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Urfwick wants a Loot Box and voice chat and better support

Riot··3 votes·43,801 views

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What’s happening with voice chat, how we’re improving the support experience, and why limited skins aren’t a part of loot (at least for now). All up this week!

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If you value competitive team play so much, why are you against voice chat? It would really make games more coordinated.

In the past, our stance on voice comms emphasized the increased potential for negative behavior. We've since reconsidered our philosophy around voice chat and while there are some challenges we want to overcome (keeping it an opt-in experience, for example), we want to do it.

We believe League as a team sport should reward coordination, and that voice chat is a valuable tool for getting teams (and strangers) aligned. We'll probably begin deeper investigations once the League Client update is in a stable release so we don't have to build the feature twice, but hopefully this is a clear update on our philosophy and where we stand. We'll also give you further updates when the time comes.

– New001



How is Riot moving to try and make the support role more fun?

We want to address some key issues with support in patch 6.13. While we are not expecting to cover everything, we want to make changes in a few key areas. Here are some that could see changes:

Experience gain:

Supports often end up significantly behind on XP post laning phase and that reduces their ability to contribute, gets them killed more often and then results in even less XP.

Items:

One of the problems is there are a number of items supports use that lack sufficient reward for building them, such as Ancient Coin, Ruby Sightstone or Forbidden Idol. As a result, we will be looking for buffs on these items in upcoming patches. Some other items also have “earflicks” associated that are irritating whether or not they’re powerful for specific situations. For example Spellthief’s gets disabled when you kill Zyra plants and Boots of Mobility are disabled on ward kills.

Support Balance:

There are some supports that are pretty healthy for the game and fun to play are just a bit weak (Thresh), others are a bit too dominant, reducing the variety you can get from the role (Blitzcrank).

Champion Mastery and Summoner Spells:

We want to improving telegraphing of teleport to give duo lanes, in general, a bit more agency when most of the enemy team decides to turn up in their lane. We also want more accurate calculations of Champion Mastery grades for champions in the support position.

– Meddler



Why not add rare skins like Urfwick to Hextech Crafting?

A: Short answer: We could, but don’t have plans to right now.

For the full answer, let’s talk about our philosophies around rarity in Hextech Crafting and Limited skins.

Regarding rarity let’s talk about Hextech Annie. For some, Hextech Annie is cool because she’s rare. For others, maybe it’s just the coolest thing to drop a magic robot bear on someone’s head and it sucks if there’s no way to do that. We try to strike a balance between many different groups and preferences, which led us to Gemstones. Hextech Annie is not immediately accessible to everyone, so she is rare, but if I want her that badly, there is always a path to get to her.

We’d love to follow the same philosophy with Limited skins, but because they were not launched with those expectations, it’s not that easy.

Before we can consider adding limited skins for Hextech Crafting, we should go through the variety of Limited skins in our catalog and which we’d consider bringing back in general. For these purposes, we’d bucket our limited skins into three categories: achievement-based, giveaway only, and previously sold skins.

Achievement-based skins are things that were earned like Victorious skins. These will never be redistributed. If you didn’t earn them, you don’t get them.

Giveaway only skins include things like PAX skins. They’ve only been distributed through giveaways. Previously sold skins are limited and have been sold in the store and include Urfwick, Championship Riven, Riot Squad Singed, and Rusty Blitzcrank.

For giveaway only and previously sold skins, such as Urfwick, it’s possible that some version of those skins could return via Hextech Crafting or some other means. But before we could do that, we’d really need to understand how that would affect the players who currently own them and how we could make them feel best about their returned availability. It’s a decision we couldn’t take lightly. It’s much more likely we’d consider the previously sold skins first, but don’t yet have any plans that feel right at this time.

Until we have a plan that follows both our rarity and Limited skins philosophies, you won’t be seeing skins like Urfwick in Hextech Crafting. If you have any ideas on how to balance these things, we’re listening.

– WizardCrab


Please feel free to hit us up in the comments. Each of the Rioters who answered will do their best to engage in a conversation with you.

261 Comments

Small Tiddies23 votes

Why not have an extra requirement for getting limited skins? Say for Urfwick, you need level 7 Warwick, 4 S+ tokens, and 500 Orange essence. Therefore needing commitment for the champion you love.

ASAPR7 votes

I think you are on to something with this. I've thought this through and this would be a great idea because it shows that you love the champ rather then just having the skin and using it once every 2 weeks when u play a champ. Add a gemstone in there and it would be the perfect combo. Getting to rank 7 on some champions is pretty hard so it shows that u know how to play the champ maybe even toss in you must have 500K mastery points in the champ and boom you can unlock it. These needs more up votes because what u have here is a great idea

CaptAwesomesause3 votes

I am a big fan of skill exclusive skins XD. Although, I would be pretty pissed off if anyone could get skins like "traditional karma" (or trundle or sejuani, or any other champion that had a rework and old school players were given a skin for consolation prize.)

It's a champion loyalty thing.

And champion loyalty was something that appealed to me about this idea.

Which now I've said that, suddenly makes me ok with giving that skin out to people who jump through the right hoops, because those hoops reflect champion loyalty.

disregardable19 votes

"How is Riot making support more fun?"

"Oh, we're just slightly adjusting some numbers, not changing the way supports are designed to be played."

RiotGhostcrawler59 votes

Support does have a large community. It's just not as large as other positions. We have to be careful not to completely change what Support means, because then we're just potentially abandoning one community in the hopes of growing another, larger one. So in that respect we aren't trying to redesign Support.

From my point of view, the biggest problems playing Support is that it's hard to see your influence on the game, and likewise hard for the rest of the dudes in the game to tell if you really had an impact by playing a stellar Support game. The KDA doesn't really show that. Gold probably doesn't really show that. Planting the most wards isn't a super exciting score. That's the kind of thing we want to address. Some of it we can move (hopefully) just by changing numbers, because more experience means more individual power to shape outcomes and so on.

Invariel6 votes

One thing that would really help Support players show that they are making a difference is if the game tracked and displayed the numbers of things that wards revealed, rather than just the number of wards placed.

Demonstrating that 10 (low, I know) wards revealed a total of 40 objects (other wards, invading champions, Teemo shrooms, etc) would go a long way to indicating that the Support is actually helping instead of just leeching experience and gold in lane.

Abyssphere45 votes

As a support player, I do feel like you could do more fundamental stuff. Stuff like itemisation improvements are huge boons to people who already like the role but nobody who doesn't main support is gonna be looking at the new Grail or the buffed Censer/Crucible and thinking "Yes, this will make support so much more fun"! Fun items are nice to have if you already like the basics of the role but people don't like the basics. To be honest, I don't think the role will ever be as popular as one would like until all of these issues are addressed:

  1. XP - biggest one. Being under-levelled is just crappy. I realise you guys are making changes but unless my experience in games next patch surprises me, I think the changes will be very small. Supports will still be under-levelled which automatically makes them feel like the weakest champions on the map and there's no reason that has to be the case. You guys can afford to push support XP much more aggressively than you are doing, as I don't think anyone could come up with a realistic problem arising from supports having the same or higher level as the rest of their team.
  2. Gold - not much to say about this that isn't obvious, but as with XP there is room to push gold income for supps higher. Personally I feel that putting a "X% increased passive gold generation from items" passive on Sightstone would go a long way to increasing support income while elegantly managing to avoid buffing the item for junglers or creating any must-buy items for other laners.
  3. Freedom of map movement - Sightstone's design is a problem that will always lead to bad feelings. Supports have their map movement restricted massively by the vision game and often the need to stick by allies as is - having to recall every 2 minutes for no reason other than needing to recharge Sightstone is the definition of feelsbadman. Other roles can spend ages on the map AFK clearing waves if they want - why do I need to recall instantly just because I wanted to put decent vision around dragon/baron? As a support main who loves almost everything about it, that bugs me. No other roles have crap like that handicapping them.

tl;dr the role will be golden and at least somewhat popular if it isn't automatically comfortably the weakest role in any one team and if map presence isn't tied to being stingy with ward charges.

Invariel20 votes

I left a giant post on the boards a couple of months ago that included the suggestion that Sightstone and all of the items that build out of it should regenerate wards. Nobody read it. :|

I also agree with what you are saying about gold generation; perhaps a top-tier mastery that reduced the time between gold per five ticks, or increased gold per five item efficiency would help specifically supports with this.

Cev Vile7 votes

I hear you guys it is a hard role to main and we don't get a lot of respect but I personally love the feeling of saving I don't mind being behind in levels and gold it sucks but my love of the joy of saving my team lets me get over that.

VoraciousX1 votes

A Mastery like that could also be used on everyone else to secure gold leads though. I suppose it could be gated to "for every assist you get +such and such gold or something", though. Except then things like Windspeakers and other good support masteries would be crowded out by selfish things like extra gold for the support(I can see all the Lux "supports" now laughing maniacally holding their doran's ring and that passive). Though I suppose it could also give the closest member to your team the same gold, that might be less selfish and help.

Invariel2 votes

How does a Lux with a Doran's Ring benefit from extra gold per ten (it's actually ten seconds in-game, not five, my memory failed me)? Doran's Ring doesn't generate gold, and everyone else would have to spec into that tree, take a bunch of sub-optimal masteries to their build, buy a 350 gold item that they're not really benefiting from, only to ... what? Recoup the difference from this mastery slot?

MegaRedGyarados2 votes

Just rework Sightstone so it works like Teemo's shrooms. Once you buy it will have 0 stacks that gradually build. You'll have to wait so long before placing the 1st ward but it will continue to build after the first.

Also, instead of having a normal cooldown, you can make it add a ward stack every 90-120 (or whatever) seconds. I.E. If you have max stacks, You can wait till the timer gets to 85 seconds, place a ward, then when wait 5 more seconds(when the 90 seconds is up) you'll have max stacks again and essentially get a free ward. On the other hand, If you mistime it you could end up wasting wards.

You could also make the max stacks for sightstone like 2 or something for the sake of balance. (Which will emphasize making the most out of the constantly ticking cooldown) It'll work like the stealth trinket does now but except its essentially ALWAYS on cooldown (unlike the trinket which ONLY goes on cooldown AFTER you place your 2-stack ward).

You could also make it where you cant get a ruby sightstone before lvl 9 (I'd give ruby sightstone 4 stacks instead of 5. Haveing 5, 4, or even 3 wards that constantly return can be frustrating when trying to ward clear so i'm not sure how that will work)

Or... You could make different versions of sightstones similar to how the support items work. Have one that has a short cooldown, but not many stacks, And another that has a long cooldown but more stacks. And PLEEEASE Rework it to be worth a damn for people who don't use HP as a main stat. Haveing to spend 800g for something that has the same stats as a item 1028 is stuuuuuuuuupid. Even if you made it cheaper with NO stats, that would be fine.

Grace Of Kaizen9 votes

Maybe more masteries directly dedicated to supports could help get over these problems. Switch windspeakers blessing, bandit etc over to it's own tree and put things like more ward allowance, gold income and xp when near an ally in with it. We basically have two offensive trees and a tank tree. One of thr offensive trees is just getting supportive options shoved into it.

DuskDaUmbreon1 votes

XP shifts would be very tricky to manage, and…I'm not quite sure that they need to be reworked. Even as a support, as long as the lane I'm in doesn't utterly fail, I always end up fairly close to the ADC in levels.

As to why they'd be difficult to manage, it's because…well…You can't boost the XP for when the support role is chosen, as you could have…say…for instance…a "support" Zed who ends up significantly ahead of everyone else in levels. And boosting it for certain champs isn't viable, either, as that would let a midlane Soraka easily overtake her opponent by simply existing. I think that this is territory that Riot would have to tread carefully in…assuming that they even need to.

Grace Of Kaizen3 votes

But would a support zed give up basically every battle related mastery just for extra xp? if we make a support tree that requires serious investment for that xp gain I don't think zed would give up all his other damage masteries for bonus xp, some extra wards, maybe some boosted ward radius, and a keystone he won't use.

Emperata24 votes

Velkoz support main reporting here. If I may, I'd recommend modeling the rest of the items after item 3303. I think the problem with the rest of the support items is that it doesn't provide in lane gameplay that is representative of the champions that end up building them.

I mention item 3303 as the item to follow because champions that build it are being rewarded for harassing champions, no matter where or when. item 3302 IMO is quite clunky, in that 1. you must be in lane to be rewarded, 2. is restrictive of what you actually use it for, since you ideally want to be proccing it on Cannons > Melee > Casters, creating predictive, linear gameplay in lane, and 3. it can be difficult to actually cash in if your teammates tunnel vision on clearing the wave as fast as possible, creating unnecessary and often unintended frustration (aka blue balls, get it, cuz the charges are blue balls and you just want to blow your stacks). I do like the fact it acts as a heal though, since champions that want to build this will normally be on the bulkier, supportive type end compared to item 3303 champions.

item 3301 is in an absolute joke of a state though, to the point where champions like Thresh are forced into using item 3302, even though the passive isn't exactly ideal for it. I would recommend giving it move speed as a flat stat on it, since that is the build up theme going into item 3069, and making some type of gameplay around the gold generation, rather than just passively sitting in lane and cashing in.

Experience increase would be nice certainly, but I think it just beats around the problem that, support needs to have something other to do in lane that monitoring the ADC and making sure vision is sound. New gameplay can attract more interest from people (speaking from experience, if you can't tell, I really like item 3303 ), so I think this is the path to getting more people into the role, thereby solving a big problem with the queueing system.

Armegetton4 votes

Couldn't agree more.

I personally would enjoy seeing lower scale versions of the actives on all three forms of all the items.

and as far as adding more interaction to the item 3301 tree goes. it could be as easy as:

  • the gold it generates goes into a pool/buff (just a number)
  • half the pool is awarded to the support when using a spell on an ally or enemy
  • the stack has a limit of 50, and goes up either by player level (like +5 per), or only goes up via the 3 items in the tree (similar to the item 3303 series)
Hige4 votes

well, to be honest the support community rose because well, 5 man team game on a 4 lane map... but I think it's commendable that you guys want to preserve that, now, as a support I don't think the problem is actual recognition, when you're a good support it shows and you kinda know it too, when you keep hooking the enemy adc or clutch healing your adc time and time again, support mains don't really care for recognition (at least I don't when I play support) or even kda, supports care more about being useful and not dead weight.

The reason the community is disenchanting itself with supports is mainly that support is probably the hardest role to be successful at, once you make a mistake there's barely any fall back patterns you can rely onto, I've seen braums, Leonas and even threshs getting melted on teamfights because they made a mistake early game, not to mention sonas, sorakas and at times even nami.

Being successful at supporting is a very valuable skill but doing it consistently depends on so many factors that the players feel like it's an impossible task and that there's no way to win with the class...

The xp changes you're making and the small buffs on the pbe are a good step at making supporting a bit more rewarding (for some) so I can only thank you for taking a look at them (I'm an adc/support player so for me it's a win/win)

EfficientDynamo10 votes

It may be helpful to tackle this problem from the champion mastery viewpoint. It is much more difficult to get an S with the average support than any other role since supports aren't supposed to carry. Maybe you should look at how good supports act (e.g. tanking shots that may kill them so the ADC is saved, letting the ADC solo farm while you roam, etc.), revamp the champ mastery system to reflect this, and add in elements of the game that properly reward these sorts of behavior.

I am Razgriz9 votes

Please add a +1/+1 ward mastery (stealth/pink) in the cunning tree right where Assassin is. None of those masteries in that tier appeal to a support, but they definitely want to go down cunning.

Trust me. Supports want to be able to ward more and it's not so large an amount they will be pigeon holed in to being ward monkeys again.

Dicerson4 votes

One thing I noticed that helps alot is something Heroes of the Storm does.

They have numbers. Like this game has numbers too but they aren't immediately apparent and are often ignored. Things like amount of healing done, amount of shielding, amount of damage, seconds spent being CCd and seconds spent CCing. Number of CC dealt out. Stuff like that. Heroes doesn't have quite that depth but if certain things that don't directly involve kills or assists (Seconds spent CCing is a good one) were shown, it'd be alot easier to see the visible impact a support has. Maybe a special number for things like blitz or other hooks like total units of movement stolen from enemy type thing.

Scorched Dargon3 votes

And how many buffs you put on allies with or without items Sona Soraka Karma Janna Lux Lulu Nami Morgana Kayle Orianna Taric Thresh Zilean Alistar Bard item 3174 item 3060 item 3401 item 3190 item 3222 item 3069 item 3050 item 3504 summoner 7

item 3070 summoner 13 item 3070

Anth8955 votes

Heh, clarity :P

Aurelion Solari8 votes

I'm a mid main, and i used to secondary support. I can't do that in dynamic queue. You'd have more supports like me, and from other roles if for exp example, the odds of me getting mid if support is my secondary, are 17%. I use top as my secondary now because I actually get mid occasionally. Most of that is me disliking to lane and that I had to learn it to get mid.

As for supporting, a lot of pain comes from not getting a tangible metric from which to judge my success, healers get it, and assists kind of, but for supports like Janna who shield and disengage, or Leona who are primarily cc and engage, numbers like, number of seconds CCed (separated by cc type), and number of knock backs, number of champions CCed at one time, and damage shielded, these are stats I wish I could show my team after a really good Janna game. I long for the day that can tell my team to open their cc duration tab. Or to prove to my adc that jams shell shields were better than their sona heals this game, and that my slow does matter. I don't want to have to play soraka to tell my team, I did work look at the end game stats.

FearEngineer5 votes

abandoning one community in the hopes of growing another, larger one

You would never do something like that, would you Ghostcrawler? Lol.

My favorite ideas being tossed around were regenerating/increased ward placement on sightstone (and sightstone possibly rewarding xp for placement and clearing wards) as well as buffing bandit or reintroducing an experience mastery. Adding amount healed/shielded to stats would be a good starting point on recognition too (And helps players to see how they are doing in that regard)

Wind Whistler1 votes

Probably not Ghostcrawler, but Riot tends to abandon many communities in hopes of growing another, bigger one. Sion is a prime example.

FearEngineer2 votes

The irony here is supposed to be that Ghostcrawler is often criticized as one of the designers that 'ruined' World of Warcraft with a similar shift towards casual players.

LeWrm2 votes

"then we're just potentially abandoning one community in the hopes of growing another, larger one."

Cough Dominion coughitem 3070 I get that summoner's rift 5v5 pvp is your dream child, but im sure there's players that want to see more than that.

Back onto topic now: I'd like to see another support designed somewhat like bard, in which it's not the typical stuck in lane looking for an outplay situation. It's good to give a support the ability to take more responsibility in their kit.

Aindrid4 votes

I'd love to see a skill-shot attempts and accuracy statistic. It'd make me feel great to see that after an awesome game as a skillshot supp.

Anjinsama2 votes

There are items for the jungle role that can not be purchased unless smite is selected as a summoner spell. Could something like this be implemented for support to make powerful items that can't be purchased or abused by other roles? Has this thought process come up before in discussing the support role?

Gene Hikaze2 votes

So I know this idea is somewhat outside the box, but it is something that could definitely help supports in the long run, it would also help them out 'impact' wise because you would see a better assist score on them if this was enacted.

How hard would it be to say give an assist to a support (or honestly any player) should a player be killed because of one of their wards granting vision of an enemy player? It something that I think is being overlooked and could actually help with the numbers across the board on assists.

Countless times I play support and many, many times, one of the enemy team gets their socks blown off because they are caught out of position because I placed a ward on the map and 3 of my teammates saw it, acted upon it and shoved said enemies nose into the dirt. Meanwhile I was back in base, picking up another pink ward to continue my war with the enemy support over control of tri-brush. Not only would I then get EXP for the kill, I would also get a share in the team gold too!

A change like this could even effect other players/lanes as well and maybe even ENCURAGE PLAYERS TO WARD THE MAP, which is something we'd all like to see happen because vision provides game knowledge and game knowledge is power!

It's something small, but I think it would be a step in the right direction for all players in the game. Not just supports.

EfficientDynamo12 votes

If Riot is committed to implementing voice comms, PLEASE do not implement it until you have a reliable way of catching and punishing toxic players who would abuse that system. Lets not turn league into another CoD.

Muted Summoner8 votes

Then mute and learn to deal with trash talk. Make it optional. Learn not to care what random virgin98/loser says over the internet.

EfficientDynamo8 votes

By that logic, why punish anyone for flaming at all? You can just mute them, right?

That is an incredibly narrow minded way of looking at the problem of toxic behavior, and doesn't really contribute to the conversation.

LittleLantanas3 votes

it's both honestly, if you're so upset that you go and kill yourself just because some random person on the internet called you stupid, that's your fault, but it also doesn't stop what originally caused the problem of them being an asshole for free on the internet just because they're behind a mask

EfficientDynamo1 votes

So you... agree with me? Or are you trying to argue that we shouldn't try to punish toxic behavior because Riot can't address the source of toxic behavior on the internet? Because like the guy I responded to above, that is an incredibly narrow way of looking at the problem and doesn't contribute to the conversation.

LittleLantanas2 votes

I'm saying alone you're both wrong but together you're right

Drifter Snoopi4 votes

The point is to add it for COMPETITIVE play. While I won't deny that there is obviously going to be toxicity in ranked, voice coms make it much less casual and closes the gap between dynamic and solo advantages more.

Also I'd be willing to bet that people would be less willing to be toxic while they are speaking than when typing.

EfficientDynamo3 votes

I'm not denying that the point of adding voice comms is aimed at allowing more competitive play in ranked, so I don't know what point you are trying to argue towards with me.

And I would actually disagree, I think the historic toxicity seen in Halo, CoD, etc. indicates that toxicity would be worse over voice comms.

Chrome Alum3 votes

Take a look at CSGO, a competitive shooter with voice comms. Yes there are occasional trolls and ragers on the comms, but the majority are looking for a fun competitive experience where they can communicate efficiently with their team in a fast way. CSGO is the example that I would most relate voice comms in ranked too. Not CoD which is an unranked noncompetitive shoot everything you see game.

midgetmulch2 votes

So, with voice comms, there is only one way to see how someone is being toxic. you have to record said conversation. Now, this could take up a TON of space what with the millions of player per month. To solve that, the chat would be recorded, BUT would not be stored on a server unless someone in said chat reported a player. upon said reporting the chat is logged, and can be reviewed later. when it comes to muting, the solution is pretty easy. Mute the toxic player. When someone starts saying you suck, or something along those lines, and you as an individual choose to not mute said person, and you let them get to you, and then you play terribly, that is your own damn fault. It is not narrow-minded to say, just mute them. That's why there's a mute button!!!!! The same thing can be applied to voice. Player on your team yelling in your ear? Mute him. Simple as that. You can still communicate via pings. Muting a player, halts the negativity coming your way. Afterwards, you report said muted player, and it goes to tribunal from there.(which by the way, STILL ISN'T UP AND RUNNING! (gotta get that working again riot.) The system currently in place isn't perfect, but it works, only if you use it. So the next time you have a shitty game because someone was saying you don't know how to play/you suck/eat shit and die for missing that skill shot, mute them, and play on.

DrCyanide9 votes

Is there any chance that Victorious Skins could be changed to a "You got Gold this season, you can pick from the current Victorious Skin or a past year's skin."?

For example, lets say I main Jarvan IV, and I grind my way up to Gold 5, but the Victorious Skin is Victorious Urgot. Having Victorious Urgot sitting around waiting to be used in some ARAM would be far less of a reward for me than being able to get Victorious Jarvan. Players who have been Gold+ for all seasons still have a leg up because they would have all the Victorious Skins instead of 1 or 2.

Antilag12 votes

Victorious Jarvan IV commemorates those who performed exceptionally well in the earliest stages of League. To give the skin to any gold 5 player would be a huge bummer to those to worked to achieve gold-plat in S1.

DrCyanide8 votes

More of a bummer than those who joined the game after Season 1 and find that they are completely ineligible from ever getting a skin they love for a champion they love?

Those who earned their Victorious Jarvan 4 skin in Season 1 have had it for 5 years now, I think it's fair to say that's enough time to have gotten more than enough exclusive use out of it.

Antilag10 votes

Thats not the point lol, its a reward to those to participated in league when it wasnt the huge game it is today. Giving it to a gold 5 player completely defeats the purpose of anyone that tried in S1 because that plus a summoner icon is all they have to show for it

Mistiya8 votes

The summoner icon would still be unavailable, and a player could only have as many Victorious Skins as years they've played. I'd love to be able to pick my Victorious skin.

TyDieGuy994 votes

That would make the skin just another skin than, like with any other skin that had a certain time availability,(UFO Corki), people who highly supported the game got that skin. Same idea with victorious skins, people worked hard to get those, Victorious J4 is one of the rarest skins, showing skill at the early age of the game and veterancy. I've seen that skin once and I'm fine with that, shows that he has game experience and playing for a long time. If other people were able to earn it than it would be like you getting a super rare Pokemon card and 30%(using that # to show average people in gold+) of the people that also play just got it too. It's one's own fault for joining the game later in date. If you REALLY wanted a victorious skin than you should of started to play the game earlier. As well as each victorious skin is for a season, being able to get any you wouldn't know if they got it for being gold season 1 or last season. P.S just because YOU don't play Urgot does not mean other people do, I don't play Sivir but still having the skin is significant

DrCyanide9 votes

I don't play Sivir but still having the skin is significant

Would you feel worse about Victorious Sivir if this year's Victorious skins earners were able to pick it up?

I'd contend that you wouldn't really care. Those players went through a similar struggle that you went through to get the skin, they just choose Victorious Sivir instead of Victorious Urgot.

If that's the case, then what you're using to set the skin appart is it's age and how few people currently have it. My understanding is that King Bowser is being opened up with this change, so already the precedent is being set for skins that were only available to a select few being available to those determined enough to seek them.

It's one's own fault for joining the game later in date. If you REALLY wanted a victorious skin than you should of started to play the game earlier.

It's my own fault for not having a computer (much less be looking to play a computer game) when League was released. I'll keep that in mind next time.

Fraggleroc2 votes

You don't get it- THis game, as it is, is already sorely lacking of Collectible items. Hextech Annie was a great addition- it is something to aim for. What this game needs is more things like that. All players want to set themselves apart from other players, be it a super cool rare skin or summoner icon. It is the fun of playing a multiplayer game.

edit: The only few things I still value in this game are a couple of my rare champion skins. Take that away and u've added another incentive for me to find a another game to play.

DrCyanide7 votes

If you own these Victorious skins already, then what you still have that no one else will is the complete set.

I would be able to make Gold+ every year from now until the server's shut down and never would have a complete set. I may have some of my favorites from that set, but never a complete set.

Limited content can be added in other ways that don't restrict the skins themselves, such as the Project borders for those that bought the skins first week, or the vintage borders for some of the older skins.

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