By turning the deterministic process of ip into the stochastic one of be, riot introduced the now widely criticized loot crate system into league. Loot crates offer a large profit margin by preying on those with addictive personalities. Those who never spend a cent will still earn be, but it comes over longer intervals in large chunks. While random, the mean and variance appear imply a stable system... Essentially achieving the exact same result, just attempting at making it to be more exciting.
After opening 7 capsules so far, I prefer the older system. I don't know why this "those who play more will get less, those who play average or little will get the same". Seems pointlessly punishing... Considering I'm still missing 30 or 40 champs, I'm not really feeling the benefits since the shards have so far all been duplicates.
They also say the new system levels up new accounts faster.. ok fine, but most people are returning established players.
Like I said, I preferred the system where is was predictable. I don't see why rewards still couldn't be given out. Making the system even more attractive couldn't hurt. There are TONS of skins out, handing out a few more free things could only be better in terms of converting f2p players into payers.
Look at heroes of the Storm model. You'll get gold at the end of every game to buy heroes. But they hand out tons of chests. Mind you these chests contain a lot of junk, but also enough nice things to keep you happy. It's well balanced. Given how stingy the new capsules and chests are (9 of 9 things have been champ shards) I don't see why not having a more bountiful system would be bad. Especially considering owning all the heroes is one of DotA 2s big selling points over league.
While the new system is not horrible, it certainly feels worse to me than what we had and a bit of a wasted opportunity to make LoL the industry example of how to do leveling up correctly.