League of Legends Players Slam 800-Hour Grinds, Riot Admits Errors
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League of Legends Players Slam 800-Hour Grinds, Riot Admits Errors

Jan 14 GL  

League of Legends Players Criticize 800-Hour Grinds, Riot Admits Mistakes

Players of League of Legends are expressing frustration over the newly introduced Battle Pass system, which they claim requires an excessive amount of time to unlock new champions. According to estimates, it could take around 882 hours of gameplay to earn enough Blue Essence to unlock a single new champion after exhausting the Battle Pass.

The Grind for Blue Essence

After completing the Battle Pass, players can earn 50 Blue Essence for each level up, but this is not nearly enough. For example, champions cost 4,800 Blue Essence on average. To earn this amount, players would need to level up 120 times after completing the Battle Pass. This translates to around 600 hours of gameplay, assuming it takes about five hours to level up once.

Riot Games has acknowledged the issue. Andrei van Roon, the head of League Studio, stated that “unlocking new champions via Blue Essence wasn’t meant to get harder.” The team is currently investigating whether something is not functioning as intended.

Changes to Feats of Strength

In addition to the grind concerns, players are also unhappy with the new Feats of Strength system, particularly the “First Blood” requirement. This system rewards players for achieving early game objectives, such as destroying the first turret, scoring first blood, or slaying three epic monster camps.

Lead gameplay designer Matt Leung-Harrison admitted that the “First Blood” requirement is causing too much friction and is not providing the satisfaction and clarity they intended. He stated, “We messed up here and it should have been changed pre-release, but we’re going to own that mistake and do better next time.” Changes to replace the “First Blood” requirement are expected in patches 15.2 or 15.3.

Player Feedback and Future Changes

The current system has made the early game more structured but has also introduced unnecessary pressure. The “First Blood” requirement can feel arbitrary and like a coin flip, where teams that fail to secure the first kill are at a disadvantage. In contrast, other objectives like destroying the first turret or slaying epic monster camps require more strategy and time.

Riot is actively monitoring player feedback and is committed to making necessary changes. The goal is to ensure that the Feats of Strength system provides equal opportunities for both teams to gain rewards without the frustration associated with the current “First Blood” requirement.

Extended Discussion

The backlash against the new Battle Pass and Feats of Strength systems highlights broader concerns about the game’s accessibility, especially for new players. The immense grind required to unlock champions can be a significant barrier, making the game less appealing to those who do not want to spend money.

Comparisons to other games like Dota 2, which offers free champions, and Marvel Rivals, which provides free updates, have sparked discussions about the fairness and sustainability of League of Legends’ monetization model. Players are calling for more accessible ways to unlock champions, suggesting that Riot could consider making champions free or significantly reducing the grind.

Riot’s willingness to listen to feedback and make changes is a positive sign. However, the timing and extent of these changes will be crucial in maintaining player satisfaction and ensuring the game remains enjoyable for both new and veteran players.

As the game continues to evolve, it is essential for Riot to balance the need for engagement and progression with the need for accessibility and fairness. By addressing these concerns promptly, Riot can maintain the trust and loyalty of its player base and ensure that League of Legends remains a vibrant and inclusive community.

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