Heroboy10 (EUNE)
: I agree with your "Item Balance" proposal. > [{quoted}](name=Zepharius,realm=NA,application-id=RaE1aOE7,discussion-id=tEEXUq3X,comment-id=,timestamp=2019-12-09T09:59:25.756+0000) > > Let's start with the carousel. It needs work. It's not a bad idea and I like the concept. The problem is it rewards players for doing poorly. So it's not uncommon to play badly on purpose to get first pick to get the items and champions that you want. This is a legit strat that comes into play more often than not, leading the lower players to almost always dominate the higher tier players because of BAD RNG. > This is the part maybe I don't understand. IMo "higher tier" doesn't mean they are good players and deserve to win, but they could have luck to start with the best comp such like: 3 Predator or 3 Woodland/Druid or combination of Kindred, Varus, Zyra, Malzahar. IMO intentional losing HP to build your first item is a fair sacrifice because : 1. Those 15-20 HP lost can be huge late game when you wished to have some more HP. 2. As you said is not a guarantee you'll get your wished item from Carusel. Your opponent can grab it from opposite side :) > [{quoted}](name=Zepharius,realm=NA,application-id=RaE1aOE7,discussion-id=tEEXUq3X,comment-id=,timestamp=2019-12-09T09:59:25.756+0000) > 3. By the end of the game, 4 people left, let's say you're running a 2 star maokai and everyone else who had him is no longer in the game. Meaning the rest of him is now purchasable. I've literally spent my entire fortune trying to get the VERY LAST TREE MAN I NEEDED! And nothing. At level 8 the drop rate chance for level 1 unit is 15%. Hmm. Many time spent a fortune to find a level 4 unit when I was level 8 and the chances are 22%. Your proposal is interesting, but level 5 2 stars units I think is too much.
You took some of this otu of context. I also stated I have had this issue with higher tier champs as well. I can be level 8 and still have issues finding all the annies I need with no one else running her.
: I strongly agree with your 3rd paragraph. The higher chances of getting champs you already have would be a nice improvement. But I would go even further and let the player purchase a copy of ANY champ he already has, for greatly increased cost. The carousel mechanics seems just fine. The issue is with bonuses for winning PvP rounds. I think they are too small until stage 3, when damage to the player increases. If a player will get more for winning a particular round, he will get a choice between losing early to use the carousel and winning early to use these bonuses. The problem with items will stay until there's an opportunity to purchase items manually for gold. Now it looks like "I got 2 items for PvE, my opponent got some goldand wasted it for rerolls, so I have an advantage" I doubt that something can be done with this now.
While I think the carousel is the least of the worries for now, I still disagree with the item usage. It would be far better if there was a set list of items everyone could get at the beginning that was randomly decided between all players where everyone would receive the same amount of items and/or gold to make up for the item, which just doesn't happen. If your opponent gets 3 gold items and you got 2 things of gold, you get fucked, both early and late. It's just not a fair trade.
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