One thing Riot should port from Blizzard games.
The crate/random drop system.
When you get a crate in hextech crafting, you generally earn one item. Two if you're lucky. This can be:
- A Skin/Champ Shard
- Essence (Both champ and cosmetic)
- An Icon
- A Gem
The kicker is you get one thing. So if you unlock one bad thing...well, tough tits. You got a bad draw.
By comparison, Overwatch loot crates give you four drops. These include:
- Skins (Only way to get'em.)
- Coins to purchase things.
- Sprays
- Voice Lines.
If you get a duplicate, it's automatically disenchanted into coins. Now, here's the kicker: Much like Hearthstone's drop system, at least ONE of your items is a guarenteed rare. Which means you never feel like you got a "crap" drop. You always have at least one thing of value and, on rare occasions, you can even get crazy good loot. One time my friend got double-legendary skins from a single drop.
Here's my theory about porting this to League's hextech crafting:
#1.) Every crate has 3-5 drops.
I'd recommend 3 or 4. 5 if you're super generous. At least ONE of these drops is a guaranteed rare.
#2.) The rarity scale.
Common: Skin shards (500), Champ Shards, essence, bundle of IP (3150) Uncommon: Icons, Skin Shards (750). Ward Skin, large amount of essence, bundle of IP (4800) Rare: Skin shards (975/1350), huge amount of essence, bundle of IP (6300) Epic: Skin shards (1820), Hextech Gem. huge amount of essence. Legendary: Ultimate Skin Shards, Hextech Gem, Way too much essence like holy jesus what are you gonna do with all this essence.
#3.) "But won't that mean people get more stuff?"
Well, yeah. They do. But you're still going to get primarily "trash" loot. It also won't mean a huge influx of people getting hextech annie. The IP would mostly be for newer players but that could easily be removed.
I like the hextech crafting system but if there was more drops for how infrequent you get loot crates, it'd feel better overall.