Hextech Crafting Q&A: Player Value & Profit Concerns, Mastery Level Cap, IP Sinks, Purpose of Keys and More
The Hextech Crafting Q&A is now concluded. You can find all answers below; for a guide on how the system works, check HERE.
We’re all done for today! Thanks for all the questions.*
Weâ€™re the Rioters behind Hextech crafting, loot, and the upgrade to Champion Mastery rewards and weâ€™ll be jumping into this thread around 11:00AM PST (about an hour from now) to answer your questions about the design and testing of the new system.
First time youâ€™re hearing about Hextech Crafting and Loot? Learn more about the 2016 Season changes at the updated website here and then ask your questions below!
The TLDR is we wanted to reward different playstyles, and having different ways of earning chests and keys lets us to do that.
Chests are rewards for playing a diverse range of champions while demonstrating skill and teamwork. If you already play a diverse range of champions, or have friends you play well with, you’ll find it easier to earn chests than a solo player who has a narrow champion pool.
Keys are random rewards for winning matchmade games of League of Legends. You can play ARAM, Ranked, Normals etc. The intent here is you play League the way you want, so we’ll be tuning with the goal that you’ll earn keys at about the same rate regardless of which matchmade queue you are playing in or what champion you are playing. Drop rate is higher with friends, but you won’t need to play with friends to earn keys at a good rate.
What we’re going for with the above is players are rewarded for mastering a diverse range of champions, but players who prefer to play a smaller champion pool can still do most of the time.
I know there are some detailed questions about exactly how chests and key drops work, I’m going to leave that one for RiotSocrates to answer!
We’ll likely be using this system for things like ranked rewards and other achievement rewards in the future. No details to share on this yet though.
We didn’t include any IP sink in this iteration of the system, since we wanted it to be valuable to both new and old players and thought it was better to just give away the rewards for free rather than to (IP) charge for them.
With that being said, the problem of large IP balances is definitely on our radar and we’re looking at ways to help improve the situation this year.
We aren’t going into detail around key drops, but there are some safeties in place to ensure botting / grinding aren’t optimal strategies.
We agree that getting stuff you can’t use is not a great experience. We are working on something for players in this situation, but don’t have any details to share at the moment.
There will be a daily limit on chests. We’ve considered IP purchase but it won’t be there initiatlly.
There is a daily purchase limit on chests / keys, I believe it’s 10 or 20 per day.
The new rewards are purely based on S grades after the system goes live, so there won’t be additional rewards for having achieved level 5 on champs. That said, being level 5 on champ means you’ll probably achieve S grades more easily when the system goes live.
You primarily get essences by disenchanting shards. You primarily get shards by opening chests. You get permanent loot by upgrading a shard (shard + essence) or by re-rolling 3 shards of the same type (e.g. 3 skin shards)
We’re exploring adding Mastery to other queues – definitely for keys, maybe for grades and chests. It’s most likely to be in modes that you choose your champion though.
It’s something we’ve thought about but aren’t doing in the short term. It adds a lot of complexity and we wanted to get the first version of the system out as quickly as possible.
Gifting chest is a cool idea. Will look into this but not likely for launch.
Nope, mastery level doesn’t change key/chest drop rate.
Great question! We don’t try to maximize dollars earned, but rather find a win-win balance of Player Value and Riot Value. We wanted to improve rewards and progression within League of Legends and thought the loot and mastery reward systems would be a great way to give players cool content for playing League and performing well with a diverse group of champs. We are also trying to bring players some of the lowest price points and biggest discounts for purchased content, so players can more easily build their collections.
If you spend zero dollars and earn chests and keys then you will be able to get skins and other cosmetic items that you could never get before without spending money.
We’re definitely going to be tuning and iterating over time based on player feedback.
This is cool 🙂
Don’t think we can do animated summoner icons in the current client, but having a way to unlock something specific to those champions is something we’d love to add in future.
The loot inventory is separate from the store inventory, so you won’t be able to disenchant items you’ve purchased directly from the store or played with previously. You can use refund tokens if there are skins you no longer want and use the RP to get chests / keys.
You will be able to upgrade shards into permanent skins and re-roll shards into permanent skins. We have skins from 520 RP – 3250 RP. Legacy skins are included.
Legacy, Legendary and Ultimate skins will be included (as shards which you can upgrade or re-roll into). Limited skins will not be included.
Your scenario is correct, although it’s premade not just teammates. If someone in your premade gets an S (S-, S or S+) and you haven’t already earned a chest on the champion you’re playing, you get the chest.
We’ve built Hextech Crafting as a really flexible system and we expect that we’ll be able to add new types of content in future. That said, we don’t have immediate plans to add Chromas.
Riot Letumiles:Â The Hextech system was designed to be an extensible system that allows us to include all types of content, but we have not made any specific decisions on what will be included yet.
(P.S. I love Chromas too)
Minimum 1 item – typically a shard. Occasionally there can be an additional component in there like essence.
Depends on the value of the thing you’re trying to upgrade and what you’re disenchanting. Anywhere from one to many.
Can you put examples on the quantity of essences we will get from the chests? What’s the minimum / maximum?
They drop randomly when you win games. It’s not mandatory to be in a premade but it does increase the drop rate a little.
Chests drop if you get an S, or if someone in your premade gets an S, capped to once per champion per season.
Keys drop randomly when you win a game. We’ll be tuning the drop rates on PBE and future patches to look to balance it in the way you described.
We’ve made sure that the value of the items you get from the chest is more than it costs, so there shouldn’t be any bad outcomes. Other than that, it all depends on your personal preference of what content you like. 🙂 You can get Ultimates
No, you won’t be able to disenchant unlocked content, just loot.
Great suggestion. We will likely be doing a podcast and using a few other publishing channels as we get closely to launch.
We don’t have any plans to increase the mastery level cap atm. We are planning on continuing to build on and improve champion mastery as a system though.
We’re not planning on a trading system. It adds a huge amount of complexity that would have really slowed down how we could ship the system. It’s not ruled out, but not currently planned.
We feel great about the launch in that we’re really excited about the system and can’t wait for players to use it and give us feedback. You’re right that this is the first time we’ve had skins be earnable in this sort of way. That’s why we’ll be going to PBE for a longer than usual amount of time, and will do a beta in one region before we roll out everywhere else.
All of the team play a ton of games so between us we’re familiar with similar systems elsewhere. We definitely tried to look at those systems and see what works and what doesn’t, as well as considering what sort of crafting system League needs. For example, we didn’t want to do something that adds a ton of overhead between each game, because after a great game, you generally just want to roll into the next game.
If you have any questions, feel free to ask me atÂ @NoL_ChefoÂ or e-mail me at firstname.lastname@example.org.