Just saying, tier of an item is not really a good measurement of how good it is. Final tier (unupgradeable) items range from very cheap(
) to 3800 (
). Also, the cost doesn't necessary equate to usefulness, a reason why not all AP champions end up getting Rabadon's Deathcap, even thought it has a major AP boost.
So a better idea:
Each chest has a value. This value is unknown until opened. It will be a round number.
Chests are guarded by the jungle monsters, and are unopenable until at least the large one is defeated.
When opened, the player gets a randomized set of items with total cost equating to the chest value.
Monsters start very weak and get stronger as the game goes on.
Chest types:
From 0min to 10min
Basic chest, dropped by everything
Attack once to open.
Will always give at least 3 different items. Usually won't allow stacking, except for health potions or anything else that you stack.
From 10min to 20min
Locked chest, dropped by regular large monsters
Has a health bar. About the same as a seige minion.
Can give large items.
Companion chest, dropped by Dragon, 3 dropped by Baron
Given to player who last hit the epic monster.
It's a pet with it's own money pool, and autobuys items for itself. It helps in fights, and is controlled by the AI.
From 20min to 40min
Minor chest, dropped by small monsters
Identical to basic chest otherwise.
Reinforced chest, dropped by regular large monsters
Has a heatlh bar. About the same as a super minion.
Can give large items. Can also upgrade existing items, and in doing so take some of its value.
Imperial chest, dropped by Dragon
Given to player who last hit Dragon.
Instantly grants a temporary large health and mana/energy regen buff, and otherwise is like the reinforced chest, but with a higher value.
Legendary chest, dropped by Baron
Given to player who last hit Baron.
Automatically upgrades all existing items to max tier. Grants everyone on team one random item, gold and experience.
From 40min onwards
Minor chest upgrades to Runic chest, and has higher value and health
Reinforced chest upgrades to Hextech chest, and has higher value and health
Imperial chest upgrades to Radiant chest, grants bonus to all players on team
Legendary chest upgrades to Arcane chest, grants bonus to all players on team
All chests have their loot pool already generated when they spawn, with the exception of Dragon/Baron drops.
New summoner spell and item interactions:
Each one does its regular thing and has an additonal effect.
Heal - Claim: enchants target chest (can be done by targeting the monster that drops said chest) to make it so the enemy team cannot take it temporarily.
Ghost - Reveal: reveals contents of nearby chests to all teammates while ghost is active and for a while after
Barrier - Block: adds special health to a chest health bar that the enemy team must go through
Teleport - Shuffle: rerandomizes item pool for all chests
Flash - Hide: buries target chest underground, slowly gaining value, and it rerandomizes its items when it is dug up by an ally
Ignite - Incinerate: destroys contents of target chest and nearby chests
Smite - Bust: deals massive damage to target chest or monster
Vison ward - Detector: reveals contents of nearby chests to all teammates as long as it is up
Stealth ward/Farsight Alteration - Trap: traps target chest to deal damage scaling with AP and AD to player that opens it
Sweeping Lens/Oracle Alteration - Disable: gets rid of wards/traps in radius
That sound good?
It think this is a great idea, and may need work, but I would play it.