350
Sad rule
(lemmy.dbzer0.com)
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Other 196's:
Except HON was free for over a year, during which time users had full access to the game. The $30 fee was for access to the game after its “official” release in early 2010, but by that point LOL was already the dominant MOBA.
That’s… literally pay to win? Paying real money to skip a grind is the definition of pay to win.
I don’t have to be a LOL pro to know that not every champion is balanced equally. And even if the game was perfectly balanced, every individual player’s playstyle will be more suited to certain characters than others.
There’s a certain irony to your earlier statement about players not wanting to pay for a game “they don't know they'll enjoy”, and then in the very next paragraph advocate for a format where players have to either grind countless hours in game or pay real money for each new champion.
We seem to have different definitions of "win". I consider winning to be the victory screen at the end of a game, not owning things in the game.
They're not, and it doesn't matter. The matchmaking makes a much bigger difference than how well everything is balanced until you're at the top. I've played lanes with bad matchups where I've stomped. I've played in good matchups where I've gotten stomped. Played the same champions on patches where win rates were low and when they were high, and it was the same deal. You can even see this when you watch pro players smurfing in low diamond. They play the most ridiculous builds and still win. The balancing makes so little difference for nearly all players.
If you don't enjoy the game, why would you be grinding any hours or paying anything for new champions?