The New User Experience: The Daunting Task of Acquiring Champions (and a proposal)

Uiru··101 votes·5,282 views

There are too damn many champions in this game.

I've been playing for two and a half years, bought most of the 4800/6300 lady champs on sale with RP, and I've still got two champs left to buy. This is absurd.

And I started playing when Hecarim was the new guy. There have been 26 new champs since then, each one 6300 IP. A new player coming in now is going to be looking at an insurmountable challenge. Play rates vary; I get at least one or two games a day in and I get a 6300 about every two weeks, but someone who plays less than that is screwed. Do you think a new player is going to jump at the chance to make a daily commitment to this game that rewards them so slowly? (Especially when certain other games just give you everyone from the get-go?)

Here are the changes I would make to streamline the New User Experience.

1. All 450 champions are now automatically unlocked for all new players.

This is obvious; that these guys even have RP costs is just one of many noob traps that a player-focused company should not be inflicting on its userbase. You want your players to feel good about giving you money so they give you more. Tricking them into spending money on these is not the way to do that.

2. Players are presented with a free champ every five levels.

The time investment to get even one 6300 champ is a bit silly. Players want to be playing the game, not working towards earning the right to play the game.

Level 5: 1350 champ Level 10: 6300 champ Level 15: 3150 champ Level 20: 6300 champ Level 25: 4800 champ Level 30: 6300 champ

At these levels, the player will be presented with a selection of five champs, and they can pick one. Three of them will be based on current playstyle (if a player is playing mostly mages like Annie, they'll get more mage-type champs than someone playing Ashe, for instance) and the other two will be quasi-random. Brand new champs and already purchased champs, of course, won't be eligible. This choice will allow the player time to look up the champs provided and ask around about them if necessary.

3. Runes and runepages will be completely reworked.

Speaking of noob traps, the rune system is just awful and, when combined with the astronomical cost of champions, is a quick way to make a new player say "why bother?". I think we can do better here.

Tier 1 and 2 runes: removed Tier 3 runes: Prices adjusted to 50200 IP (quints 100400), available immediately

At Level 1 you have no rune slots. Each level thereafter you gain one mark, seal, and glyph at the same time. By Level 10 you're done. Quints unlock as well at 4, 7, and 10.

Rune pages are also prohibitively expensive. I propose starting with three and unlocking a new one every 10 levels. This allows an even number for the rune page bundle to be bought twice if desired. I also wouldn't mind rune pages being 3150 IP at the most.

4. Free Week champs and low level restrictions.

With the removal of the 450 champs from the store, the free week roster will have more room for 6300s. However, I propose that a "beginner" queue be opened that does not have free week champs available in it, that is available to all players at Level 10 or below. This beginner queue will restrict champions to the initial 450 pool, meaning that when you get shredded by a diamond II Kayle, you'll at least know who Kayle is and be a bit more familiar with what is happening. (It may be an idea to throw two or three more guys down there, particularly Tristana and Alistar, who are effectively free anyway.) This allows players to face the same smaller group of champs, lessening the learning curve quite a bit at lower levels.

What does Riot lose? What does Riot gain?

The value of the six free champs and three free rune pages is 6950 RP, or just under $45 in canadabux. (I'm not counting the 450 champs because that's stupid.) The rune system being somewhat more reasonably costed implies that more IP will be freed up to go towards champions.

However, it's a fact that the barrier to entry to this "free to play" game is MASSIVE. This barrier is turning off potential players who don't see the value in a long, sustained grind for rewards that come VERY slowly. Champ prices are bad enough, IP gains are a joke (double IP weekend rates are how it should be normally, to be quite honest) and rune prices are just insulting. You can see it as losing $45 per player, or you can see it as investing in giving players a starting point that will encourage them to play more, which opens up more opportunities for skin sales. (I'm not in the eCommerce department but I'm going to wager that skin sales make up the bulk of the profits.) A player is going to be more amenable to paying ten bucks for a skin if they haven't just spent ten bucks on rune pages and IP boosts they need just to support the champion that took them six weeks to earn!

Buying skins is fun. Buying rune pages is not. Grinding IP for champs can be seen as rewarding; grinding IP for runes is unquestionably awful. Wanting to play Jinx when you've got Sivir and Ryze and 80 IP in the bank at Lv. 6 with a month of abuse from smurfs ahead of you is BAD. You want to remove the bad aspects of your business, encouraging players to peruse the parts of the store that they will enjoy. Why not throw new players a bone? It's not like there's a shortage of meat to sell them later. ~Uiru

92 Comments

Omnipherious13 votes

Recently made an account on OCE to play with friends (literally yesterday). I didn't want to move this NA account over because I have friends on this server too and I'd rather spend time leveling a fresh one instead of having to pick which friends I get to play LoL with.

I'll address the points you raised.

1) Make champs with 450 IP cost free Good idea for us, bad idea for Riot, so we need a compromise.

There are currently 12 champs at the 450 IP price, only 8 of which are included in the Starter Pack store bundle, but the bundle also includes a 10-win XP boost and 4-win IP boost. I don't think Riot is ever going to allow 10% (12/121) of the roster to be available for free while this bundle is available.

Quite frankly, I think a change is needed. The Starter Pack should include all champs priced at 450 IP, this should maintain the $5 price even if more champs get priced reduced to 450 IP and added to the bundle. There should be a separate "Head Start Bundle" that has XP, IP boosts and some universal Tier 3 runes (e.g. AD, AP, AR, MR, MS). This boost/rune pack should also be $5.

This is well within the investment range of a child/teen. If they spend $5 on the champs, they have a lot to choose from. A week later they might want to power level a bit and it only costs another $5 for some boosts and good runes.

2) Level-based rewards Solid idea, Garena already does a version of level-based rewards on the SEA server.

Main thing is, progress and next reward must be visible from the profile just like the ranked teams page. This will serve as motivation for players since they know exactly how far they are from the next reward.

Also, it is important that the reward can be redeemed at the leisure of the player. Don't pop-up a window forcing them to choose from 5 champions they may know nothing about. Show them what they can choose from, give a gameplay sample and direct them to the champion profile, allow them to choose later.

3) Runes and pages Remove T1 & T2, yes definitely. Adjust price of T3 and available immediately, yes. Free rune page every 10 levels is a good idea and doesn't seem like asking too much.

Your rune unlocking system at 4, 7 and 10 is interesting but I think it is a bit too fast for new players. Unlocking quint slots at 5, 10 and 15 would be better pacing. That way you can get 2 slots per level and will have a decent gameplay time by 15.

Naturally, this should extend to masteries as well.

4) Champion-based queue Interesting idea.

If this is implemented, there should be levels.

Beginner Queue - Levels 1 to 10, only 450 IP champions Intermediate Queue - Levels 11 to 20, only 450 to 3150 IP champions Normal Queue - Levels 20 to 30, all champions

That's better overall pacing.

This type of restricted-pick queue needs to be accompanied with new tutorials. Tutorials that go through things like:

  • Purchasing & Combining Items (Unlocked at Level 1)
  • Last-hitting & Pushing (Unlocked at Level 10)
  • Jungling & Ganking (Unlocked at Level 10)
  • Objective & Vision Control (Unlocked at Level 20)

5) Miscellaneous

If there are no plans to change the Rune Combiner, remove it.

Otherwise, make it into an IP sink. I suggest the following:

Rune Combiner - Sacrifice 5 Runes and IP in order to get a random skin.

5 Non-quints (820 IP) + 50,000 IP = Random skin below 520 RP 5 Non-quints (820 IP) + 75,000 IP = Random 520 RP skin 5 Non-quints (820 IP) + 100,000 IP = Random 750 RP skin 5 Non-quints (820 IP) + 250,000 IP = Random 975 RP skin 5 Quints (2050 IP) + 500,000 IP = Random 1350 RP skin 5 Quints (2050 IP) + 1,000,000 IP = Random Legendary skin 5 Quints (2050 IP) + 5,000,000 IP = Random Ultimate skin 5 Quints (2050 IP) + 10,000,000 IP = Pick-a-skin Token

Knight Devout3 votes

I think the starter pack is mostly purchased by smurfs, honestly :S

SmokingPuffin5 votes

Quite frankly, I think a change is needed. The Starter Pack should include all champs priced at 450 IP, this should maintain the $5 price even if more champs get priced reduced to 450 IP and added to the bundle. There should be a separate "Head Start Bundle" that has XP, IP boosts and some universal Tier 3 runes (e.g. AD, AP, AR, MR, MS). This boost/rune pack should also be $5.

Very dangerous plan. Many players will say this is pay to win, especially if so little money buys you so much effective IP.

Omnipherious1 votes

It would depend on the number of wins the boosts are valid for. The current starter pack has XP for 10 and IP for 4 wins respectively, those alone cost about $5 regular price.

Coincidentally, I bought XP and IP boosts for a that fresh account I made to see how much mileage I could get from boosts going from level 1 to 10 (unlocking all Summoners was the milestone here).

Played 19 games to get to Level 10 with a record of 18 wins and 1 loss. Ended up playing 16 Coop Vs Ai Intermediate games because the queue times for low levels wouldn't pop even after 20+ mins of waiting once the respective queues were unlocked. Last 3 games were ARAMs, 2nd ARAM was a defeat.

Total IP earned 4443 IP from wins, 4443 - 160 = 4238 IP Boosts granted +100 IP for 8 wins and +150 IP for the other 10 wins resulting in a total of 2300 boosted IP gains.

Are the boosts effective? Yea I'd say so. Doesn't mean they aren't pricey.

If there were a $5 "Head Start Bundle" with boosts and runes, there would probably be like a 10-win XP, a 4-win IP boost and 2-3 Red/Blue/Yellow Tier 3s or 1 Quint from the universally useful rune list.

SmokingPuffin2 votes

Not worried about the boosts.

Worried about selling runes for RP.

Omnipherious1 votes

The old Collector's Bundle had T3 runes in it.

SmokingPuffin1 votes

The old Collector's Bundle had T3 runes in it.

I'm aware, but this proposal is way different than that one. We're talking about a cheap way to get the most generally useful runes in the game. This is really, really close to "paying for power", which Riot has historically been deeply against.

Champion Skin2 votes

The old Collector's Bundle had T3 runes in it.

I'm aware, but this proposal is way different than that one. We're talking about a cheap way to get the most generally useful runes in the game. This is really, really close to "paying for power", which Riot has historically been deeply against.

How is this any more paying for power other then buying ip boosts or champions with ip and then using the ip saved to buy runes? In the end if you have a certain amount of ip and rp it doesn't really matter if you would have bought the runes with rp (if you could do that) and the champions with ip or the other way around (the only thing that would make a difference would be the rp:ip ratio on runes and champions)

SmokingPuffin2 votes

How is this any more paying for power other then buying ip boosts or champions with ip and then using the ip saved to buy runes?

IP boosts still require you to play the game to get the runes. Honestly the boosts aren't worth enough to cause F2Pers to complain.

F2Pers also obviously do not complain about people being able to buy champs with IP. Their play model wouldn't work without that ability. They absolutely would complain about runes for RP though.

Yavimawa1 votes

If that's true I've already paid to win becaue OMG I own these runes! That made me so over other players ;// Rito please. No seriously, runes are not boosts of any kind, they are necessity that every player HAVE TO buy to be competitive, so gaining them sooner doesn't give you any benefit except skipping some stupid grind. Runes should be free anyway. Stupid, silly rito, what were they thinking...

SmokingPuffin3 votes

If that's true I've already paid to win becaue OMG I own these runes! That made me so over other players ;// Rito please. No seriously, runes are not boosts of any kind, they are necessity that every player HAVE TO buy to be competitive, so gaining them sooner doesn't give you any benefit except skipping some stupid grind. Runes should be free anyway. Stupid, silly rito, what were they thinking...

Runes suck. They don't offer meaningful customization or differentiated gameplay and are just there to soak up IP.

The thing is, you can't just make runes free. That'll piss off everyone who bought rune pages unless you give them refunds (can't do that, way to expensive) and you'll still be stuck with the same problems, only everyone will have more IP. Really, the core of it is that runes are lame, not that they're expensive. If they were awesome, people wouldn't mind buying them, but they're just tiny stat sticks.

There's also the business model side of things. Freemium games need IP sinks. That means that in order to delete runes, you need to add some new system that costs IP and doesn't suck. Hard to suggest things that don't feel like they're screwing existing players but would still be sufficiently popular to soak the necessary amount of IP.

OyddAWqJ5r1 votes

10,000,000?! o.O?! I don't think I'll ever earn that much in the next 10 years. I only have like, 80 of the champs. And that amount is equal to ~1587 6300 IP champs.

Dayum

Omnipherious1 votes

Well those are for long time players than have buttloads of IP laying around. Since you are randoming a skin for free, it should have some considerable play time cost.

I doubt the 10,000,000 IP thing would ever be used by anyone anyway. Unless you really wanted a skin you can't get anymore or something, like King Rammus.

Even if that was meant to be an exclusive, I think someone deserves to unlock it if they took the time to play the game enough and earn the 10,010,250 IP to pick it.

OyddAWqJ5r1 votes

I've been playing since the beginning of season 1 and over these past years I have earned nowhere near that amount of IP.

And I'm still nowhere near hitting the 1,000,000 mark. I'm probly ~750,000 at this point. But I still don't own every champion in the game yet--not even close. So this 10,000,000 IP thing would take another 40 years of playing. Like hell I'm gonna save all my IP to buy a skin 40 years from now. 40 years is a nonsensical play time cost. And I am a long time player.

The Legend Momo1 votes

The only way to get such high amounts of IP is to be have saving up from the day LoL came out until today without buying anything, and then you still might need some more (10 M is A LOT).

ShmeckleMancer9 votes

It amazes me that so many people complain about a game, that ostensibly you don't have to spend a dime to play. What are you on about? Champ rotations, an in game currency you earn by playing, that will unlock more stuff all for free. I spend money on the game because i enjoy the shit out of it and want the game to stick around.

You as the consumer have two viable routes, grind (also known as playing the game, not sure i understand why you're mad you have to play the game in order to play more of the game?) Or spend money, and thus support the game.

But just so we are clear you don't EVER have to spend money to play. If you're serious about the game you are probably going to spend money anyway.

Tired of these whiny posts about a FREE game.

AetherKingdom17 votes

IP costs are ridiculous though. It's like 20k IP to get a single rune page filled.

Uiru11 votes

I'm $1200 in.

There would be more of me if Riot would extend even the slightest courtesy to new players.

I want more friends to play, but "literally years of grinding" is a tough sell, don't you think?

The actual gameplay experience when dealing with smurfs and trolls is bad enough, but knowing you have to play hundreds of games just to get one new thing is ridiculous. ~Uiru

Crownsy5 votes

I'm $1200 in.

There would be more of me if Riot would extend even the slightest courtesy to new players.

I want more friends to play, but "literally years of grinding" is a tough sell, don't you think?

The actual gameplay experience when dealing with smurfs and trolls is bad enough, but knowing you have to play hundreds of games just to get one new thing is ridiculous. ~Uiru

Your only $1200 in because you want to be, and that's awesome. I am in for a significant amount as well.

But $1200 implies you are trying to own every skin and champion. While that is a valid goal for you personally, it isn't required to play the game at a high level.

My little brother, who started around 10 months ago, is already in low gold. he has spent a grand total of 50 bucks, 25 of which was a gift card from me.

He mains ADC/mid, has a rotation of 4-8 champs at both spots he mains that he loves to play, and has some cheaper champs at other spots in case he wants to practice other roles or gets stuck there in solo que.

The difference is, you seem to define winning at league as unlocking everything, which is completely valid. However, to be very competitive at the actual game on the rift, all you need is around 20 champs you can play at a few roles, and rune pages. you aren't actually required to get $1200 worth of skins and champs. you can of course make that your goal, but it isn't riot's fault that path costs more than a person who wants to simply play the game competitively.

Junkο9 votes

Strife is free, you don't need to grind patheticaly long for heroes (they are all free in fact). And you get pets and elixirs at reasonable spells and getting them is purely optional.

Dota 2 is free, again all heroes free, and no need to grind.

list all other free MOBA games

SmokingPuffin3 votes

Strife is free, you don't need to grind patheticaly long for heroes (they are all free in fact). And you get pets and elixirs at reasonable spells and getting them is purely optional.

Dota 2 is free, again all heroes free, and no need to grind.

list all other free MOBA games

The other companies are offering more and better free stuff than League because they're trying to convince League players to switch to their game. Were the situations reversed, and League wasn't the 800 pound gorilla, so would the new player offers.

Junkο1 votes

For a company that claims it's focused on the community above all else, they sure don't do anything to negate the awful grinding for new players (well they increase their IP gain till level 10 by like 10 or 20 IP, but that's not even close to enough) and smurfs (which discourage new players from playing too)

Crownsy3 votes

Strife is free, you don't need to grind patheticaly long for heroes (they are all free in fact). And you get pets and elixirs at reasonable spells and getting them is purely optional.

Dota 2 is free, again all heroes free, and no need to grind.

list all other free MOBA games

In strife's case, that is because it is a new game, and is struggling to gain users. When you need to break into a market, you give the product away.

While Dota2 may offer the champs unlocked for free, they also have money sinks.

Rock Rockburgh1 votes

Their money sinks are purely cosmetic, though; I don't know of a single person who feels compelled to buy, say, a new Warlock set, or that the game just isn't complete without the other half of a Spectre blade that dropped last week. Dota doesn't put any mechanics behind a paywall, and that's why its system is so popular-- the same reason people complain about League's.

I don't mind the "grind" for champs/runes, myself, but I can definitely agree that prices could do with a bit of a drop.

Onegarion1 votes

The same is true here. Most of what you HAVE to pay for is strictly cosmetic. Skins are the only thing you HAVE to pay real money for.

I don't see the problem with actually having to buy champions. It eases you into the game. When I first tried playing Dota2 is was a bit overwhelming with all the heroes. I didn't know what i wanted to be or what each person even was. I like the way you ahve to slowly access Champions here in lol so you can actually get to know what you like. Here I like playing Support, Infinite Crisis I was the ADC, Strife the tank. Each game has champions that I enjoy for different reasons. Across the board I don't like 1 style. League easying me into the genre as a whole made me stick with it for almost 2 years now.

It allowed me to actually get into the game without being overwhelmed with so much to learn.

Junkο1 votes

Tbh there isn't a problem with buying champions, but there is a HUGE problem with runes that creates a problem with buying champions. It takes about 20k IP to get 2 mandatory rune pages, WAY more if you bought unviable runes or tier 1 or 2 runes. A person who has runes will also win the lane 75% of the time against someone who doesn't have them, so you are pretty much forced to buy them to stand a chance. Now 20k IP is 3 6300 IP champions, all the cool champs you grinded a month for (about 2-3 weeks if you are a no lifer like me who plays LoL all day)? You have to grind for them all over again, and it's a pain the arse because if runes didn't exist or champions had lower prices you didn't have to grind for the champs you really wanted to try out. Unless you buy an IP boost or RP, i advise the latter options if you are gonna pay money.

Only Play Nid9 votes

By your logic, nothing free ever should be criticized. Thus, logic stands to reason that in your world, if someone donated rotten food or poisoned food, no one should say a word because it is free? No? The point is that the system is a little rotten. Before, when I started playing and the champ pool was about 60, spending 6300 was fine. One, because the champ costs were lower and you got more IP, and 2, RIOT still did double IP weekends and what not just about every other week. Now however, at over 120 champions or something like that, with rare IP bonuses, (holidays don´t count as we used to get RP for holidays, not IP), and new champs being released at even MORE IP. It seems unfair that the average player will have to spend years to grind the champions. That was the point.

ShmeckleMancer1 votes

You understand the inherent difference between a leisure time hobby and food right? Riot is a business, they want to make money, and for the game to exsist it needs to make money.

If you don't like the product/service don't buy/use it. Some leveled criticism is fine. Im inclined to say they should do away with tier one and two runes. But people are acting as if their mere pressence requires gifts be heaped upon their person.

Most hobbies cost money, the entry point to enjoy this brand of esports is $0.00. You have the option to customize your experince using real world monies. It is a system specifically designed NOT to be pay to win.

Only Play Nid6 votes

Uhm, yes, the very presence does require gifts. RIOT wants new players? Ok, then RIOT needs to compete with SMITE, Dota, HON, Starcraft, basically all other MOBAs. I have smite. I could farm all the smite champions in a couple of months if I tried, but instead I payed 30$ to get ALL the champions EVER. 30$ in league is like 4ish 6300 champions. I have multiple friends who refuse to play league simply on the grounds of ¨If I put the same amount of free time / money into SMITE, League, and Dota, Dota and Smite would have far better rewards than League.¨ The direction RIOT is taking is detrimental to this magical ideal they think they can do with their company. Recently their customer service and player appreciation has just gone to shit. They may think they´re high and mighty and the lords of MOBA´s, but they keep it up and they´re going to lose enough people that there isn´t going to BE anyone to buy their skins. I´ve played for years and I will out right tell you that if they saw how they would be now, years ago, then they would have been disgusted.

kunkudunk1 votes

Love smite's $30 god pack. Most games that have a flat cost cost 60-100 bucks (above 60 is for collector's editions and stuff). I felt good about buying the $30 dollar pack since it was basically buying a game for half the usual price and it supported hi-rez who I feel has done a good job with the game.

Quort7 votes

Eh, when I first played this game I just had fun with the weekly free characters. The prices may be large but I feel good when I save up enough to buy a Champion (yay! Just got 4800 for Galio the other day, saving for Lulu now)! :3

patmax175 votes

I don't understand the problem: i have been playing for two years now, I only own 30 champs and 5 rune pages, I play 4-5 games a week. I have no problem in owning only 1/4 of all champs, and I don't understand the need of a new player to own all champs. I think it is better to own a few champs per role that you can play if not well, at least decently, rather than owning 100+ champs that you aren't able to use... :s

Dayblazer3 votes

I don't understand the problem: i have been playing for two years now, I only own 30 champs and 5 rune pages, I play 4-5 games a week. I have no problem in owning only 1/4 of all champs, and I don't understand the need of a new player to own all champs. I think it is better to own a few champs per role that you can play if not well, at least decently, rather than owning 100+ champs that you aren't able to use... :s

Its the Pokemon effect.. Gotta own em all. Which I do.

Also Riot is brilliant in their marketing. They give constant goals for people to keep playing. Want a new champ? Play/spend more. Want more runes? Play more. Want more Skins? Spend more. They give constant goals for people to achieve while in Dota I didnt have any of that.

Junkο2 votes

I'm gonna agree that when i was new, the effect of finally buying Shaco and playing him was AWESOME. But after grinding for weeks while playing the game for most of the day for 2 years it kinda gets boring and dull.

Crownsy4 votes

There are too damn many champions in this game.

I've been playing for two and a half years, bought most of the 4800/6300 lady champs on sale with RP, and I've still got two champs left to buy. This is absurd.

And I started playing when Hecarim was the new guy. There have been 26 new champs since then, each one 6300 IP. A new player coming in now is going to be looking at an insurmountable challenge. Play rates vary; I get at least one or two games a day in and I get a 6300 about every two weeks, but someone who plays less than that is screwed. Do you think a new player is going to jump at the chance to make a daily commitment to this game that rewards them so slowly? (Especially when certain other games just give you everyone from the get-go?)

Here are the changes I would make to streamline the New User Experience.

1. All 450 champions are now automatically unlocked for all new players.

This is obvious; that these guys even have RP costs is just one of many noob traps that a player-focused company should not be inflicting on its userbase. You want your players to feel good about giving you money so they give you more. Tricking them into spending money on these is not the way to do that.

2. Players are presented with a free champ every five levels.

The time investment to get even one 6300 champ is a bit silly. Players want to be playing the game, not working towards earning the right to play the game.

Level 5: 1350 champ Level 10: 6300 champ Level 15: 3150 champ Level 20: 6300 champ Level 25: 4800 champ Level 30: 6300 champ

At these levels, the player will be presented with a selection of five champs, and they can pick one. Three of them will be based on current playstyle (if a player is playing mostly mages like Annie, they'll get more mage-type champs than someone playing Ashe, for instance) and the other two will be quasi-random. Brand new champs and already purchased champs, of course, won't be eligible. This choice will allow the player time to look up the champs provided and ask around about them if necessary.

3. Runes and runepages will be completely reworked.

Speaking of noob traps, the rune system is just awful and, when combined with the astronomical cost of champions, is a quick way to make a new player say "why bother?". I think we can do better here.

Tier 1 and 2 runes: removed Tier 3 runes: Prices adjusted to 50200 IP (quints 100400), available immediately

At Level 1 you have no rune slots. Each level thereafter you gain one mark, seal, and glyph at the same time. By Level 10 you're done. Quints unlock as well at 4, 7, and 10.

Rune pages are also prohibitively expensive. I propose starting with three and unlocking a new one every 10 levels. This allows an even number for the rune page bundle to be bought twice if desired. I also wouldn't mind rune pages being 3150 IP at the most.

4. Free Week champs and low level restrictions.

With the removal of the 450 champs from the store, the free week roster will have more room for 6300s. However, I propose that a "beginner" queue be opened that does not have free week champs available in it, that is available to all players at Level 10 or below. This beginner queue will restrict champions to the initial 450 pool, meaning that when you get shredded by a diamond II Kayle, you'll at least know who Kayle is and be a bit more familiar with what is happening. (It may be an idea to throw two or three more guys down there, particularly Tristana and Alistar, who are effectively free anyway.) This allows players to face the same smaller group of champs, lessening the learning curve quite a bit at lower levels.

What does Riot lose? What does Riot gain?

The value of the six free champs and three free rune pages is 6950 RP, or just under $45 in canadabux. (I'm not counting the 450 champs because that's stupid.) The rune system being somewhat more reasonably costed implies that more IP will be freed up to go towards champions.

However, it's a fact that the barrier to entry to this "free to play" game is MASSIVE. This barrier is turning off potential players who don't see the value in a long, sustained grind for rewards that come VERY slowly. Champ prices are bad enough, IP gains are a joke (double IP weekend rates are how it should be normally, to be quite honest) and rune prices are just insulting. You can see it as losing $45 per player, or you can see it as investing in giving players a starting point that will encourage them to play more, which opens up more opportunities for skin sales. (I'm not in the eCommerce department but I'm going to wager that skin sales make up the bulk of the profits.) A player is going to be more amenable to paying ten bucks for a skin if they haven't just spent ten bucks on rune pages and IP boosts they need just to support the champion that took them six weeks to earn!

Buying skins is fun. Buying rune pages is not. Grinding IP for champs can be seen as rewarding; grinding IP for runes is unquestionably awful. Wanting to play Jinx when you've got Sivir and Ryze and 80 IP in the bank at Lv. 6 with a month of abuse from smurfs ahead of you is BAD. You want to remove the bad aspects of your business, encouraging players to peruse the parts of the store that they will enjoy. Why not throw new players a bone? It's not like there's a shortage of meat to sell them later. ~Uiru

Why on earth do you need them all, outside of being a completionist? I refuse to believe you play over 100 champions on a regular basis.

And if it is for completionist purposes, then you should be required to put in more time (Ip) or (rp) than someone who mains 1 or 2 roles, so only needs 5-8 champs per role and some other champs they like to play.

There is no intrinsic right to own every champ.

Only Play Nid3 votes

I don´t play Syndra often. My best friend does. And his friends play Swain, and their friends play Garen. You see the point? There´s an advantage to being able to have all champions. Such as counters and trading.

SecretAgentHulk2 votes

Oh my gosh, these boards need quote collapsing. Holy f***.

Junkο1 votes

There is no intrinsic right to own every champ.

Yeah we should remove all the champs from the accounts of people who have been playing since Beta and Season 1 (and possibly 2), because they have no right to own every champ

Desmond Law3 votes

I think it would be nice if, when you log in the first time for the week, you are prompted to choose 3 champions you would like to play for free this week. (in addition to the other free week champs, which you would be told are available as to not double hold a free champion.)

Dryditch4 votes

They'd have to build a system so you can't choose the same champs twice in the same month or two or something

SmokingPuffin2 votes

Where is your IP sink? You just ended up reducing IP demand by 10x without really changing any of the fundamental problems.

Runes aren't lame because they cost IP. Runes are lame because the mechanic isn't fun and doesn't offer meaningful customization.

Rock Rockburgh3 votes

Why does League need an IP sink? The concept exists to deal with games where inflation is an issue. Since you can't buy/sell anything from other players, League has no ingame economy, and the concept of a "gold sink" is irrelevant, in my mind. I'd love to hear why you think it's an issue.

SmokingPuffin2 votes

Why does League need an IP sink? The concept exists to deal with games where inflation is an issue. Since you can't buy/sell anything from other players, League has no ingame economy, and the concept of a "gold sink" is irrelevant, in my mind. I'd love to hear why you think it's an issue.

Monetization falls apart without an IP sink. Champion purchases are not sufficient to soak up the amount of IP being generated in-game, especially with the slower rate of champion releases. You want there to be tension in the decision of how to spend your zero-cost currency, it's a key driver of sales.

Uiru2 votes

Runes aren't lame because they cost IP. Runes are lame because the mechanic isn't fun and doesn't offer meaningful customization.

I would argue that they are lame for all three of those reasons. ~Uiru

MrSlowDie2 votes

it's a good idea, love to see it coming, but I am okay if they won't. Since they already give around 70 win IP boost, 10 free champs, 10 free rotation, ashe, alistar and his skin for free to new players. I owned 30 champs and 3 set runes, it's enough to make me not bored :/

Glescoron2 votes

I personally like champs not being free because it gives you something to strive for even after lvl 30. You watch some gameplay of Fiora and go "Oh, I didn't know she was that good, I should get her." And that gives you all the more motivation to play. I think if they were all free I might jsut get bored and quit. New interesting champs are the only things that keep me really invested in grinding IP.

I do like approach #2 though, a free champs every five levels sounds fair. That ensures that even if you didn't buy a single champ, you still have a core of six go-to champs that you know you like to play.

Junkο1 votes

Unless you have played since Season 2 and played every champion a few times. Then that strive becomes awfully boring grind for a week of playing LoL the entire day.

Knight Devout2 votes

I think the biggest flaw in the new player experience are the runes. Simply put, runes aren't compelling, and you often see people struggling with warwick jungle or a non-assassin just because they have just 2 set of runes, AD and AP.

And I can understand that. When you have spent weeks grinding 15000 IP, what do you feel more inclined to buy, a rune page and a set of quints, or 2-3 new champs ? I play from when Lulu was the new champion, I spent something along the lines of 150E, and I have less than 50 champions because I wanted to make sure I had the correct runes for each role before I started to play them.

Of course, what also doesn't help is that runes like movement speed or life-steal or gp10 were , and still are so expensive. Mid and top were not only the most common roles, they were also the cheaper to set a rune page for.

All in all, I think the rune system needs a COMPLETE REWORK. I'm fine with the rune stats, but how much they cost , when you unlock them, the tier 1 and tier2 noobtrap, and the runepages need to be made a little easier to access.

Ale non è male2 votes

Naah The only thing would just got a better champion price reduction program than what Riot already has.

Since they started the program, out of the 5 times when they had to lower the price of a champ that costed 4800 IP or below, they reduced only 1 time the price of a 4800 IP champ, and that was on a really old champ that was not played much like Miss Fortune, 2 times dropped the price of a 3150 champ to 1350(Udyr and Xin Zhao) and 2 times they reduced the price of a 1350 IP champ to 450(Warwick + Amumu)

Now, this extra champ reduction(along with the usual "oldest champ to 6300 is dropped to 4800") happens once every new 3 champ releases, which at the actual rythm means once every 6 months or so, the fact they most of the time they have dropped the price of inexpensive champs make no sense...to wait 6 months to see the price of a Mumu, a champ that basically everyone own, reduced means that before having the price reduction of a champ that a new player could not own you got to wait 1 year or so and make useless the purpose of the champion price reduction program....

At this point, they would rather better do something like:

  • every 3 releases we drop the price of a 3150 champ or below,
  • every 5 releases we drop the price of a 4800 champ

Even if you got to wait a lot to see a 4800 IP champ price being reduced, which basically means Riot do not lose the RP and consequently the money they got from the guys that want to buy 4800 and 6300 IP champs without having to wait a long time grinding; at least you as user know you will surely have a 4800 IP champ price reduced someday, and at the same time Riot can expand a bit the champ pool available for the newest guys to facilitate them that have to grind IP even to have a roster pool of an acceptable size to be able to go into the ranked queues

CoolKnightST2 votes

1. All 450 champions are now automatically unlocked for all new players. Dude really, the price for a champion fairly ballanced out. The game doesn't require all champion to win game. This is just fact factor will just start to count in diamond I & higher!!! It champion experience that allows you to win games. Able to chose between 4-5 toplaners is just bullshit is you only mastered 2 of them. You are really ungrateful. Whe are playing a game with F2P content without advertisements. Their are only a fell games that can pull that off. Designing a champion takes a team from 1-3 people about a haf year. Still thinking 950 RP is a lot for a new champion.

2. Players are presented with a free champ every five levels. New players should be encouraged to play champions from their skillcap. Giving a champion for free is a bit extreem. Whe just need more clarification what champions a new player can handle. For example one of my friends learned this game with Garen. And he became really solid with it. Every role has those champions where the new player can always be usefull for his team with a relative low ip price:

  • Top: (GarenRyzeWarwick = 450 ip), (MalphiteDrMundoTeemo = 1350 ip), Pantheon = 3150 ip)
  • Mid: (AnnieRyze = 450 ip)
  • Support: (SorakaAnnie = 450 ip), (Morgana = 1350 ip), (SonaKarma = 3150 ip)
  • Adc: (Ashe = 450 ip), (Tristana = 1350 ip)
  • Jungle: (Warwick = 450 ip), (UdyrXinZhao = 1350 ip), (Pantheon = 3150 ip)

Note that this list isn't compleet and I'm sure their are plently more champions like this that are low on both champion skillcap as player skillcap. I believe for the midlane maybe champions like Akali Katarina could be add to the list. Maybe even Heimerdinger. It will all be champions that new users will win games with while still be usefull while their Q'd with or against more experienced players. For the AP in the jungle I think Amumu & Maokai but like the previous one I have no confirmation about them.

What I can agrea about is that the list for available marksmen is rediculus low. Maybe MissFortune (3150) but that's it. If you want more adc's you will have to pull in the 4800 ip price with champs like Graves & Caitlyn

3. Runes and runepages will be completely reworked. I agrea on runes something has to be done.

4. Free Week champs and low level restrictions. That feels a discussion point since not all champion for that price are easy to play. However I can agea riot really focus a lot of 450 champions.

What does Riot lose? What does Riot gain? They have money but it doesn't seem to be they have the tools to recode their engine. Invest a lot of money in competive but their also getting a lot in return. I think their system if fine.

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