Making people play new champions for chests creates animosity in league.
I was just playing a game where someone said, "I don't care about this game, my pre-made isn't going to get an S so lets just surrender." This was a game where I myself was feeding but also was trying to get an S on a champion, being Nasus. I had tried several other champions before Nasus all of which I couldn't play well enough to get an S.
The current chest system is unintentionally a direct cause of feeding and general disinterest in League of Legends due purely to the fact that people are made to play champions that they have no clue how to play, but also have no interest in playing the champions well and in many cases they have no desire to win if things do not go perfectly. This is not the first time something similar to this has happened, as players simply don't care after things go wrong if they are only trying to get a chest on a champion.
This should not be the way anyone treats the chest system. Playing games until something goes wrong and you or your pre-made loses their S rank status so you semi afk to make the game end faster. Getting a great lucky score in the early game and then spending the rest of the game farming even if it causes you to lose as long as you get the chest. Even playing hours upon hours of games of blind pick summoners rift alone as a champion you don't like and aren't good at just HOPING for a lucky break that can free you from this unnecessary challenge.
When I have talked about this before I was told many things about the chest system and Riot's thinking as to why they require you to play new champions to earn chests. The biggest points were "The more champions that you main means more money Riot will make for skins that you potentially purchase", "Riot wants you to diversify your champion pool", "If the chests were easy to get they wouldn't mean anything" and finally "Riot wants to reward people for playing the game more than others." I believe every one of these statements to be false.
In the current hextech crafting system, the average person is capable of getting maybe 4-6 chests on their own. After that what mostly happens is people trying to work the system, or getting carried by their friends playing champions that they are never going to touch after they get the chest. It's highly improbable that these individuals will attempt to purchase more skins for champions that that much more than likely won't play in the future.
The main way people learn abut new champions is seeing other people play them, as people had diverse champion pools long before hextech crafting. The player base is so big and the champion selection is so vast that in today's League community you are bound to see many people playing a variety of champions, getting first hand experience of these champions game play.
I in no way shape or form think that chests should be easier to get, but I do feel that they should be more attainable in the sense you are rewarded for what you have become good at by yourself, rather than being about playing league of Legends games SOLELY for the sake of chests. I firmly believe, that adding a scaling rewards system (chest going from 1 S to 3 S's and capping at 5 S's or more to earn one chest) would not harm the hextech crafting system.
Riot does not want hextech crafting to give out rewards for people who simply have more time in their day to play league of legends. This would alienate half if not more of the casual player base who plays the game once or twice a day just seeking a bit of fun in their busy schedules. By including a scaling rewards system into hextech crafting, you would benefit the half or so League players that enjoy the game sparingly and allow people who do not have time to dedicate towards learning champions to benefit equally to those who do.
No one will ever get an S every single game even if they only use their best champions. League matchmaking is a highly volatile and extremely imperfect system, and massive win streaks where you carry every game and get S's automatically are extremely unlikely. My idea is not to cut any of the required work it currently takes to earn chests, simply to shift the work from being about champions that you aren't good at, to champions that you are. If you have read up till now I would like to thank you, and I look forward to reading your comments as I continue to mold my philosophy on changing the hextech system with your criticism, hopefully one day achieving such an understanding as to be recognized by Riot games themselves. Thank you again.