FOR MASTERED CHAMPIONS; Per-Game, Grade-Based IP Bonus

n2LuvFFjEy··71 votes·3,642 views

I enjoy mastering champions, teaches me much about the game .. that, and once I've set my mind to something, it's rare that I stop until whatever it is has been completed. The level emote is cool, as with the loading screen badges, but if you'd consider my suggestion, I think it would benefit player participation and retention, as well as the mastery system as a whole. When I first hit LVL30, I really wanted to buy new champs and still remain competitive. Runes are IP expensive. If I master one champ, I want to master another, but I don't want to be obliterated each game for lack of appropriate runes (thus extending the time it takes to do so, as well as making it grindy and annoying).

If we could use our mastered champions to boost our IP income ( based solely on grade, not a flat bonus min: 0, max: YouDecide ), not only would it give more incentive to buy and build new rune pages and champions, but adds to the replay value of a mastered champion.

Either way, I'd be interested in your opinion. I enjoy the game, and would like to help improve it in any way that I can .. thanks in advance.

original comment ( trigger warning: contains excessive use of stylized text :D ) :

{quoted}

I enjoy mastering champions, teaches me much about the game .. that, and once I've set my mind to something, it's rare that I stop until whatever it is has been completed. The level emote is cool, as with the loading screen badges, but if you'd consider my suggestion, I think it would benefit player participation and retention, as well as the mastery system as a whole.

When I first hit LVL30, I really wanted to buy new champs and still remain competitive. Runes are IP expensive. If I master one champ, I want to master another, but I don't want to be obliterated each game for lack of appropriate runes (_ thus extending the time it takes to do so, as well as making it grindy and annoying_ ).

If we could use our mastered champions to boost our IP income ( based solely on grade, not a flat bonus min: 0, max: YouDecide ), not only would it give more incentive to buy and build new rune pages and champions, but adds to the replay value of a mastered champion.

Either way, I'd be interested in your opinion. I enjoy the game, and would like to help improve it in any way that I can .. thanks in advance.

47 Comments

freeformline29 votes

First of all, using typesetting for emphasis only really works if fewer than half of the words in your piece have special typesetting. Writing like this makes it very hard to read and even more difficult to take your suggestion seriously.

That said, I think you have the beginning of a fine idea here, though I would personally prefer a system by which you gain extra IP by earning mastery, not by playing champions for which you already have high mastery points. This would encourage you to play many champions, thereby increasing your game knowledge and helping you find champions you enjoy but never would have otherwise tried playing.

n2LuvFFjEy2 votes

{quoted}

First of all, using typesetting for emphasis only really works if fewer than half of the words in your piece have special typesetting. Writing like this makes it very hard to read and even more difficult to take your suggestion seriously.

That said, I think you have the beginning of a fine idea here, though I would personally prefer a system by which you gain extra IP by earning mastery, not by playing champions for which you already have high mastery points. This would encourage you to play many champions, thereby increasing your game knowledge and helping you find champions you enjoy but never would have otherwise tried playing.

I understand that the text formatting makes it difficult to read quickly, but it is not incomprehensible; Technically, I do such so that people who read it actually make an effort to understand what's being said ( but, thanks for the tip, always down for constructive criticism ).

Excellent idea, thanks for the input :]

GLHF

freeformline2 votes

Actually, it might be interesting if IP bonuses came from playing successfully in novel situations with that champ. I know I would certainly appreciate a little bonus if I played successfully against a Fizz with one of my squishy mages!

n2LuvFFjEy1 votes

{quoted}

Actually, it might be interesting if IP bonuses came from playing successfully in novel situations with that champ. I know I would certainly appreciate a little bonus if I played successfully against a Fizz with one of my squishy mages!

Definitely interesting, not exactly sure how it could be implemented without significant subjective bias in the scenario determination process however; The constant adjustments of each champ's situational bonuses doesn't seem to be the most practical either ( at least not cost effective, anyway ).

Still, interesting idea. Thanks for the input :]

GLHF

allthemuslims1 votes

I agree 100%. Purely out of curiosity, have you read a game of war in game advertisement (the blog posts)? Talk about typesetting xD

n2LuvFFjEy1 votes

Can't say that I have. Link?

Dragonlord71374 votes

what about a bonus ip reward for each level of champion mastery? So EX. level 1 you get 50 ip for leveling (since level 1 requires 1 game) then 150 for level 2 and 400 for level 3, 600 for level 4 and 1000 for level 5. This would encorage you to play every champ at least once for the 50 ip from doing so and after you master a champ you have earned 2200 bonus ip to spend on another champ. These numbers are just off the top of my head and probably should be subject to change.

n2LuvFFjEy1 votes

That is an interesting idea. A one-time flat IP bonus for each mastery level of each champion, the size of which would scale with the mastery level being acquired ( and perhaps champion difficulty rating? ).

Thanks for the input :]

GLHF

Vistha Kai1 votes

PSA: Difficulty rating in this game means exactly nothing.

n2LuvFFjEy1 votes

[{quoted}](name=Vistha Kai,realm=EUNE,application-id=cIfEodbz,discussion-id=KEuLvEBT,comment-id=0001000200000000,timestamp=2015-11-09T20:42:32.957+0000) PSA: Difficulty rating in this game means exactly nothing.

There's no denying that some champion's mechanics are much more difficult than others to master .. meaning their difficulty rating absolutely means something, and you've not provided any context.

I suppose you mean it's relative to the summoner?

What, how much, and to whom they mean something are the real questions, wouldn't you agree?

GLHF

Vistha Kai1 votes

IIRC Katarina's difficulty rating is 7 and all there is to that is when to jump in. Nothing else.

A... trait, you could say, you should master on every single one of the champions in this game.

KING OF MASKS12 votes

What a magnificent thread. I really enjoyed reading it. Please, good sir: take my upvote.

n2LuvFFjEy5 votes

[{quoted}](name=KING OF MASKS,realm=NA,application-id=cIfEodbz,discussion-id=KEuLvEBT,comment-id=0005,timestamp=2015-10-28T07:44:48.875+0000)

What a magnificent thread. I really enjoyed reading it. Please, good sir: take my upvote.

Why thank you for that, kind sir, as well as the added emphasis :P

GLHF

Melledoneus3 votes

Your post must look like a freaking galaxy with all the *'s you put in it.

JacctheInsomniac8 votes

[deleted]

n2LuvFFjEy1 votes

{quoted}

I'm sick of getting 200 points for doing exceptionally well in a game we lost. The mastery system may as well be called victory or something.

It's a great idea. I just doubt Riot will actually see the mastery system through to anything meaningful.

If implemented properly, it could breath new life into this game for new and casual players and the more dedicated \ experienced of us, all while adding an interesting new layer of functionality for everyone that will absolutely improve depth, match diversity, and overall gameplay experience.

Thanks for the input :]

GLHF

JacctheInsomniac1 votes

[deleted]

n2LuvFFjEy1 votes

{quoted}

I know what you mean and I'd love to be proven wrong, but like New Game Modes, or Different Maps, or a Sandbox mode. It just seems like the extra mile Riot's not willing to go for the sake of the experience.

Hopefully they understand that it's about more than just simple gameplay experience :] this is definite, quantifiable value that can be added to their platform ( further maintaining their relevance ), or lost to other developers -- the MOBA market's growth is worth noting ;]

DocShephard5 votes

If players gained boosted IP for playing with a mastered champion, players would never learn a second champion.

Players would rage if they couldn't play their mastered champion and get the IP boost. You'd see shit like fizz support (but muh IP!!).

I'd support IP boost upon reaching mastery levels: similar to first win of the day bonus, but upon achievement of Ranks 2-5. This would encourage champion diversity and willingness to try a new role.

At the same time, an IP boost upon earning an S-Rank in game would allow players with a Rank 5 champ to strut their stuff for greater earning.

n2LuvFFjEy1 votes

After reading through this again, I realized that I missed most of your point and was kind of a jerk in the process.. so, apologies for that. Lemme try again :]

If players gained boosted IP for playing with a mastered champion, players would never learn a second champion.

I can definitely see a flat IP boost for mastered champs being exploited, frequently.

Players would rage if they couldn't play their mastered champion and get the IP boost. You'd see shit like fizz support (but muh IP!!).

Yeah, as it is we have game dodgers that throw bitch fits over having to play anything but their specific champ and role (.. team builder anyone? ). I think a "DodgeBuster" system for solo queue would be cool. Calling a role, getting setup with the rest of the team .. and then some asshat decides to not lock in out of spite, or trolls the whole game ( post-game reporting works here ). Season 6's changes look promising.

I'd support IP boost upon reaching mastery levels: similar to first win of the day bonus, but upon achievement of Ranks 2-5. This would encourage champion diversity and willingness to try a new role. At the same time, an IP boost upon earning an S-Rank in game would allow players with a Rank 5 champ to strut their stuff for greater earning.

You make a good point about diversity, what do you think about this:

  1. An alluringly sized flat IP reward to be given once per actual champion mastery (upon reaching level 5) ─ maybe a couple thousand, basically enough to get you another champ and some starter T3 runes, or alternatively, some new quints and/or T3 runes.

  2. An IP reward opportunity every game where earning mastery points is possible, for champions with mastery levels >= 3 and a grade >= B+ (or A-, dunno); The reward base value would scale with mastery level, and a multiplier that would scale **sharply ** with grade.

Thanks again for the input, enjoyed the thought exercise.

GLHF

DocShephard2 votes

I guess my original point here was that if a player gets an IP bonus for playing a mastered champion, why would they ever want to play a non-mastered champion?

I would prefer to see incentives that would promote champion diversity (i.e., boosts for achievement of new champion rank with a new champion), while adding in rewards for skilled play with mastered champion (S-rank bonus). Players could get boosts simply by learning new champions, or else they could play the champion they know at a high level and reap the reward for that.

n2LuvFFjEy1 votes

I guess my original point here was that if a player gets an IP bonus for playing a mastered champion, why would they ever want to play a non-mastered champion?

A very valid point, in my last response to you I threw out the idea of a one-time substantial reward for the mastery of a champion. Unique rewards (for that champ) and/or possibly some customization options (like a chroma pack, etc) would be awesome ─ I suggested IP because it would allow for the purchase of the next champ you want to master, so you're not relegated to buying a starter champ that you can afford at the time, or grinding 30 games away ( in doing so, wrecking shop on time, patience, and game enjoyability ).

I would prefer to see incentives that would promote champion diversity (i.e., boosts for achievement of new champion rank with a new champion), while adding in rewards for skilled play with mastered champion (S-rank bonus). Players could get boosts simply by learning new champions, or else they could play the champion they know at a high level and reap the reward for that.

Perhaps it's my skill level that's coloring my opinion, but I've gotten a few S- S & S+'s, but they are few and far between (and a lot of the time, a game that would have provided S +/-'s doesn't as the opposing team forfeits, so your KDA isn't what it should have been, had they not knocked the proverbial game-board off the table. I usually range in the high B's or A's when I'm on doing OK, so perhaps A- through S+ would be a happy medium? Rewards would scale sharply by grade, obviously: A- = incredibly small reward, S+ = sizable reward.

Dunno, either way it sounds like we're in relative agreement. I don't want to see the system broken, that's for sure, and as of the Season 6 preseason update .. suggesting changes is kind of a pointless thing for me to do :P they seem to have put quite a bit of thought into it, and until I can get on the Alpha (really, really want to be on an Alpha test rotation) or it's released... is speculate D:

Thanks for taking the time to respond with more than a disingenuous one-liner :]

GLHF

Jbirdsando2 votes

I completely support this, have some sort of IP boost for levels 5+ in mastery, as I assume they are adding more

EatMyUdyr2 votes

I would want a mode that doesn't allow runes or masteries, so it solely depends on your game skill and not your skill in runes/masteries.

n2LuvFFjEy1 votes

{quoted}

I would want a mode that doesn't allow runes or masteries, so it solely depends on your game skill and not your skill in runes/masteries.

That would be an interesting mode, perhaps a few times a year .. all champs free to play for a few days ─ no runes allowed, only masteries :P would likely boost champ sales anyway.

As far as using it in or as the champ mastery system, not really sure that is the best idea; Runes & masteries and their relation to a particular champion's intrinsic metrics and in-game role is definitely a determining factor in how effective you are with any given champion.

Thanks for your input, any other ideas?

GLHF

ChaoticPinecone2 votes

Problem i can see is that certain champions and roles rely on runes and masteries more heavily than others. Like top lane bruisers or junglers who need the armor for the level 1-2 minion damage. But other champions (like veigar) who passively farm early game who only poke with spells might not be as affected.

EatMyUdyr1 votes

Well, if you're playing the champions which you are specifying, then maybe there could be automatic buffs for them. But I'm not sure Riot will make this anyway, probably too many problems with it. However, it would be fun to experience.

The Bearded Bard2 votes

IP based on mastery is a bad idea because the mastery system is flawed. For example, if you play a champion not labeled as a support as a support and play it absolutely perfectly and are the sole reason your team wins the game, you'll still get a B+ at best because your farm will be lower than what that champion 'should' have.

Happens all the time when I play Shaco support.

BlunterMonk2 votes

Heroes of the Storm does something very similar to this. Getting your Hero (champion) to level 10 (level 5 for LoL) you get bonus gold (IP) which usually amounts to enough to buy your next Hero (champion).

So in other words, every time you master a Hero, you have enough currency to get the next hero.

Daen2 votes

As someone who never has any reason to use IP and almost never spends RP, this reward would be completely meaningless to me. I know I'm a minority, and that's completely fine, but personally I think a system that provides unique rewards based on the mastery system would be more compelling, rather than simply adding more IP to games played.

n2LuvFFjEy1 votes

It took me a few days to get back to you on this one, as I wanted to think about it. After assimilating Riot's S6 preseason exposé, IMHO, the modifications they have made to the mastery system cover pretty much all of the bases I was trying to cover, and then some .. ( which I'm so looking forward to, hope to help with the new alpha client as well ).

Heimerdinger

Should be interesting :D you're gonna get your unique rewards, that's for certain.

GLHF ( and thanks for the input )

Daen2 votes

{quoted}

GLHF ( and thanks for the input )

Of course!

Sammystorm2 votes

On a unrelated not ehow do I emote with master champions?

n2LuvFFjEy1 votes

{quoted}

On a unrelated not ehow do I emote with master champions?

Whatever hotkey you assign it to, otherwise by default: Ctrl+6

Zenanii2 votes

What about: For each mastery tier you get a % discount on skins for that champion?

Zenanii1 votes

Problem is you're rewarding the players who already have the biggest champion collection with additional IP, while they are the ones who needs it the least. If riot did this it would either be such a low bonus as to be insignificant, or they would have to up all other IP costs to compensate (hurting newer players).

n2LuvFFjEy1 votes

{quoted}

Problem is you're rewarding the players who already have the biggest champion collection with additional IP, while they are the ones who needs it the least. If riot did this it would either be such a low bonus as to be insignificant, or they would have to up all other IP costs to compensate (hurting newer players).

I don't think it would give existing players an unfair champion and rune pool advantage ( that they don't already have ), quite the opposite really; It would allow new players to expand their champion and rune pool much quicker, and maintain their competitive capacity in the process.

Raising IP costs would quite literally defeat the purpose; Being forced to grind IP for weeks so you can afford a new champ and a few associated runes is probably the singular most annoying element to this game ( aside from any of the usual in-game idiocy ).

As far as those with large champion pools needing IP the least: Pretty sure that's broken logic. Either way, thanks for the input :]

GLHF

Also, pretty sure_ less grinding = happier summoners all the way around = better attitudes across the board_.

Zenanii2 votes

{quoted}

I don't think it would give existing players an unfair champion and rune pool advantage ( that they don't already have ), quite the opposite really; It would allow new players to expand their champion and rune pool much quicker, and maintain their competitive capacity in the process.

Raising IP costs would quite literally defeat the purpose; Being forced to grind IP for weeks so you can afford a new champ and a few associated runes is probably the singular most annoying element to this game ( aside from any of the usual in-game idiocy ).

As far as those with large champion pools needing IP the least: Pretty sure that's broken logic. Either way, thanks for the input :]

GLHF

Also, pretty sure_ less grinding = happier summoners all the way around = better attitudes across the board_.

The problem is, the whole grinding system is how Riot makes money. Following your line of reasoning we might as well go "Hey, let's halve all the ip costs", which I'm pretty sure all of the community would support. But riot has to make money to keep the servers going and the content rolling, and as consumers we have to at least respect that principle (even though methods and pricing can be argued). As such, you have to make compromises where the players and the company meet somwhere in the middle.

Anyway, what you're suggesting would create a sort of ramp situation, where you initially earn ip at a snails pace, and it then increases exponentially until you're literally swimming in it, which (imo) is a horrible marketing scheme as it turns of new players while rewarding veterans who are already hooked.

Restless Slumber2 votes

Except the new players would be earning what they're earning right now. Like what is your reasoning?

Puynsi1 votes

They will do the SMITE skin system, without the chance of buying it without RP of course.

ChickenWrap1 votes

Okay. So how does this work for someone like me, who has 260k IP because they've been playing since January 2010 and desperately need an IP sink? I have nothing left to buy, and I haven't bought a single champion with RP.

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