gold on this dang thing. Add a cap to its coin gen like the other two. Either that or make coins drop more less frequently in general.
-
Remove the bonus gold for kills and assists. That's too much extra. You already got the movement speed quest reward. Why add this to the 650 gold mark as well? It's excessive.
-
Think of a better set of stats to give the item, so as to justify reducing its gold gen to less brain-boggling levels. Maybe make it a heal/shield power item, given how it's usually heal/shield users that get it when it isn't broken beyond belief? Then you'd have the aggro option
, the tank option
, and the sustain option
. If it really requires it, you could even change the quest reward to better reflect this new mindset. Maybe make it so heals grant a small shield to allies, and shields grant a small heal? Maybe make heals/shields grant movement speed to allies for a small bit? Maybe just keep the current quest reward? Point is that you could do better than just throwing your hands up in the air going "Its stats suck so it's allowed to let you buy like 3k in stats on items you'd rather have the stats on! :D".
Long story short: Curb the gold gen a lot and fix up its stats and possibly the quest reward to justify curbing its gold gen...because that gold gen is unhealthy no matter how you try to justify it.