League of Legends season 1 saw a bunch of new features and changes made, including a new thematic that revolves around Noxus, a change to ranked resets, and a more streamlined reward system. While the last change may seem like a smart idea, it's wound up causing more harm than good for some players.
«Over the years these systems have become needlessly complex, with an excessive number of currencies, unnecessary steps to craft and claim rewards, overlapping loot types, we could go on,» developer Andrei Van Roon says in a dev update. «You've been given some key fragments that you then have to craft into a key that you pair with a chest, that you open up to get another key and a chest and some essence that you open up to get a skin shard then you pay for some orange essence or reroll to eventually get a random skin. That's sort of a level of unnecessary complexity going on.»
Another problem with rewards in League of Legends was that everything was scattered throughout the client. It was needlessly hard to keep track of how to get rewards and where they ended up. So, to solve the issue of unorganised rewards, the developers decided to just put it all in one place: the battle pass.
«We're moving most of our scattered reward systems to the free track of those battle passes,» Roon says. «So most rewards will now be in one place, with systems like Honor and Champion Mastery feeding into the pass. For example, having a higher Honor level will give a bonus to past experience earned.
»There will always be a battle pass active with both a free and a paid track, with the price the same as an Event Pass today. You'll get Pass rewards through the tracks, meaning we're removing the Event Tokens and Shop."
Unfortunately, streamlining rewards isn't the only consequence of these changes. Some players realised that this reliance on the battle pass now means level-up rewards are non-existent, making it harder for new players to unlock champions and skins.
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