A Way to Change the Mastery, Hextech Crafting, and Honor Systems

Brutalitops01·8/30/2016, 5:28:54 PM·1 votes·451 views

The Mastery and Honor systems right now just aren't that great. They don't offer you anything other than a little thing in the corner of your border and an emote. My idea makes them more intertwined and impactful, as well as gives players more loot and (hopefully) reduces toxicity.

This is based off of Dawngate's version of the Honor system. Dawngate has been closed for a while now because of other issues that the game had, however, what was easily my favorite thing in the game was their Honor system. After each game, before the post-game screen, you were taken to a screen where you could review the game stats of everyone in the game and give them Honor based on how well they did (you couldn't Honor yourself). This would determine the rewards that player got in that game, anything from 15 of their free currency to over 100 of the free currency, a few things from their version of runes, and even a free Shaper (Champion).

How something similar in League would look:

  • The amount of Honor you get determines how much IP you get.
  • It also determines the rank the game gives you toward your mastery score, 0-2 = D, 3-4 = C, 5-6 = B, 7-8 = A, 9 = S
  • Getting enough Honor would also give you either a Champion Shard, a full Hextech Chest, or even a unique Hextech Chest that had a higher chance to give you Epic/Legendary/Ultimate/Legacy skins (at 5-7, 8, and 9 Honor respectively)
  • First Win of the Day Bonus still gives 150 bonus IP, regardless of your score.
  • Higher Mastery level = higher chance of Key Fragments.
  • Playing in ranked will give 150% of the usual IP for each rating.
  • You can also chat while this screen is up

Most people would, obviously, rate people based on how well someone did and how toxic someone was. You could say that people could abuse this by grouping as 5 and all just Honoring each other, but that's why it requires more people from the enemy team to Honor someone as well to get the better rewards. Pretty much all grouping as 5 does in this system is make it easier to get the average IP amount. This also inadvertently reduces toxicity by giving players a real reward that they can get more easily if they aren't toxic.

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