Wanted to address this. The more expensive Champions in LoL are the newer ones. Some of the most used champs are also the cheapest. It's also worth noting that LoL has a metagame leveling system, where you need your account to hit lvl 30 and have a certain number of champions before you can even play ranked. Needing to unlock a certain number of champions to play ranked isn't a big deal though, as in the time it takes to hit 30 you'll bank enough in-game currency(Influence Points or IP) to buy the required number of champions.(That number being exactly as many as you need so that if you have last pick and every ban and pick prior to you is a champion you own you still have one character left) Most longtime players have banked enough IP that they've bought everything(aside from cosmetics which require money), or at least can buy everything if they want to, and still have a ridiculous amounts of it stored. I haven't touched the game since November, but I'm sitting on more than enough IP to buy all the champions all over again. I've never spent any real money on LoL by the way.Geisterkarle said:... there are heroes, that are more expensive than others and this is because they are ... better/stronger than others!? So correct my interpretation, but this means, that something is broken! Also if you start and want to get into (my) competitive play, you can't until you have all the important heroes (bought or grinded). But, ok, if you only need a hand full, because the others are just bad ...
1) Pay to win. You might not want to argue it, but it's there. Someone who pays has more options than someone who doesn't and is therefore going to be at an advantage. This is kind of a big deal.Smilomaniac said:I can understand if you "infinitely" prefer one method over the other, but tell me why you think so. I'd like to hear why an all-champion release would be a good choice apart from avoiding paying for champions. I'm not looking to debate the thinly veiled P2W option, just why you think it would be objectively better for the gameplay.Rack said:Obviously DOTAs system is infinitely preferable, but this is Blizzard, it was always going to be pay to win.
Rack said:1) Pay to win. You might not want to argue it, but it's there. Someone who pays has more options than someone who doesn't and is therefore going to be at an advantage. This is kind of a big deal.Smilomaniac said:I can understand if you "infinitely" prefer one method over the other, but tell me why you think so. I'd like to hear why an all-champion release would be a good choice apart from avoiding paying for champions. I'm not looking to debate the thinly veiled P2W option, just why you think it would be objectively better for the gameplay.Rack said:Obviously DOTAs system is infinitely preferable, but this is Blizzard, it was always going to be pay to win.
2) You can't play as who you want. For all you say that rotating champions gets you to play more characters which lets you improve your game being able to play as the character I enjoy is fairly important.
3) Stagnant metagame. As you get to higher ranks youy'll probably be playing against people who have spent thousands of hours/dollars and who have everything, but playing casually you'll be seeing the same classes over and over again.
When it comes to multiplayer games it breaks the cardinal sin of not having an even playing field. That's the way modern games are these days which is a tragedy but the one good thing DOTA did was eschew that.
Weirdly, I don't see that much wrong with selling lvl90. $60 price tag seems to be a bit too high, but that only makes it better. It's basically selling time and it should be good for people who want an alt. It's very different from lazy unlock monetization.Doomsdaylee said:They could, absolutely.
But this is the same company selling lv 90 characters instead of making their game better, so, there you go.
"But grinding is boring! I have a job!"
"Ok, then pay us!"
Exactly. They are no longer a small company with no money. The game client is objectively worse(has less features) from a technical standpoint compared to the one of Dota2. They are a bigger esport than SC2. And it's not the rotation that will bite their asses. Dota2 is growing and adding more and more features. The whole monetization system for TF2, Dota2 and CSGO is huge and complex. Again, it's objectively better than LoL's. It's impossible to pull it off as a small company... but Riot is no longer small, so the lack of improvement is concerning.Smilomaniac said:Riot had a $200 million revenue in 2013 and have about a thousand employees. They might've started out small, but they're not anymore. Calling their client "inferior" (by which I assume you mean their game) is laughable, considering that it's becoming as big an esport as SC2.
Also, how will champion rotations bite their asses?
I don't care about LoL or Dota2 as games to play. I tried both, didn't get into either of them as games. But it's fun observing them and the dramas that pop out occasionally. More so Dota2 than LoL. Because the "system" that surrounds it is fascinating. It's like that with Eve Online.Smilomaniac said:It's the same as if I were to say that Madden will soon take a turn for the worse, because I dislike American football and think the games are stupid.