BE is unrewarding; Bring back BE/IP per game Riot?

Aveciel·11/13/2017, 2:38:53 PM·8 votes·544 views

This is the first time I've made one of these so I'll be straight about it. I've been playing this game for one year now. I've had enough time to both be a newbie and learn the game and I have to say there's nothing more dissatisfying than having to play and win between 5 - 10 games in order to level up (at the moment) for a chance to get a decent champion shard.

Saving up for IP was exciting because you knew that once you reached that point you would finally be able to buy the champion you really wanted. Here's some math.

If I won 10 games on the old system (and won them well)** I got around 165 IP a game. That's 1650IP.** Now I have the chance to get champion shards instead. Sounds good. Only I have the chance to get at worst three 450IP champion shards that sell for 90BE I believe. That's 270IP. Please explain to me Riot how you believed that removing IP/BE per game was a good investment in your player base? Honestly I can't see it and nobody I've talked to seems to be able to see it. Granted it is unrealistic to assume that you would get three 450BE champ shards, but understand that the fact that people can grind 10 games knowing that they could just get a tiny, unsatisfactory and unfair amount of BE is an awful perspective.

This is a MOBA and in a MOBA there is a grind, but something needs to be done. Either:

  1. Decrease the time it takes to level up.
  2. Better the rewards upon leveling up. OR
  3. Bring back BE/IP per game depending on your performance (possibly my favourite part of winning a game).

I don't expect an immediate change but please provide us with something that says you acknowledge the mess the system is for your player base at the moment. The novelty of leveling is quickly running out.

3 Comments

Aterpater11/13/2017, 3:02:45 PM3 votes

{quoted}

This is a MOBA and in a MOBA there is a grind

Are you sure about that? Tell that to DotA - the very first MOBA - where's zero grind up till today. Or Smite, where with a one time $30 purchase you unlock everything, including all heroes released in the future.

Grind is coming from some old MMO's with a subscription model to make you play 24/7 and pay that subscription for the next month too. Then it was implemented into freemium games to make progression for you so hard (in some cases practically impossible) to make you buy stuff and boosters in a cashshop. It isn't a necessary feature of MOBAs at all. So much that in a healthy and competitive MOBA grind is just a serious problem. A competitive MOBA is all about an equal playing field, you start every match lvl 1 with no pregame items and any other advantage and it's all about how good you are, ain't it? Actually this is why the community asked to remove runes or rather make them free (but not in a way like this...) to level the playing field. Sure, as a f2p game there most be some form to pay for the game, but in a MOBA that shouldn't really be more than cosmetics, imho...