: meh i'm not sure about the 45G thing and the 36G thing but your idea is good
Thank you! ^^ The 36G and 45G values are just the champions original values times 9, as it takes 9 cards of the same champion to get it to ★★★ > 1 ★★ = 3 ★ 1 ★★★ = 3 ★★ = 9 ★ So buying a ★★★ card would be just buying 9 cards in one, so you pay it 9 times at once while a ★★ is times 3. > ★★ = G \* 3 => 1G = 3 || 2G = 6 || 3G = 9 || 4G = 12 || 5G = 15 > ★★★ = G \* 9 => 1G = 9 || 2G = 18 || 3G = 27 || 4G = 36 || 5G = 45 If one ★Yasuo or ★Draven costs 5G alone and already is a REALLY strong champion, a ★★★ version should indeed be ridiculously expensive to the point that if you didn't manage your economy well, it won't be possible, and if you did, buying it would severely deplete your gold as it is gonna have a **HUGE** effect on your comp, don't you think? Either way, thank you very much for your comment {{sticker:sg-ahri-2}}
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: I think it would be a solid way to give something cute to players who don't have the means to spend alot. {{sticker:sg-ahri-2}}
Right!? <3 <3 It fits the game a lot more than the River Sprite and Poros are so cuuuute <3 Besides, as your Little Legend follows you in certain maps, like ARAM, you will have the choice of having a Poro following you forever {{sticker:sg-kiko}} Though I believe you can't have the River Sprite following you, only the other Little Legends (Rito pls) Poro is basically the mascot of League at this point. It's fair that he should replace the River Sprite as the default free Little Legend.
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: I say yes! Also I think they can just reuse the model that is on ARAM no problem
{{sticker:sg-kiko}}
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: Yes, level and coin {{sticker:slayer-pantheon-thumbs}}
Maybe not coin as that is not actually visible, but maybe "interest" as that is an already visible information.
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: How dare you
Wow. I'll be truthful and admit I did not expect even that many votes when I posted this as a joke. Weird that 12 people voted but not a single one "upvoted" but still... Thank you guys. It made me happy to know that quite a bit of people actually want a Poro as a Little Legend. {{sticker:sg-kiko}}
: doesn't this depend on how fast you kill the minions or monsters ? i always get items from them. i think i can prove this, i tested this with 7 friends. Round 1-1 The first to kill both minions get the item, if two players kill the minions at same time they both get it. Round 1-2 first to kill 2 and first to kill last one same logic, Round 1-3 first to kill 2 and the other 2. so maxim you can 6 or even 7 items at beginning of Round 2-1 (including the item you have from champ select). i latterly had Phantom Dancer + Rapid Firecannon + Guinsoo's Rageblade on my lv2 Lucian at beginning of round 2-1
That is sort of unfair then, as how fast you kill it is directly proportionate to the combination of champion/item you got on the first carousel, which depended on your starting position and that also makes it impossible for any tanky champion to get first items. Item drop should be individual percentage and you should be able to see how many and which items are there while still planning your strategy, possibly with that item affecting the monster it is equipped in, making the fight that much harder the more items you might get out of it. That way, how many items you get will not depend on how fast the champion you got can clear the monsters, which is unfair to tanks as I mentioned, you can plan your strategy to prioritize getting the item even if you don't think you can win against the monsters in that stage but the fight will also get harder the more items you have to get out of it. Percentage chances become individual and fair while the degree of difficulty varies directly proportionate to how rewarding it is gonna be.
: 1 - Response Items do need to have consistency. But 1/monster is too many. 1/fight seems more reasonable. Proposed Fix - During each Neutral monster fight, one of the monsters carries an item (displayed above their character). If the player defeats that monster, they get that item. First Test: entirely random item. -merits- adds randomness forcing players to adapt strategies. -drawbacks- adds randomness, lowers skill and player autonomy. Second Test: item determined by place. -merits- could add another layer to strategy and planning for players who know the system -cons- repetitive. could lead to deterministic strategies based on position because of pre-determined item drops. Third Possibility: the monster drops a "wild" item that players can transform into an item of their choice. -merits- Possibly the most player friendly and balanced. Alternative to Shop. -cons- Requires interface development that could have issues on smaller phone screens. I feel these systems are better than the present system where some players get 4 full items where others struggle to finish two. 2 - Response While I like the idea of buying items to complete builds, I feel the shop would detract from the immersive experience. So I would vote against an item shop.
> [{quoted}](name=DarkerNectron,realm=PBE,application-id=AYQh7p7O,discussion-id=UrgvIK5a,comment-id=0001,timestamp=2019-06-27T05:55:14.087+0000) > > Proposed Fix - During each Neutral monster fight, one of the monsters carries an item (displayed above their character). If the player defeats that monster, they get that item. > > First Test: entirely random item. > -merits- adds randomness forcing players to adapt strategies. > -drawbacks- adds randomness, lowers skill and player autonomy. > > Second Test: item determined by place. > -merits- could add another layer to strategy and planning for players who know the system > -cons- repetitive. could lead to deterministic strategies based on position because of pre-determined item drops. > > Third Possibility: the monster drops a "wild" item that players can transform into an item of their choice. > -merits- Possibly the most player friendly and balanced. Alternative to Shop. > -cons- Requires interface development that could have issues on smaller phone screens. > > I feel these systems are better than the present system where some players get 4 full items where others struggle to finish two. > > 2 - Response > While I like the idea of buying items to complete builds, I feel the shop would detract from the immersive experience. So I would vote against an item shop. I really like the idea of making the item the monster carries visible since the beginning of the fight, as that influences your strategy. Proposition: The item should also affect the monster, then. 100% chance for at least one item, 50% chance for the 2nd, 33% for the 3rd, 25% for the 4th, 20% for the 5th and 16,66% for the 6th. Would that be fair? With percentage over percentage, the chance of actually getting 5 items from 5 monsters for example would actually be lower than 1% Extra: "Single monster" stages like Dragon or Herald, the monster would be allowed to roll up to the 6th item and carry them all alone, having possibly anything from one component to 3 completed items which are in effect on him. So you might fight a dragon with 3 items which make the fight way way harder, but would drop those same 3 completed items if you are able to defeat it. A bit of luck with a side-dish of hardship. 2- I don't quite understand what you mean with "Immersive experience" but if you like the idea of having an item shop but want it to be immersive, how about like this: _**"The item shop is a part of the "Carousel stage"**_ At the end of the carousel stage, after all players have picked, the champions remaining at the middle of the carousel would disappear and an item shop would spawn in its place, allowing the players to buy and sell their items. Sell price: 5 G Component, 10 G Completed Buying price: 15 G (Golden Spatula 20 G) | Alternative: 20 G (Golden Spatula 25 G) This would make the carousel stage ever more important, give the opportunity to buy the item you want for a high price and sell other items to complete the gold for that item you want if you were unable to pick that which you wanted, while it won't add much time to the match and will be an immersive way to add the Item shop. Limit of 2 purchases per player per shop spawn. (So no matter how much gold you may have, you can only buy 1 completed item per carousel stage) Extra: _**Players be allowed a few seconds to swap their pick with other players.**_ By the end of the carousel, after the item shop has spawned and despawned, for a few seconds, clicking another player would allow to request a trade which the other player can accept or refuse.
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GG Cannon

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