@Riot: Chromas and why they seem questionable
Hey there everyone,
Please refer to this thread if you haven't seen it already. The OP claims to have made a chroma with very little Photoshop experience within an hour, complete with particles; screenshots and videos are attached. I know there have been a lot of threads about chromas, but I wanted to add one more where I touch on why this is potentially a big ticket issue with the community.
In my opinion, a reasonably significant part of the community's negative reaction to chromas is that it appears they are vastly easier to produce than the cost would suggest. I'm not necessarily saying this is true (I trust Riot not to be greedy), but there needs to be some communication to help us (the community) understand why they are priced the way they are.
The reasoning of "previous recolors used to be 390 RP so that's how these need to be priced" seems a bit questionable, particularly when considering the fact users are able to create custom chromas in half an hour and there are seventy million potential buyers. Is there any particular reason RP is potentially the only option at launch? Consider the following:
Personally, this is how I might set up the price structure for chromas; I'll use Riot's numbers for consistency.
- 390 RP per individual chroma
- 4,800 IP per individual chroma
- 590 RP for a three chroma bundle
- Cannot buy chroma bundles with IP
- Chroma of player's choice (for that champion) unlocked for free when player reaches Tier 5 champion mastery
To me, this is a much more compelling structure for chromas. It allows players to buy individual chromas for each type of currency if they'd like while still incentivizing the use of RP through much cheaper bundling and a significant reduction when compared to IP. This also ties into the Champion Mastery system nicely, providing a little reward for players that show their dedication to a champion.