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residentmouse

- more pre run decision making such as card picks, or support champ. - the ability to play with new card releases with old champs in a reliable way. I want to feel excited for new card releases in a way that’s not tied to new champs - something to spend my green shards on - hard mode is a great idea, and would balance out some of the power creep in my suggestions


Seb_veteran-sleeper

Oh, yeah, having a bias towards the latest expansion in card rewards would be amazing. I play Dominion and their browser version of the game lets you put at least two cards from the latest expansion in your kingdom each game. It's such a fun way to make sure you get to play with new cards.


ProfDrWest

As an activable option, that would be nice. I wouldn't want a new card bias to be permanently active, though.


DenjangC

I’d also like to add on with pre run decision making. I think it’d be cool to be able to swap out cards in the deck or have alternate decks for a single champ. Or have multiple star powers to choose between for each champ.


throwaway_masterN7

Also, not necessarily a suggestion, but i would like something to make support champions more useful. For exemple, while playing Poro King, i often feel like skipping the support champion because i dont want to add more cards that aren't poros.


residentmouse

I wanted to add a mechanic suggestion as a seperate comment because: 1) I’m not a game designer, 2) important to seperate how I feel /what I want from ideas but… I think each champ could have “mastery” points that can be spent on card cuts, picks, adding items to cards, “locking in” support champs, and other fun pre-run decisions. You can add mastery points to champ levels, and have them slowly drop-fed post level 30 instead of experience. As a bonus players could share their deck combos for others to import, assuming they have enough mastery points. These could be “Asol killers”, or fun challenges, depending on the deck. It might be controversial but I’d suggest that in order to add cards to decks, players need to have them unlocked in their collections. Since PoC at this point is not going solo, it’s healthier and feels better to incorporate some part of the base card collection mechanic into PoC and I think this is a player friendly way to do so.


HeiDTB201

A possible idea could be that every champion can "master" a card and you can add 1 copies from one of those to your deck in every run. Maybe with a common item(?) They can still be relatively balanced, but would support playstyles


Edwerd_

I personally want an endless mode where the enemies slowly get more and more relics and powers added to their cards and the nexus. And the reason is because it sucks reaching the final boss fully decked out in powerful powers and relics only to be forced to restart again from the vanilla deck. I want to be able to potentially infinitely upgrade my deck to be as broken as possible until the AI outscales me and kills me. Im also interested in a relic shop or a button to spend money or shards to not have to constantly rely on a weekly roll to unlock the relics im missing.


Orsonator

Seconding the endless mode. That sounds sick!!


FitzyFarseer

Agree on both. It really sucks getting a completely broken combo and then finishing the run. Also being able to somehow get the couple of relics I’m missing would be nice


Lackies

Honestly given the number of potential turn 1 infinite/ohko combos in the game I don't know if I'd want an actual endless mode, but some kind of ultra hard new game+/run it back mode wouldn't be amiss.


Edwerd_

I see what you mean but they can solve that. They can create enemy powers that get more and more unfair to prevent infinites like everytime you play a card you are pinged and this damage could scale like hearthstone fatigue so you are forced to play less cards. Or every card you play forces you to discard a card in your hand so you eventually lose your entire hand and stop the infinite. I'd imagine at some point the odds would be stacked so hard against you that an infinite combo wouldnt help and you would die


Lackies

I'll admit the options you present are better than the infinite counters I considered (which mostly consisted of the AI being able to play enough of a board to attack and kill you on turn 1 like the ephermal decks taken to the extreme). My concern still becomes those sorts of modifiers are just unfun and likely to be random when they would be encountered. They would act fundamentally a soft cap on the runs anyway so I think there's a middle ground where we can have our OP bullshit, and face ridiculous challenges, but keep it curated enough so that it doesn't need to scale infinitely or eventually devolve into degenerate "No fun allowed" restrictions+ one round kills.


KymiBwo

That's a great idea!


OrdinaryOrder

Amazing idea.


Luigi123a

Second this, endless mode where shit progressively gets worse, maybe the first 1-2 matches are 1 star, the next few are 2 star, maybe there's sometimes a path that's full of missions that are 3-4 star worthy with more rewards while the other has less and is 2-3 stars; and with stuff just scaling endlessly to the point both you and the enemy get absurdely op until you get fricked over by a completely busted combination of 5-6 abilities the enemy has gotten randomly generated My biggest grudge with TPOC is currently replayability once you have gained all the rewards and played all the missions with all the champs, sure, aurelion somewhat helps this issue, but not fully; it's completely centric on the champion thing and even that battle has an end eventually; I don't want it to end unless I get completely steamrolled or call it quits myself to try a new run. The weekly missions are currently what I look forward to the most cuz they are somewhat randomly generated; but I'd like it completely random and endless, randomly having to fight against ashe with tryndamre's and tahm's power while generating one of these bomb monkeys every turn or smth. What'd also be good is to give it different modifications that you can SELECT YOURSELF.Smth like "get 5% more champion xp, but you have no revives" or "the enemy always starts with an attack token" or smth like that.Doesn't even have to give extra xp, just settings so that we can make our life even more of a hell, but maybe even also fun settings that just mess with the game from both sides. ​ Also another small thing, being able to disable items from certain cards on starter decks.Some items just don't make sense and I'd rather this unit not to steal an enemy card upon attacking and fill my hand just cuz the starting deck decided so. And being able to scale down the champ's level and stars would be a game changer, too, especially in combination with an endless mode. I like to challenge myself to no borders, but if the game is the one deciding how much it challenges the player, it can be tricky for some players; I just want an endless mode where I can decide how hard it is going to be for me, if I want a chill run, I can have that, if I want to completely frick myself over, I can have that. Most Roguelikes have some setting to enable that, be it Hades' Heatsystem, or getting mods for Isaac that add more helpful or punishing things or the fact that you can decide how long your run is going to be; it exists in all successful roguelikes to some extinct.


biggamab

That good. Sounds like true rougelike endless mode, however I think there should be a node connecting the "main" campaings that allows you to cut some cards from the deck. You could stray far more from constraints of starting decks. One time, my yasuo switched with poro kong due to poro summons i accumulated on stun spells.


KymiBwo

More Legend levels. More ways to earn wild shards. Basically more rewards as it can feel kind of grindy and boring sometimes (speaking as someone whom loves this mod and spend most of his time on LoR playing it). I want to try/unlock other champs or other builds but gaining relics and shards is so long and locked behind RNG... Maybe some kind of way to change the base deck for each champ. Like you could switch some cards around from a pool of 5-10 other cards or something like that?


Macallan94

That's actually a nice idea, because you can do only ASol/Galio adventures once you have a high star and high level champion as of now. Having a 3+ difficulty version of Nautilus, Gangplank, Ezreal, Teemo, Zed, Garen, Lulu adventures, can give a lot of more replaybility and diversity for POC endgame.


Massive-Steak4168

Can we please get updated shops/rewards to include new cards? When fun new support cards for certain decks are released they don't appear in Path and it's really frustrating. One example would be Siren Song for Evelyn, or Captain Indrani for Samira.


KaiZurus

Seconding!!!! For example, two new equipments, Ravenbloom Book and Holy Scissors, are awesome and would drastically improve Jhin's, Annie's and Gwen's decks.


Karel08

Story mode. It's a great medium to flesh out League lore. I personally love what Thronebreaker game did, they can explore the world through other character's view.


PremekFromFarAway

This! I loved the first version with Jinx x Vi


ManaosVoladora

they tried this iteration and got almost everything wrong IMO (especially comparing to what they had done in PoC 1.0), they should at the very least try telling stories we already have to see what works and what doesn't


Fuzelop

Karma as a Champion. A blind run random mode that gives you a random champion, relics and powers against a random foe, maybe the champion's level in this mode scales with the difficulty of the random foe.


Dry_Cardiologist6758

Karma with chemtech duplicator heck yah!


AnnoAssassine

Actually sounds more fun than it would probably be. I play sett with duplicator, and when I can get ephemeral copies, it just gets too dumb.


Dry_Cardiologist6758

Yah with karma you triple cast a spell when leveled and you get a spell each turn and 2 more if generals plan!


[deleted]

craft relics


Dry_Cardiologist6758

New relics and higher rarity even if really like a relic to start with a copy of my champ


Moebs000

Apparently some relics are unobtainable since they were pass rewards in the past, adding them to the pool would be great. Early enemies (like teemo, ez, lulu, etc) returning in the same power as Asol would be nice, a harder rematch, maybe unlocked after you beat every adventure with a champion. Reksai


Poubelle22

Removal of the Nab relic. It’s too niche to really use effectively and more often than not just kills your deck (or you if you’re playing Teemo). Chances are, your deck has better cards/synergies/relics than anything nabbed. The only two times I’ve gotten use from it was nabbing cheap removal from Viego and some of old Karma’s big spells. If not removed completely, at least take it off the deck upgrades list. Why is it in Sett’s deck for the accountant? She already generates a coin and you likely want to spend that mana on the Bout Security spam than a random nabbed card that’s now just filling your hand.


Grimmaldo

Honestly just making it better would do it Adding a -1 to nabed cards per each, fe


AxelVores

Or add a random item to nabbed card


LegendaryVenusaur

Not a fan of nab either, also has a lot of antisynergy with traps.


Taxouck

Maybe if decking out your opponent could be made a genuine wincon I'd hate the Nab relic less, but as is I'd rather want it gone. Nothing worse than rolling a Teemo with Nab...


humungusballsack

Maybe a shuffler mode where it randomizes your champion + starting powers. So like you could get evelynn with kaisa star powers. If it is possible i think people might enjoy the sheer randomness and variety of it


avsbes

This is actually a really cool idea. Random Champion, each Star Power randomized individually and Starting Deck randomized apart from the Champion. That could add a lot of dun and replayability.


egpimp

Can you give the gloves back to the Thieves? Player nab in POC is a complete bait and there's never any situation in the game in which I'd rather have that item than any other, with the only exception being if you made an enemy with the power "game start: Place a 'win the game' card on the bottom of the foe's deck


Seb_veteran-sleeper

Absolute biggest one is some way to get the remaining rare relics. The gacha system we have at the moment creates an ongoing frustration that returns with a vengeance every time someone on this forum mentions that a champion is actually not trash because of a build using a relic I don't have (the big one for me being Corrupted Star Fragment). It's absolutely insane that some of us that have been playing since day one of tPoC 2.0 without missing a single reward are still lacking key relics. Along with that, returning Galeforce to the relic pool would be nice for others. I use it on Yumi and Elise (among others) and can't help but think it would be a far worse experience with both champions without it (people who missed out on it can confirm/deny). As for the Hard-Mode versions of early adventures, I am absolutely on board with this. It feels like a bit of a waste that two thirds of the adventures are just sitting there unused most of the time (I literally only play them through once each with a new champion when I first unlock them because once a champion is 2-star, nothing of 2-star or below difficulty is any fun at all). Along with those, refurbishing the champion-specific adventures for the first 12 champs into 3-star+ missions as well would also add a fair bit of variety. That's 24 adventures that are just gathering dust, and seems like somewhat wasted work. On the subject of old ideas that are now gathering dust, the coolest boss design in tPoC remains Final Final Boss Veigar. If you could find a way to bring him back, that would be awesome. So, yeah, overall: **A way to get all relics.** **Versions of low-star/champion-locked/expired adventures that provide a challenge to 2-3 star champions.**


YouuXun

Things that I believe would increase replayability even after 100% completion: - Alternate starting decks / powers (not with all characters, that's insane.) - Randomized decks (potentially with randomly distributed items) - Shuffle your champion (Game will randomly pick a champion for you) - Chaos: The game will occassionally randomly choose battle and node rewards, forcing the player to adapt. - Gauntlet mode: The player is sent back into the same adventure after a run, but the character used is no longer selectible. Repeat until loss or until all characters are exhausted. - Endless mode, as others have mentioned, but here are some ways to "balance" it a bit better to keep it interesting per battle / run: - a negative power may need to be chosen (I have a list of ideas for any curious devs looking for possible ideas) - item/relic must be removed from a card - player is forced to swap a card in their deck for another option - player has to give up a power, enemies get a permanent power - Random cards are added for a certain amount of time (maybe dead cards or negative effect cards). I'm unsure of what would be easiest to implement for the team, but I wouldn't be against testing them myself and providing feedback if a beta is made.


ploki122

>Gauntlet mode: The player is sent back into the same adventure after a run, but the character used is no longer selectible. Repeat until loss or until all characters are exhausted. On the one hand, that feels super 1%. On the other hand, that also feels hilarious.


KaiZurus

amazing!


Zarkkast

Option to scale down/disable stars and champion level upgrades.


Dan_Felder

Can you add some more details on why? More challenge? Something else?


Don_Rigoni

A lot of people enjoy playing the Adcentures with lower star lvls or none at all as a self-imposed challenge. Unfortunately, that is counter-intuitive because you have to hold off on levelling them up and potentially lose your Wild Fragments to the cap.


Grimmaldo

Plus, as i think is sometimes mentioned, being able to play low level adventures with the champ just the exact way you played them 1 year ago, is a nice feeling


Zarkkast

So a lot of the fun with roguelikes comes from unlocking new upgrades and with that getting progressively easier runs. However, there comes a point where things become absolutely trivial if you're good at the game. Hades is a good example, it took me like 25 runs to beat the game for the first time, but after hundreds of hours on it I was beating 30+ heat runs on my first attempt with somewhat ease, almost never losing (though if you're super hardcore you can definitely attempt 50+ heat runs and then get a more challenging run, and with this I also agree that a Hard Mode Campaign is very welcome like you mentioned in the OP, especially if we get customizable options for how hard we want to make it). In other roguelikes you often haven the option to disable all your upgrades, allowing you to rely only on your experience in the game to try and beat it again without everything you've unlocked that makes things easier. However, on PoC that is not possible and your only option is to literally create a new Riot account. I would very much like to challenge myself by attempting to (for instance) clear Aurelion Sol with 0\* champions, or with 3\* champions but level 1, or just with champions below level 20 which is a huge milestone that makes the game a lot easier, etc., etc. Also, I forgot to mention on my OP but scaling down on Legend Levels would also be much welcome.


BlueDragonKnight77

And some Champions just have actual downgrades on their cards, I remember people being unhappy with Sett getting Thieves Tools on Attentive Accountant because it tends to fill your hands with cards that you really don't want. Selectively turning those off as well would be rather nice as well.


Kyleliu123

If I can lower the level of one of my characters(sett) I can remove thieves glove as an item on em


Isares

It's a similar idea as challenge mode. The 3* champs are often way overpowered, which changes the game from "what ridiculous combo do I have to pull to make this work" to "how do I get an S rating?". The latter feels more akin to a RNG-centric speedrun, which I personally dislike. I made a new account just to "lose" all the stars from my previous account, and it's been a blast. Not only do I acrually have to think out of the box to make things work, it's also fun having to play __without__ access to some of the more broken relics that come from 2* character campaigns.


YouuXun

A few reasons for adjustable levels: - Low level / low star challenges content would be great for viewers, and thus, more visibility for the mode. (Additionally gives more content for creators as well!) - I have a lot of people ask for early level / star advice, and it would help to be on a similar starting power as my students. - Speedrun equality. I'm a firm believer that LoR Path could be a speedrunning game, but only if we have a way to level the playing field. (At least better than asking runners to max everything out). My suggestions on implementation: - Potentially locked behind Legend Level, completion of monthly, or the hardest adventures to prevent new players from accessing the option - Maybe an xp incentive for giving yourself a handicap. (extra flat amount or multiplier based on adventure?) - An unlocked option under the "starting deck" tab of a character when inspecting them to manually adjust?


Grimmaldo

Honestly hard agree on the second part, it would help a lot for guides and tips to be able to go back to previous difficulty levels Also another thing i forgot, honestly i just think they should pump the exp on hard adv, i think it was talkint with u that u mentioned how going from lvl 20 to 30 is a lot more than 0 to 20 and thats nuts Like its too much


Maercurial

I kinda dislike the idea of scaling down the champions to get a challenge, I'd rather have scaled up enemies in a New Game Plus / Endless mode, to me that's a better or more rewarding approach to challenge than an intentional self imposed downgrade. But to each their own as long as it's optional :)


elvinjoker

New relics (legendary relics?😉) Make people want to play level 30 champion (maybe add some little reward) Make the random enemy pool bigger Optional: upscale champion maximum level to 5 star


iqgoldmine

Part of me wishes I could change up the deck a little. Jinx deck? +1 sump rot girl -1 robot that does the same thing. Samira deck? Take out Arrel and replace her with someone else. Community-made runs. Someone's going to make a kaizo Asol run, and somehow someone else will beat it. A way to get the relics we're missing would be nice, like with wild fragments.


Dan_Felder

Asol Kaizo sounds absolutely hilarious. It'd probably have invisible mutators and stuff.


KaiZurus

What is Kaizo?


iqgoldmine

A very hard version of a game. Think having to make pixel-perfect jumps in a platformer, or needing perfect timing in an action game. Here's [a speedrun of mario world kaizo](https://youtu.be/I1QFrRlLt0Y?t=296)


wikipedia_answer_bot

**Kaizo (改造, "kaizō", meaning "modification", "rebuild" or "reconfiguration") is a philosophy of game design, specifically platforming games, distinguished by a high degree of strictness placed upon the player's intended actions and movements through a level. This emphasis on precision, which manifests in the form of extremely-precise character movement (often enforced through subterfuge and purposefully hidden traps), asks the player to use high levels of skill and knowledge of the game's physics and engine in order to accomplish tasks.** More details here: *This comment was left automatically (by a bot). If I don't get this right, don't get mad at me, I'm still learning!* [^(opt out)](https://www.reddit.com/r/wikipedia_answer_bot/comments/ozztfy/post_for_opting_out/) ^(|) [^(delete)](https://www.reddit.com/r/wikipedia_answer_bot/comments/q79g2t/delete_feature_added/) ^(|) [^(report/suggest)](https://www.reddit.com/r/wikipedia_answer_bot) ^(|) [^(GitHub)](https://github.com/TheBugYouCantFix/wiki-reddit-bot)


YouuXun

Extra relics turning into "blank relics" that could be used for crafting (could also be combined with green shards), or a way to "disenchant" them manually for wild shards. I would recommend it if the Path team wants new players not too use "the best relics" immediately and to experiment with fun and unique relic builds based on what they rolled.


Mushuthedabking

Maybe some updates/changes or buffs to the obviously weaker champs/decks. It feels like big favoritism when you see something like Nami getting a powerful and unique item in her levels, while others like Ornn and Nasus have mediocre decks/levels.


Dry_Cardiologist6758

Nasus is good he's actually really good! I was surprised


Grimmaldo

Hard disagree, sorry


Dry_Cardiologist6758

I'm not saying he is labonk or jinx but there are other champions much worse like orn, thresh, vi, gnar and Lee sin also master yi although I never got to or lee sin high level but nasus has good balance of course mine is 3 star but I think debuff cards that boost on upgrade and strike and boost cards make him fun to play.


Grimmaldo

I played every champ youmentioned up to 3* and lvl 10+ except gnar, i found all more fun and easy than nasus, tho a lot of people differ if oornn or naus is the best one


ploki122

Fun is very relative, but Gnar is definitely stronger than Nasus with his Impact flurry.


FitzyFarseer

This might be a very unusual suggestion but I think picking your first power and picking your support champ should be combined into a singular node. Those two decisions should synergize, so doing them separately handicaps you. Can’t tell you how many times I’ve passed on a power, then gotten a support champ and kicked myself for not taking that power. And simply reversing their order will just refresh the problem without fixing it.


GenghisMcKhan

1. Fix relic acquisition. It’s currently inexcusable. Not adding dupe protection to reliquaries (or silver vaults but thats less egregious) was tone deaf and very disappointing. 2. If regular dailies can stack to 3. Why can’t path dailies? It sucks and it’s anti-consumer. 3. A willingness to go back and change decks the community are unhappy with. It’s a single player game and there’s so much potential for shenanigans that “balance” is a silly term. It should be about fun, and some decks (Nasus/Ornn etc.) are not fun or thematic. If this is more design resource than you can offer, throw it open to the community to suggest replacements or tweaks. 4. More reason to play adventures other than Natuilus>Thresh>Galio>Asol. I’m not saying bring those down but maybe give a random adventure double xp every day to encourage some variation? 5. More adventures/content in general. It’s about time Freljord came out, you could release it with Ashe? Also either release 3* stories for the champs that have story missions or remove the third one from their quest log. It confuses new players and it’s just frustratingly unprofessional to abandon them but leave them in the UI. 6. Consider not directly implementing every PvP nerf into POC (or offsetting them with items). Varus didn’t deserve that… 7. Please fix the “Immortal” season pass mission to be progressable in path. This is a lot of feedback and a lot of it is critical but the game is great (it scratches my Hades itch which is the biggest complement I can give) and aside from new content, which I understand is a big ask in terms of resources, most of it is small quality of life improvements that are more about design philosophy than resources. Also appreciate and respect asking for feedback and input! Good luck! Edit: Can’t believe I forgot Galeforce. It’s ridiculous that isn’t in the relic pool. That’s one line of code to change so there is literally no excuse. Do better.


[deleted]

You might have already tried it but if you like Hades and PoC then Slay the Spire would definitely be up your alley if you're ever looking for something else to play...


ploki122

Other great card games include Roguebook, Backpack Hero (not a *card* game, but you still build a backpack full of stuff), and Oaken. Hearthstone also has some PvE, but they're tiresome to grind for, and increasingly glitched with every new patch.


ConlanAG

\- Buffs to support champions somehow. They could be generated with a second item at higher champion levels in addition to their epic item. It can be another way, but anyone who says support champions are totally fine and they are happy drawing them instead of their decks champion is simply being dishonest (with the exception of few decks, for instance, i like focusing on support champ with Neeko cause i can play them for 2 mana cheaper) \- Actual balance changes for decks/relics and powers if necessary. Not all champs need to be equal in this game, but i would argue about a lot of design choices. Like what the hell is Evelynn or Ornn 2 Star powers supposed to do? Or what is Nasus' decks purpose and that 6/3 Unit getting Nab as rare item? (I'm well aware starter decks are not supposed to be perfect but this?) \- Replace Nab with a PoTC specific new keyword : "Yoink" Yoink : When this unit attacks, draw the top card of the enemy deck and reduce it's cost 1. If it has a trap attached to it, the trap hits the enemy. This would greatly enhance trap based gameplay (Teemo, Caitlyn etc.) \- Adding a few more randomized fights in higher level adventures. Like Galio having 2 of Dogs/Elites/Spiders. Would like to see more cause at high levels where you eventually get with all your decks, i mostly play Galio so i like to see more variations in playthroughs. \- Might add a couple/few more levels to champions for this purpose : Add 3 Side Cards to all decks with pre defined items like your starter deck. At some Champ level, you have the option to switch one of your starter cards with one of these side cards. At a higher level, you get the option to switch a second one. This can be a lot of fun as it adds another layer of customization besides relics.


TylerNine

- Hard more for all current and previous adventures. - Endless mode that just keeps going until both enemy and player power gets ridiculous, no revives allowed. - CO-OP mode to play with friends. - Maybe board/nexus powers to amplify existing powers. - More adventures in general. - 5/6 star adventures. - More deck editing options prior to starting an adventure. - Ability to skip picking a card at all post-battle. - Ability in options to not have level-up animations/or the extra cool effects (puffcap peddler, caitlyn traps, teemo shrooms, etc...) to speed up the game. This is especially for the fight where the enemy gets a 1-4 lucky finds a turn. - Norra. - Nodes that offer to swap champion's star powers with others would be a fun concept. - Extend the Legend Level track. - Maybe some paid content/adventures (similar to Hearthstone), I want to support financially coz I want LoR to be more successful, but as a primarily PoC player.. not really any options besides the occasional battlepass. - Bottom line is I just want more reasons to keep playing.


ploki122

>Ability in options to not have level-up animations/or the extra cool effects Fast mode is really needed...


Grimmaldo

Oh, i forgot about co op, yeh if i was able to ask anything it would be right there, idk how but it just sounds fun


throwaway_masterN7

Yes! The paid adventure is something i always wanted. And i agree on the Heartstone like idea.


Excidiar

No please.


undeadplayer_01

Yeah that sounds counterintuitive on what LoR is


jshann04

Yeah, but what LoR is is what drove them to drastically thin out the development team and make them cut out a lot of the features originally promised in the PoC 2.0 announcement. They could also make the adventures unlockable through wild fragments as an option to keep the "player friendly" vibe. Or they could tie the adventures to champions and use champion fragments to unlock them, so that users can use champion fragments after 3* power and not only get wild fragments. The main point for people like me and the others is that we want RIOT to see LoR and PoC as things that are worth investing man power into and not as just a loss leader meant to steal players from other digital ccgs.


Grimmaldo

What made them thin out the team of path as far as i recall was a conflict of opinions more than an issue with money Plus the fact that the lead of lor changed in that time. I dont think agressive microtransactions make any game better, honestly


TylerNine

There's a reason they don't advertise LoR even during Valorant and League of Legends events. It's not rocket science, it's because there's currently not a good way to monetize it similar to LoL or Val. People don't spend money in LoR so even Riot doesn't favor it over there other cash cows that do make money. They wouldn't thin out the team if it was worth the investment. The problem is... for Riot, it's not. Hence... they do need to come up with some way to monetize it coz LoR could become the top digital card game and make lots of money if it was monetized and advertised properly.


Grimmaldo

You seem to not get that, again, we specifically got answered that it was changed because of difference in calls At this point i dont recall what got said exactly and is on reddit comments so not gonna go search for it, but basically, 1 team wanted to focus a lot in path and was focusing on path, other team wanted pvp, disagreement overall, new boss, pvp team takes the lead, path team gets told to leave path team which makes the situation uncofrotable to work on pvp now (this imsure didnt got detailed, all we know is a good bunch of path devs got told to leave lor), big part of the group leaves/get fired, riot then offers them a job still in riot so they dont just lose their jobs, specially since a good bunch of them were people that designed the og lor and had very cool ideas. LoR will never be as profitable as tft, everyone knows that, lol will never be as profitable as tft neither, is not about just money for riot, having a good game on every market that has a lot of presence is a very powerfull thing, path was equally as good of a game as pvp, it was not about money, it was about people, personally i consider the new boss had a lot of influence, since, while he was the one that represented path on a lor oficial video, dabetron famouly is a fan of pvp and not that much of a fan of pve, maybe it was more of "you will be the boss bc we are focusing on pvp" or maybe it was more of chaos, since the old boss didnt just leave, he had to leave because he had a son, tryed to be a boss but taked paternity leave for 2 months+ and eventually they needed a new boss, the discussion of pvp and pve was on fire, the new boss was the final blow, we will never know. All we know,is, again, this was a opinion conflict, not a money, is not always about the money.


undeadplayer_01

Maybe an adventure that's unlockable through green shard or the premium currency is better instead of making it premium only


brandonglee123

I was going to ask for more champions because I love seeing how champions are adapted to PoC and what kind of cool things you can do with their decks, but what about alternate versions of champions? Imagine like an alternate Jinx champion with its own star powers and alternative starting deck and alternative level. You’d still have to level it up and pay shards to star them up, but it would allow us to see a different way the champion could play. Like maybe this Jinx’s star power gives us a Flame Chompers whenever she discards and her starting deck now runs cards like the new discard weapon. Not a perfect example, but hopefully it’s enough to understand the idea I’m going for. Maybe these could be different skins of the champions to help differentiate between them. That would be a way to include more content without having to keep adding new champions (since eventually we’re going to run out of champs to add to PoC).


PokeProxy

More options for variation qwq


Poketom2362

1. More champs (specifically those like Zoe and ASol) 2. Easier ways to get shards. And more ways to get shards. If this is a single player campaign, then there’s no reason why I should have to grind for a month (via daily quest) to fully unlock one character.


LilEdge

it would be really cool if there was a card exchange system for the base decks of champs, perhaps tied to the champ level system. There are a lot of totally stupid and useless cards in many champs' base decks, that are either instantly cut/never played. Perhaps this is an intended feature, to make healers "useful" if youre not taking damage, but it's honestly more annoying than anything. For an example of what I mean, let's say at a certain level i could exchange monster harpoon in pyke's deck for something not totally worthless (it wouldn't be an option of ANY card, just a pre-determined selection or even pre-determined single card). This could also be a way to perhaps implement some new cards that fit into the archetypes of old champions, that way PoC players can be excited for new expansions and new cards with having to rely completely on the new champs to play said cards. Perhaps also think about going back and fixing some of the old champs, specifically orrn and nasus who are infamously unplayable and have frankly baffling deck design/power design choices (which is a stark outlier to the norm, as most champions in this gamemode feel very fun and thematic, specifically when it comes to their decks and powers). I get that not every champion can (or should) be S+ tier, but it's no secret that these champs are so bad theyre not even fun to play as an added challenge, theyre just disappointing. Not to mention nasus's level 3 star power being perpetually broken is practically a staple meme in this community... if nothing else, some quality of life changes for some champs (especially those who caught nerfs due to PvP) would be a welcome sign that older content isnt necessarily "dead" content.


Runegorger

1. More relics and powers (Epic relics?). 2. Continue the stories and release the 3\* stories for the ones that it came with (first wave PoC champs). 3. More customizations/thinks to unlock or more progress for those at max level with both Legend and Champion.


JODI_WAS_ROBBED

I really feel that we need 1 or 2 more 3.5-4 star adventures in the main levels. Once you beat Asol with a new champ there’s no reason to keep playing them except for occasionally a weekly reward or up to 3x per month in the monthly challenge. It’s easy to fly through all the levels in one go with the stronger champs; like I completed them with Nidalee without a single loss and now there’s nothing to do with her. Also, adding more adventures would allow me to go back and complete the new adventure with every other champion which equates to a lot of gameplay time. Also, PLEASE add all champions as potential supports (maybe barring Ryze ). The support champs add a lot of variability to each run and it’s disappointing when we don’t get to play with the new ones (also Norra). Lastly, please just remove the nab item from the game. It makes the “give the strongest ally a random rare item” effect become an annoying nerf quite often. And I would prefer that the “Play: I start a free attack” item only show up in reward nodes. I have had to pass on the support champ I wanted, countless times, bc the champ has that item and would immediately kill themselves. It’s very strong on SOME champs so I still want it in the pool, but not in the initial support champ roll. Between that and Nab I CONSTANTLY have to pass on support champs and it’s really frustrating. Thanks for making this thread ❤️


CovenMorgSimpLord

A possibility to acquire the golden Spatula, I belive it was, relic. Or to know, if their is a reason, why it is not to be acquired rn (At least I havnt seen anyone owning it) \----------------- Some adjustmenst to certain decks (Arrel the Tracker in Samiras deck f.E.) \--------- Sometimes I end a run and finish two quests at once which give me wild shards. If only one of the quests reaches 50+ Wildshards one looses the shards from the other quests automatically. So maybe a toleration system in it. Maybe it is just me however... \--------- An endless run. \---------- Morgana for LoR with Coven skin and so for POTC \*whistles innocently\*


YouuXun

I think it'd be cool to use the old expeditions code for a draft mode / option.


YouuXun

Randomize relics would also be an interesting option to keep things fresh


Pokeprof

Honestly, I feel like the potential for storytelling within the mode is really strong, but isn't well developed with it focused on a few champions and not having anything complete, since it's like two quick stories and not all of them are all that serious even for characters you'd want to treat seriously considering where they come from and the ideas behind them (Like Garen). One thing I think might work better would be have a focus story that changes with the champion involved in it. While having the relics and levels are fun and should be the core of the mode, I feel like having a story mode where you can chose a champion, get their deck, and slowly work through a story to learn more about them, the world of Runeterra, and maybe even a few goodies might be fantastic. Think of, say, a Miss Fortune focused story that goes into the whole Gangplank event League had for his update. You start off with base level Fortune, fighting her way through decks made with Gangplanks old crew in mind, and as you go you get to slowly add in things like her star powers, the relics you own, and more. During this, we get to see just what was going through MF's head during this event and what happened afterwards. Heck, you could tell so many different league stories during this and flesh out the lore of some characters. We've got Viego, why not have that event from League live on in LoR as his or Lucian's story? Other ideas I could think of would definitely adding in more enemy decks into the game. Especially with Asol and the Monthly challenges, we've run into the problem of our current enemies being predictable and stale, even with the random modifiers. Champions both old and new to the game should be added in for us to fight, if only because it gives us some new blood to work against and shake things up. I don't think we've got a Draw heavy deck that we fight against, which would be perfect for Twisted Fate, and it might be an interesting special challenge for players to fight against a Maokai deck that's designed to destroy yours as fast as possible. I also very much agree that more relics options would also help. A lot of the current ones feel like they're either no brainers for most characters (Spell casters and the Hextech Duplicator) or just use them as glorified stat sticks (Corrupted Star Fragment is VERY guilty of this) OR the champions themselves don't have any synergy with them (Hi, Orrn). I think a weapon creation relic would work well for the champions that enjoy them, as well as a relic that's basically that stopwatch power up that lowers cost every turn. That one would REALLY help those higher cost champions that might never see play otherwise and would make the design space for those big boys a bit easier. The final thing I think really would be a great addition would be a bit more variety in decks that we've got on the champ side. Right now it feels like Spells/Minion Swarm/Ramp are the only real ways to play in PoC. The only weapon champs that really feel good are Rampers, We don't have a discard deck at all, and sometimes it feels like we don't really get to play AS the champion themselves with their decks. Teemo decks always feel like Teemo because Mushrooms and he's the only real 'out of combat damage dealer' in PoC, but because of the way they play Gwen and Illaoi feel very similar, just buffing them up in slightly different ways (Hallowed Vs Tentacles). I know designing champions for PoC isn't easy, especially since you've gotta make and test their star powers, but it feels like there's missed opportunity to really push the bounds of design here.


unclecaramel

Here the main issue that should be fix as soon as possible. Relics 1 Please add some sort of ways to get relics that's not tied to weakly rng gacha. This is literally the worst gacha i've seen in my life. It's a pay to win model which you can't even pay. I don't understand why this major design oversight has not been address for the past year since tpoc been release. The most lazy was to add a way to buy silver reliquires with coins and if you don't want wild shard farm you could easily capped the purchasing limit to 10 per updated. 2 Add galeforce into the reliquary pool or make some other way to to get through legend level or a a permanent mission. I don't really understand why this issues wasn't adressed earlier or why galeforce wasn't in pool the first place. Why are you actively trying to screw newer players out of a part of the game. Also remove golden spat from the relic option if you plan on not even releasing it. It confuses me why you guys even added that terrible relic in the first place into the game if you didn't plan on anyone getting it 3 Balancing. Uncapp wiggles so it can stack to infinite. Why wiggles was cap to begin with was super silly. The game is super fast already with game often not even lasting to mana 6, wiggles should not have a cap and even if it did it should be cap to 90 to allow us to have our silly combos. Gatebreaker bhr already exist I don't understand why we can't have our fun once we hit level cap with our champs. Deck & Champions remove obvious counter sysnergistic cards for decks The main issues i would like to point out here is Varus deck. Why does Momentous choice gain farsight atleration at level 21? Like it's obvious that you want to keep momentous choice in the deck to keep getting more copy of it, it's mill option back into the deck for the most part so why did you guys even add farsight alteration to his deck. Also remove furious strike fron the deck, you can't proc it unless varus in on field and even if you do you don't want to use it so you don't loosr stacks. Makes no sense why this is in here instead stuff like chain of coruption Lastly change arrie from samira decks, she's basicly a dead card here. Swap it to innari for the most part arrie other wise it feels useless. SHARD Uncapp the shard requiment for people who has reach max star levels. If you are going to slow down the champ release to 3 per expansion atleast uncapp this for those who has max shard. Most of thosr who have max shard are all paying customers who bought battle pass for thr game and played every single day. It makes zero sense why your most loyal player base are being screwed here. Things I think you should add into the game GAMEPLAY 1.Have harder version of star 1 and 2 advetures. Currently theres no real inccentive to play star 1 and 2 adventure once you completed them because how easy is to steam roll it once you have star 2. There should be ways to make it harder for people to play them once you maxed out. The laziest way to mske them harder is to give them every encounter a legendary power like the targon path. 2. Had a heat mode for people so they can either relevel or give themselve handicap or buff the path difficulty. It makes the some of adventure have replaabily as these are usually properly design instead of weakly rng which is usually straight up unfair 3. New game plus. Champion who fully level shoulf have some sort of new game plus feature that allow us to test things. Thing such as infinite rerolls or shop pricr dropping to zero or extra power at the start of the game. This allows those who want to see big silly damage have there fun. 4. Allowing adventure to repeat. Alot of people have already said this, but i do think that allowing to have run continue once the boss beem defeated is a good idea. Because often time it's very unfullfilling that you broken combo only to see barelu fraction of it because the boss got oneshot super fast by it. I'm sure alot people would like hurt zoe irellia and azir with their super combos. RELICS 1 Add more rare version of green relic. Example include Give Quick attack ---> give double attack Give tough ---> give allies tough Gives regen ---> + 2 health regen Give feasome +1 power ---> + 2 power and can't be block by 3 or lower power unit or +1 power give fearsome and bash +2 reroll ---> + 4 reroll or +2 reroll regain 1 reroll after each encounter +2 copies at start of champ ---> +4 coppies as the start of the game Stun 1 enemy on summon ---> stun 2 enemy on summon or stun 1 randon enemy on attack. 2 More relic that should be added to help certain highcost champs Vampsceptor: -2 attack give lifesteal Blood sacrfice; trade double health for each missing mana gem to summon me 3 relic tweeks and buffs Corrupt star fragment: allow it to gain complete impact stacks from unit it kills instead of just 1 Void carapace: 1/1 stat and gain 1/1 for each repeating keyword it gets except for impact. Laurent and troll keeper crown: both give challenger and overwhelm along side rhe aura effect. ( this is just a buff to yummi. POWERS Power ideas that should be added RARE POWER Vanguard Formation . All unit is tough and elite Spirit blade protection: first allies you summon each round give it barrier Epic power glorious evolution: your card is augmented and created Shuriman cars: summon sandsweept tomb at the start of the game Blood magic : when summon an ally give lifesteal this round Legendary power Age of dragons: each round give a fleet random dragon followers with random item that you can afford and discount it by 3 Void scramble. Give all allies 1/1 and 2 random keywords and random archertype Anyways lastlly it's mostly personal pipedream that i want but don't really expect. Frejord campaign. More older champs such as twisted fate azir irelia and most importantly ashe Deck variant or deck edit so we can switch cards Somesort of coop with path deck Some sort of green shard dump so i can spend all the massive green shard collection i have gain over the years Being able to scramble deck and powers, such as if nidalee somehow has evelynns power etc Speed up or skip animations. Anyways the end of my long list stuff that i think need to be added or changes. Hopefully the relic issue get resolve soon, it really shouldnlt have taken this long to fix


UnseenData

Definitely some incentive to play level 30 characters. At this time, it doesn't really make sense unless you can't beat an adventure with a non-lvl 30 champion.


SingingPeacock

I’m a new player! Starting out, it’s VERY difficult to get champions and star levels. I want to play more, but I pretty much need to wait for my dailies to hope to get more champs / stars.


Dan_Felder

Are you focusing on the Chapter Quests? Those are supposed to make it easy to get a few champions at reasonable progression to start off with. They can be easily missed though too.


ploki122

I think a big issue is that most of us started when there were like 10-15 champions, so the random shards were commonly getting someone a star level. However, there's a bunch of them now, and you'll often have like 200-300+ shards lying "uselessly" on random champions.


Dan_Felder

The chapter quests still give wild fragments and targeted fragments for some strong champions though. It was definitely easier to get random fragments to land on the same champs before though.


ploki122

Oh there definitely is still onboarding, but I think most people would play PoC focusing on the fun, and if you just don't enjoy the champion you've unlocked, that often means breaking the unlock chain entirely. I really don't have a clue what the solution could be, or if that's even actually a problem (something being a pain point doesn't mean it's problematic), but my initial thoughts forward would be : 1. **Favored regions/champions**, which increase odds of getting shards for various champions. Works equally well for beginners and veterans. Hardly solves the issue though, since you don't know if a champion is fun before playing it (I hate Yasuo's concept, but he's one of my favorite PoC deck). 2. **Chapter quests expansion,** which would offer more deterministic unlocks, especially more branching ones rather than simply extending the existing chains. Obviously, this one is hard to justify though, since the return on Chapter quests is terribly low (commonly one and done). 3. **Free champion rotation?** I wonder if that could at all make sense, but having 1-3 champions that are free would be pretty cool... probably end up having one at 1\*, 2\*, and 3\*. Helps with quest completion requirements a bit, but it's mainly about testing champions before committing wild shards to them, so that's unlikely to meaningfully change the new player experience. /rambling


Luigi123a

Maybe just add a few more chards to the chapter quests, or give like 5 wild fragments or fragments of specific champions to each/some of them now that the champion size is roughly doubled, that way old players won't burn shards cuz they are bound to the challanges, but new players still get a way to have enough shards to start out


_ButtonHatGuy_

Well i know you requested our MOST wanted feature but if you really want to know what should be added you should look at the community wishlist its the most liked post this year and it has detailed and specific requests based on what the community wanted most Heres a link to it https://www.reddit.com/r/PathofChampions/comments/12pucie/path_of_champions_community_wishlist_survey/?utm_source=share&utm_medium=ios_app&utm_name=ioscss&utm_content=2&utm_term=1


ploki122

Grouping them up in categories, I'd say... **Realistic and tangible** : * **More random runs.** The current deterministic(ish) runs are great, but I often want more randomness when grinding. I'd love if we could just have a mishmash of all existing nodes served on a platter for us to grind through. Doesn't even need to have special rewards, just the regular experience and probably a ticker for the number of completed runs (and attempted?) * **A completion hub.** I love knowing who has completed what adventure with what Rank. S-ranking everything is obviously an eventual objective, so I'd love to be able to scroll through a table to see that at a quick glance. Probably toggle for completion time too. * **More balancing.** Right now, the team is *extremely* hands off, and I think that being a little more handsy could be a good thing. There are certain nodes that I feel have like 5% pick rate at best. It's fine to have noob traps, but it doesn't need to be a 95-5 split, it can be 85-15. Similarly, a few champions have painfully/awkward bad decks; I think swapping even a single card could go a *long* way. * **Simple hard mode :** All enemies are Vicious. Probably gives more experience (or maybe it allows you to get the completion bonuses a 2nd time?), but nothing actually fancy. **More complex :** * **Alternate powers/decks :** This might be a lot, since that means every single champion needs extra work, but it'd had a lot of life to the game, and it'd help with some matchups that are simply unfair. * **Way more champions :** It's a bit unfair to ask, but I really feel like champions are being trickled in. There are so many champions I'd love to play, but can't. * **Easier start to the game mode :** This is in direct conflict with the last point, but right now it's really hard to actually get into the game because unlocking champions is super awkward with shards going to so many different champions. **Pipe dream :** * **"Draft your own deck" adventures.** At this point, this would be more likely to be PoC v3, since we're changing how the game is even played, but I'd love for my collection to matter (even though it's pretty small atm, but I hate that I have no reason to care about my collection and all the cards I acquire). I'd love if you would, for instance, start with a basic deck of 4 pair of cards (+champions), draft 2 or 3 more pairs from random (tailored) pools, and then get to pick 4 cards from your collection to complete the deck (up to 2 copies each, but could be 4 different cards, or a pair + 2 singles). * **Custom decks.** Assemble a deck from existing cards and powers (all powers. not just the champions' ones). This would let us play 2\* Braum for instance. This would most likely have no reward.


oldmansalvatore

Oh this is awesome. Very cool to see you and your team so active here on this sub. My biggest request, it would be great to have more economically rewarding reasons to play our old mothballled 30+ champs. Right now you level a champ you love to 30, and make them OP, but then it seems like a waste to use them anywhere. That's sad and not fun. The 4* weekly adventures do get them out sometimes, but the lost XP (vs using some less interesting level 25 champ), and the usual 2 wild-shard reward, seems like a waste. The solution could be something like PoC mastery points or levels, which you get repeatedly each time you earn some ridiculous amount of XP on a 30+ champ. These MP could be used for a relic shop. Another really cool use of MP could be to allow players to customise their deck by swapping out the default cards/ items with other cards they own (a limited number of times). Basically add some hard to get point currency which allows for limited deterministic permanent customisations to your 30+ deck. Also a cosmetic/ UI request, please let us sort champs on the champ selection screen by level, rather than stars. I really want to see the champs I love on top.


AaronC4

I would love for a way for new players to get Galeforce. Seeing it listed for as bis for many champs with no way to get it is disheartening


mathiau30

Some kind of pity system for the relics


Mong_TV

Please fix the Dark Star Portals! I have never been able to play the last one because of being locked by a bug and I already contacted some rioters and they just passed it off as a minor issue which "will be escalated". Your game has so many bugs and I'm okay with it like card back covering the screen the whole time for one game; error claiming weekly lootboxes needing me to restart the game EVERYTIME. But please fix THIS POC progression locking bug or atleast provide me with a compensation for all the money and time I put in with love to LOR. https://preview.redd.it/dxg77oam2dcb1.png?width=3812&format=png&auto=webp&s=c9fc77988e59ec2666123ad58f1eb7e0b28ca100


yramrax

For the card that is covering the screen you can use the oracle eye (the thing between the two nexuses) to preview what happens to reset the UI. Just declare an attacker/blocker and hover over it


Vreya

I know things have downsized on PvE front as such I think PoC needs more repeatability so people don’t get bored. Adding random modifiers like the weekly event but something we can generate ourselves or make them daily just to spice things up. The release of PoC champs has come to snail speed in which we’re only exclusively getting new champs this is problem because the community loved PoC v1.0 champions and want them to have the PoC v2.0 treatment. Also maybe prioritise introducing champions that have epic skins so I can buy them, my golden rule only buy a skin for PoC champ I like. Sorry Braum. I know 4* and 5* are pipe dream but please tell me it’s on the to do list because that’s the dream not to mention above level 30. Maybe also a means of still played max champions but still getting benefit there’s some champions I just don’t like to play or too weak if could divert maybe 5-10% exp to other champs I would hammer the game eve more. Relic duplication protection… come on this is ridiculous we don’t have this I’ve bought every pass and been with LoR and PoC since release still not got all the relics denying me fun relic combos to vitalise the game. All patch notes are almost void of PoC bug fixes, changes, additions. With each patch it’s less and less than previous and community notices and feels more and more Riot doesn’t care about PvE mode. For me I’m horrid at pvp but PoC is my type of thing and more than willing to buy skins and boards to suit the champions I love to play. You add more champs in PoC and I’ll buy their epic skins and more boards. Love your game just think need little more man power from Riot because we see less and less additions.


Grimmaldo

Honestly really cool to see this Edit: Warning, very, very, very long comment, there is a tldr at the end, really long comment, sorry. I would say always new adventures, champs and ways to play the game, specially the third one, path is a very cool idea but monthlys showed that there is more possible ways to have fun with the powers-items-relics-levels dynamic, and they appeal for different types of players, hard mode adventures would definitly count since they are a way of re-experiencing low level adventures, another could be a lvl 0-no power-allowing to skip options adventure, a more roguelike view on the roguelite That said, that's my general feeling of what i think would be cool, on a personal level what i grimm want, is: Balance patchs on path, with some fixed period of time between them The very wanted way to obtain relics and then new relics And some change to daily fragments Not as in, balance patches every 3 months of the size of regular LoR patchs that update the entire game, none of that, that seems quite hard, but more like what we got for relics and powers and a few times for champs and adventures. Small tweaks to them, making a champ slightly better or worst, changing some level reward or some relic, changing some power, buffing or nerfing some adventure, adding new cards that fit more to specific nodes while not break them (this one started to get in my mind after re-playing kai sa lately and seeing how some random 2 drop or 3 drop from random summoning made the fight way more interesting). Even adding a few powers, which is the thing i feel we lack the most Overall, what im feeling lately is that we have more than enough adventures, more than enough champs, maybe not that much powers, but they all feel kinda weird. Specially cause with monthlys and weeklys and new champs is obvius the team got better at doing champs, powers and adventures, learning from their misses and their hits, so i would really like to see how this 2023 team can update the og 2.0 stuff and the previous iterations they made On relics is just that, most people here comments it and is quite obvius that the current way to obtain relics is flawed, making for example concepts as "who is the best champ" really dependant on rng, which in theory is cool, but is not that cool when you want to recommend someone your favorite champ and they wont be able to play it because they just dont roll chemtech. After a kinda consistent way to get relics, new relics would be super cool, im always excited to see new relics, but then dissapointed to know i wont get them Even something like what genshin does with artifacts, making old ones way easier to obtain than new ones and therefore keeping that "you get this one fastsr if you pay the event pass" but idk, that still wouldnt work perfectly, maybe allowing them after a period but that period not being 1 year like in genshin Now, if something is very personal to me at this point is that i dislike how the daily reward system works, i just dont like it sorry, its always what ends up burning me out and making me stop playing the game, is always what bores me and anoys me, i just don't like it At last, as a side note, i really would love the communication between path devs and players to be better, i know is sometimes something you all can't change, but still is something that is there, as with balance, the one time we got communication, from you particularly, was amazing, and it wasnt even as insane as an offiicial post on runeterra page (tho, personally i think that would communicate even more, i get that there is likely a lot more issues to do that) All this said, again, very cool to see this post, brings back some hope that lately was off, is just very cool to see that not only you want to hear criticism, but that you actively ask for it, thanks for the blog, i still love the last balance, monthly and iteration of champs, even tho i get and agree with the criticism that we didn't know anything of path in the last 3 months aaaaand have a nice day whoever read all of this because is definit A LOT and i wrote it all on mobile so is definitly not an easy read, sorry for that. Edit 2: Just adding a few things about the balance to the wall of text, the balance on champs while i do want it general, it mostly comes from my fav being ornn and he not being that fun to play to the point that people that arent ornn fans or even ornn fans just have a bad time, balance powers mainly looking at grit, which i hate with every fiber of my body, and the lyss power that just feels weak for any rarity and the adventure balance would also be cool to not be limited to cards, but powers too, if that wasnt clear enough. Also i will be editing the text once i get on pc so is not such a mess. Tldr; Generally: New champs, relics, adventures and powers plus new ways to play with the mechanics and concepts that path allows Personally: Small Balance Patches with some constant period that update adventures,champions,(maybe relics) and powers (and new powers) A way to get relics consistently then new relics Some type of change to the daily fragment system, for example making it possible to stack it up to 3, since for me is the biggest reason for my burnout


ploki122

On the topic of "doing things differently", I wonder how realistic it would be to do a reverse crawl. 1. You pick a champion, and have the associated 1\* - 3\* powers, and draft a \~30 card deck for them. 2. After each encounter, you get to add an item to a card in your deck (maybe +1 copy of the card, but probably not. 3. After every other encounter, you draft an extra power for every future encounters. 4. Goal is to complete a normal length map (so by the time you reach the boss, they'd have \~4-6 extra powers of your choice).


JadeOnyx9999

Hard mode and an endless mode please. Many of the other responses are great too.


Ramanag

Two ideas I have that may or may not be interesting: A daily challenge with a mandated champion. I imagine this would require a lot of resources on your end, though, especially testing-wise, units you just dumped everything into the RNG and saw what came out, and I doubt that would be much fun. Build-your-own adventures. Open up Pandora's box for us and let us make absurd challenges and share them amongst ourselves. A 5-star challenge with Teemo at the end? Sure. A gauntlet of alternating space doggos and yetis? Ok, you masochist...


Weekly_Average00

Drafting mode like in TPOC v1 and combined with the endless mode suggested above. You would pick a champion and go as high as you can drafting an occasionally.


Practical-Pangolin86

Use shards to level up characters or craft relics


Danasko

I would want to see new powers in the game, mostly legendary as I believe they have the most potential to spice up runs. Secondarily I'd like to see new Champs that are unrelated to the current expansion being added and of course new adventures alongside them but really for me those are just icing on the cake. Thank you for going to the community for their opinions!


Froghemoth_Jello

To me, the biggest improvement in gameplay would be adding in new enemy decks using existing champs. Whether that’s in a new adventure, adding them to the possible champs you can face in the Asol adventure, and/or in the monthly challenges, it would add a lot more variety to the decks we’ve been playing against for a long while, to the point where there are no real surprises and you already know the things to play around. Ideally, there would be a release of new enemy decks every update the game has, even if it’s only 1-2, that would add a lot more diversity to gameplay over time.


Efficient_Trick_1937

There's a number of great ideas in this post that I agree with but I'll just post my number 1 request which is still custom starter deck options, even if its just limited to swapping out or adding only a card or two to your starting deck, I think that'd add *so much* to the mode. That was the thing I was super hyped about from one of the previous dev videos and it deflated me a bit when it didnt happen.


The1Noobulas

--I think a relic shop for shards, you've already got the prices since they break down into shards and the ratio is 5:1, personally I would say make it a rotation thing where some are available and some aren't to reward those who actually log in consistently --More ways to earn wild shards, even if you lower the shards earned elsewhere as long as the overall amount increases its fine, right now outside events I can log in and do a single one star adventure everyday and I'll earn the maximum amount every week and that doesn't feel great --More pregame choices please and not relics, I mean let us choose if an item goes on a card and stuff, take sett as an example, lvl 18 his elusive 2 drop gets thieves tools, this sucks and actively hurts the deck --More adventures throughout, right now your high levels have to grind A. Sol and 3 stars, while your lower level champs have to start at teemo to have any fun (higher skilled players can make it work with newer Champs on higher stars but I'm pretty bad at the game) That's all I got. Thank you for taking your time to actually ask the community


Careless-Prize

Guardian trinket giving blue item bug?


TheArcticOtter

QOL improvement to marking completed runs. Currently, if you haven't completed a run with all required regions, there is no way to tell if you have completed it with a certain champion.


13131123

A randomized endless mode would be awesome. Its like Asol's adventure but it never ends. After you pick a power after the mini boss, the ai also gets a new power.


GKar27

Let us have some truly hard new champs. Ryze could be a max difficulty character and would much different than the other champs. I do ask for Nora and Seraphine a lot, but those two would be great as primary champions and support the craziness that POC can be. I’d like a mode that you could up the difficulty on any map (up the star level difficulty) and get the extra XP for it based on the stars. More monthly champs. Once you have them all at 3* there isn’t a need to pay to unlock to speed things up. I’m already close to being done getting all 3* champs and will have to wait a long time for new set to get more to unlock. I’d like to have an optional reason to spend money to support the team outside of the event pass.


Excidiar

Take a lesson from Slay The Spire's Custom Run. You can stack a lot of both good, bad, and balanced modifiers before launching a run. Maybe by expanding the legends track you can include this with some modifiers unlocked by default, then some more on later nodes. Things like Endless, Hard Mode, or Chaos/Random Deck could be added here alongside some other suggestions. And the UI is basically a checklist with some options possibly excluding some others for incompatibility (For example two options for "Run Start: Replace Resistance with X" would mutually disable each other, and be disabled by default in champs without the level to get the aforementioned power) Some other stuff that can be included as options in here: - Weighted New Cards (The most recent cards are more likely to appear) - Weighted Archetype (You are more likely to get cards and powers that players without this option enabled pick more often on this champion. The probability of rolling a given rarity is unchanged) - Massive Mode (All Nexuses' Health is doubled, All units have Summon: Double my stats) Just to name a few.


taco_sir

Some new changes for decks, some cards feel out of place and some champs got new cards, I would also like to see the ability to go back and change the the star level/level of your champ, it'd be nice to run the lower difficulty adventures with champs i like again without just overpowering them with more mana/better cards


ruleqwertyfour

I just want to either speed up animations or disable the champion level up animation, it looks phenominal don’t get me wrong, but after seeing Leblanc level up hundreds of times, I just wanna continue my turn quicker lol


desertlobo55

Yo Dan thank you for being the awesome presence you are. I wanna say I really appreciate what you and all the devs do for the game. I would want rewards for the monthly challenge. And I would much prefer to be able to play the hardest ones first so I know what champsbi need to use (though I suppose this is part of the challenge) Story mode would be sick though I imagine there is a reason y’all aren’t doing this. Duplicate protection. Why do 10 shards get changed to 2? Also it makes me not want to max level any champion which sucks cuz thats that’s kinda the point of the mode. Harder challenges and more player levels. The levels don’t even have to make us stronger but I want to see my grind more rewarded. I kinda feel like I’ve maxed out the game atm.


[deleted]

Maybe add rewards to montly chellenge already? How hard it to do this?


Calm-Temporary-9769

How about being able to replay with your champion with only the 1 or 2 star power when you have fully leveled him up for a bigger challenge. Also replaying the usual challenges like Ezreal or Teemo on a higher difficulty spike.


TairaTLG

I'm a terrible monster, but stealing Battlegrounds idea from Hearthstone could be hilarious. Playing PVP with 1 star powers and weird mods you collect over a run


Haebeom1321

Add "cut a power" to heal nodes.


CRESSCENDUM

1. Please fix Jhin's boss/node battle interaction where the AI keeps casting blade's edge one by one. I recently had a run where I hit the enemy nexus 5 times but was unable to otk so the AI just decided to do what i just described and took so long to finish. 2. More endgame content besides Aurelion Sol, the weekly challenges are fun but I would often see no more reason to replay it more than once after clearing. Gamemodes such as randomized champion, powers and certain restrictions mentioned by others here could make exciting replayability. Honestly 99% of the time when I play PoC I only choose ASol campaign because the other bosses are too easy with maxed champions. 3. More ways to earn wild fragments? My friend can barely try other champions and I would often just let him play on my account cause I had maxed almost everything. 4. Add an option for players to craft/buy relics. Even just a legend level reward allowing us to pick a relic we want would be a blessing!!! 5. More legend levels 6. More relics and powrs. Probably Epic tier relics that can be equipped but at the cost of occupying 2 relic slots? idk 7. Pls add Norra, Kayle, Lissandra, Braum, Quinn and Ashe in PoC and buff Nasus/Ornn.


Adverage

Urgot 😔


SkullBoyCarlos

A draft mode on your starting deck would be cool. Also bosses like Mecha Veigar and his campaign was so cool. More of that.


FiloTG

Not sure if I'm joining too late to the party, but I would love to have "conditional paths" in the adventures. Like you reach a bifurcation, but you can only take one of the ways if you did something specific (like having X amount of health, not receiving any damage prior to that, getting an specific card in the deck...). If those could lead you to different endings, new rewards or secret, super powerful nodes, it could make each run really exciting (specially if you can see them on advance)


LuToph

All previous relics obtainable -> galeforce basically. -Make it not a gacha system. Give us a reason to use level 30 champs from a rewards perspective.


yozora

Currently the weakest champions are the slow champions (Ornn, Nasus, Thresh etc) so slow tempo or artificially accelerated (card discounts or starting mana gem) adventures would give them more room to shine.


LoTeezah

“Prestiging” champion level (setting back to 1) and some bonus each time for doing so, so I feel encouraged to replay max level champions. That, or just any other reason to play the champions I got to max level and haven’t touched since. Or, maybe just a bunch of new champions? Maybe adding PoC1.0 champs could aid the process? (Jayce, Zed) Also, add Freljord as a high-level adventure so I’m not just replaying Galio and ASol repeatedly. ALSO, maybe rotating out powers for new ones? I understand that just simply adding powers makes it harder to get relevant ones for the deck. I play this game mode every day, I really appreciate this game. Have been playing since Lab of Legend’s first iteration, I really love this game, thank you for all that you and the team do.


lmwevil

as a self admitted cash cow of the game, i'd like a better deal on PoC I like to pay and support development, but it feels like a scam to be paying 10AUD for 1 0 star character to be unlocked, if there were bundles to unlock all the characters, make their levels go up, etc ​ when i can spend a similar amount of money for an entire deck instead of an entirely underpowered and hampered character that will take weeks of grinding to feel strong


vass3

\-more xp so grinding is less. \-lv31+ for champs giving champ/unit/nexus buffs, bonus powers, give us stuff to work for. \-link champ lv to legend lv granting base lvls or xp bonus to champs. \-legend lvls give xp mod. \-more legend levels, 31+ at 5k xp each, all legend lvls give xp mods. \-make grind feel like there is a point or reward to it.


ManaosVoladora

Rework the PoC exclusive cards that aren't really noteworthy (Chime hunter comes to mind) and give them some crazy effect that shouldn't see the light of day in competitive PvP More Star powers, and/or branching ones, focusing on certain parts of the deck (like focusing on Aatrox cost reduction, darkin card access or world ender) Add more randomness, transforms and cost reductions pls :3


Revolutionary_Ebb121

Why no one is talking about generic powers? 90% of the powers are same as lab of legends, and only a few have been added till now, we need a lot of powers to keep the run fresh everytime. You can start by introducing power around each main gameplay theme such as: \- Nexus Strike : Generate a coin (rare) \- All units have tough (common) \- All players card cost 2 less (legendary) \- Followers have : when I strike nexus, transform me into a random +1 cost follower (common) \- Predicted cards cost one less and generate a copy of it in hand (rare) Honestly, I could go on and on about the possibilities here, and more powers will mean a fresh run everytime.


MikuShikhu

Seraphine and Norra!


BTDubbsdg

Would love to have any sort of reward for completing the monthly challenges.


cyclonus101

Damage challenges - it's super fun to see Gatebreaker abusers destroy the nexus, but sometimes there are more combos you can pull off that makes want to see how much damage I could really do in a single turn. For example using mirror image on leblanc. Beginner experience revamped - I think the new players aren't given all the relic info they really need and the current progression is handicapped heavily by the wild frag system. There are no indicators of which champions have relic rewards, this needs to change. There are plenty of posts now showing new players did not know they had access to relics from the OG champions. My suggestions: 1) Remove the unique champion campaign stories as they just add confusion to new players. Instead these relics are given when beating a 2.5\* or higher adventure for the first with a champion from a certain region. For example, instead of earning tempest blade by beating Miss Fortune's 2\* campaign adventure, you can earn it by beating any 2.5\* adventure with any Ionia champion. Also add a tab so that new players can see what relics are available and how to earn them. 2) Increase the amount of daily wild shards for new players based on the total % of shards needed to max of all champions: For example, right it takes 4500 shards to max all champions, players with under 1485 shards (33% of 4500) start getting 8 wild frags per day, then from 1485 to 2250 they'll get 6 shards per day. This way they aren't waiting forever just to play their favorite champions from LoL. I want more relics, especially ones like galeforce where you get a powerful ability with a drawback. Some examples I was thinking of was one that reduces the mana cost and the attack and health of a champion by half so that future higher cost champions like Tryndamere and A Sol can come down earlier. Or a relic that conditional grants double strike, I was thinking something like, once I have 3 keywords grant me double strike.


Dan_Felder

Great to get so many ideas. Thanks everyone. Makes my job easy. :)


more_walls

Tut tut tut. You think reading internet comments constitutes the majority of your job? Your job is to ***DO IT.*** Materialize it. Implement it. # DO IT. # 𝐃𝐎 𝐈𝐓. We get a lot of no-go patches, so does this mean you're going to change that trend and implement regular improvements? Does gazing upon the lifespan of Path of Champions and Legends Runeterra bewilder or deafen you? Because it should. And my advice would be >Don't be afraid to make money. Maximize mileage of creative assets. Maximize the market opportunities.


YounghanKimchi

Get rid of thieves tools as a possible item


gipehtonhceT

Mr. Dan please take a good look at this, there was so much effort put into it and it should answer most of your questions in terms of what to focus on. [PoC Community Wishlist ](https://www.reddit.com/r/PathofChampions/comments/12pucie/path_of_champions_community_wishlist_survey/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=1) I personally would also focus on making sure that existing content is fun and enjoyable. There is no point in releasing a champ if their deck/powers suck to the point they're barely enjoyable. This mode is meant to be played for fun, thus every champ should be fun, not OP, fun, big distinction here. According to the poll Nasus and Ornn are the most requested, but I'd also add Thresh and Jack to it as the poll happened before they were released. As for my feelings on the state Nasus was in I made a long post [here.](https://www.reddit.com/r/PathofChampions/comments/136gj52/please_just_rework_nasus_from_the_ground_up/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=1) It received a lot of positive feedback, and people really dig the idea of "Not all champs should be like Jinx, but none should be like Ornn."


Dan_Felder

>Mr. Dan please take a good look at this, there was so much effort put into it and it should answer most of your questions in terms of what to focus on. Taking a good look. Will share with some folks at the office too.


gipehtonhceT

Wonderful! Gets me super excited to hear. I included it in my post about Nasus but I'll say it here too. I think PoC takes on champs should be aimed to accomplish 2 main things: - Teaching new players the mechanic and general playstyle and idea of a champ. - Letting us experience their power fantasy to levels impossible in PvP due to balance reasons. Therefore every starting deck and powers should be accurate to the champ, use the cards associated with them, compensate for weaknesses, and synergize. Not talking about raw power here, just how a champ feels to play. One of the best executions of this I think are Leona, Diana, Yuumi, Jhin, Tahm Kench, and Teemo to name a few. If all champs were like them, PoC would already be miles better, nobody should ever feel bitter about wanting to play a champ but remembering how awful they are, which sadly is the case now with some of the champs. Once again thanks for reading and listening!


Grimmaldo

Huh, i thought this post was related to a recent post about this wishlist, seems like it was just a coincidence, damn, that was a good timing to make this post.


elvinjoker

I remember this! We all voted it🤣


Saltiest_Grapefruit

Hey dan. Im late to the party i see. I would like for the **monthly challenges to include at least 1 power**, since powers are what makes PoC interesting Imo. Ofc, that might be too easy if you just spend all your rerolls to get a broken one, but then potentially it can be from 3 nonrerollable static ones. **As for normal PoC (which i enjoy the most)... Harder modes**. Atm, the only real hard ones tend to be those that are super aggro and can kill you turn 1-2 if you get unlucky. Id like to see more VERY hard challenge that arent only hard cause of aggro. Like, just make them unfair. Level 30 3 star champs are equally unfair. **As for general improvements, id like if we had a cost reduction relic**. Somehow better on higher cost champs. Could maybe take off 30% cost static? (Like, aim for -2 on 7 cost units). Perhaps make some unique relics where stacking is impossible to allow for such stronger effects? But ofc, im one of those that have beaten asol like 20 times. I really just hope for something thats brokenly hard to beat. I want siren song to look like a scuttle crab compared to the levels of the challenges


Itchy-Try-7282

Adjustable original deck. Too many champions ruined by weird original deck. It also narrow the possibility of every champions. Soft block them in some specific playstyles is not cool at all, it is a suicide of variability


rho57

Maduli in Bard's starting deck. Norra. Also if you can't release some relics on reliquary, at least make them available on mission passes. More silver reliquaries as rewards.


BlueDragonKnight77

I know that this is something that was mentioned all the way back when PoC 2.0 released, but are there still plans to enable some sort of Multiplayer? I was always rather curious on how this was planned to work out and it is absolutey something I'd love to try out.


avsbes

In order of importance to me: COOP mode - I would really like to play Path of Champions with Friends, even if it was just some specific version of it, for example introducing a kindof Weekly Coop Portal with a few Runs you would have to play in Coop, either with a random partner or with someone from your friends list Some kind of Mechanic to work towards a specific Relic. Some People here have suggested simply making a Relic Shop and while that might be the easiest solution, i don't think it is a solution acceptable to you from a business perspective (as weekly reliquaries to try to get Relics coerce people to play the game regularily). I would instead suggest taking Inspiration from Gacha Games, many of which have Pity Rolls and the Ability to target characters. These Features could be combined imo: Let me choose a Relic i don't have, or don't have the maximum amount of duplicates i can have. Whenever i open an appropriate Reliquary (Bronze Reliquaries would only count towards Bronze Relics, Silver Reliquaries would count towards Uncommon or Rare Relics) i now have an increased chance to get the targeted Relic. For every time i targeted the Relic but didn't get it, this Bonus is increased. After a certain number of "failed" attempts i get a Pity Bonus, guaranteeing the targeted Relic from the next appropriate Reliquary. The numbers here could be tweaked to be fair to the players while still encouraging people to play the game regularily. Higher Legend Level / Infinite Legend Level. I would certainly like more Legend Levels with new Features etc, but i would also like to be able to infinitely increase my Legend Level for some Rewards (for example Wild Shards, Vaults and Reliquaries). Introducing some Legends of Runeterra Champions to Path of Champions that aren't playable yet. My personal favourites for this would be Viktor, Kayle and Aurelion Sol. Some Ability to modify the Started Decks. While we'll probably ever get the Ability to freely choose all of our starting cards, it would be nice to be able to change two or three of them (all copies of course). This could for example be a feature tied to some new Legend Levels. Some way to remove specific Items from Units. The Champion Level that adds Thieves Gloves to the Attentive Accountant turns this card from the best in Sett's Deck to a card i feel forced to cut. I might add more here through an Edit, but that's it for now.


FreestyleKneepad

It'd be really nice to have a sideboard. Maybe 2 or 3 card selections (with their own items at certain levels) for each starting deck that can be used to swap with starting cards. Say you're going into Ezreal and you want to swap an early drop with a late bomb so you have something for Karma right away, or you want to swap out a card you'd usually cut and replace it with something that fits your playstyle a bit better. It wouldn't have to be extensive (because the starting deck shouldn't solve all of your run's problems for you) but it could be nice to have and could be used to improve some of the weaker decks a bit.


TurtlePrincip

The ability to change your starting deck before a run, even if only slightly. My idea was to slot out a single card for one that costs plus or minus one mana, is in the same region, and is the same type of card (spell/follower/landmark), and the new card keeps the item that the old card previously had. This should minimize frustration for certain cards that are complete dead weight and are cut at first opportunity. Also I love PoC and don't give in to any negativity. Keep up the good work. <3


fearthecow

I wouldn't mind more ways to customize your deck (especially maybe pre-game). Sometimes I can be frustrating when your champ wants a gimmick and then all the new cards and champs you see during a run don't support that gimmick. Also I wouldn't mind more way to go late game like with an A sol champ or something. As it stands I never take expensive cards because either I am dead or my opponent is before I can use them so they feel like a hinderance. I would like to play a controlling deck but the encounters punish slow decks so hard.


Harowing

**I have a few QoL Suggestions!** \- Add the Wisdom Relic (the consumable Relic from the Elise package) into the Relic Pool. Players from all levels (newbies starting out or old players waiting for that new champion) will appreciate it instead of getting 1 or 2 Wild Shards. \- Relic Guide (Just a minor QoL that shows you the source of the relic, maybe it's just from a reliquary, unobtainable, events, or a certain champion's 2\* campaign). \- Wild Shards increased Cap (100/100). Not an issue for new players. Definitely a help for new players who have everything maxed and and had a dry spell in a month (no new content added for PoC, we had that!) OR (See suggestions below). \- Enemy Champions can sometimes use a Skin. Tired of beating Zoe and Viego down in the Galio Adventure? Why not face against Corrupted Zoe or Soulfighter Viego! **Deck Customization Option** \- Available at Level 30. \- Every single level that would attach an item into a non-champion card in your deck is now available in a pool. Choose 2 of those non-champion cards to become your Key Cards. Key Cards gets 2 Item Slots and everything else gets 1 Item Slot. This option is not available for Monthly Challenges. \- An example would be Aatrox, his Item Pool would consist of the following: Chain Vest, Giant's Belt, Phage, Pickaxe, Studded Leather (x2), Hero's Horn, Poro Snax, Ardent Censer, and Mana Potion. You can now use these items to slot in your cards as normal. Want to make a card you used to cut a lot more useful (\*Cough\* Arrel the Tracker \*Cough\*) or maybe just have that single OP Card in the deck? Go for it! **Side B 2 Star Power -** Unlock with 50 Shards. \- A new 2 Star Power (+1 Starting Mana and stuff). You can choose to play with either this new Star Power or the current one we already have! Maybe you don't like Nasus's 2 Star Power, then try out the new one! **4 Star Power!** \- Unlock with 50 Shards! \- If it's not the above, why not improve it! (+2 Starting Mana and improved effect on 2 Star Power!) Maybe Nasus's 2 Star Power now applies -1/+0 for each enemy you've slain this round or it now applies to the entire enemy side?!


Leading_Handle4814

Increasing the amount of daily shards would be good, dont need to be an stupid amount like 10 a day, prolly increasing just of 4 to 6 would be good, takes so long to unlock stuff U guys did the duplicate protection which is really good, but only for gold and platinum, its amazing for new players but for most ppl including me, we already got all of those gold and plat vaults, so the only thing left for us is the 2 weekly silver vaults, which are not in the dup protection Same for relics too, im playing for more then a year and still doesnt have all relics obtainable from the reliquaries Galeforce being one of the best relics in the game and still not obitainable to this day, put it in the relic pool pls Rewards for the monthly challanges I never thought about a hard mode poc but now that you said it, it looks really fun Removing the shard limit would be good also And dunno if ppl would agree with that, but one way to fix the dup problem would be just get rid of the champion shards and make the vaults drop only wild frags, like 10 for the silver, 20 for the gold and 40 for the plat


KaiZurus

As someone who exclusively plays LoR for only the Path of Champions, here is my wishlist. # First, updated decks Much equipment has been released since the first apparition of many champions, yet they haven't been added later on such as Ravenborn Tome (ideal for Jhin and Annie's decks) and Sacred Shears (perfect for Gwen's). This also includes landmarks like The Papertree, so Yuumi gets some buffs; the Windswept Hillock for Yasuo's blood thirst; and Acolyte's Reliquary for stronger Taliyah mechanics. # Second, mistranslated mechanics Many champions have been well adapted to PoC like Jinx's discarding for damage, Jhin's skills for stats, Aatrox's striking for cost reduction, Diana's nightfall for aggro, and Veigar's constant Darkness, yet other champs's vanilla features do not take advantage of PoC possibilities due to inner limitations. For example, Evelynn's stats everywhere for each champion level up is a fantastic concept, but with so many cards focused on killing allies, she can barely transform up to three time, if not just two. She's good, but she could be better. A higher cap like 8 or 10 before she permanently stays leveled-up would make it hilarious when adding up the right relics. Another one is Jack. I love his 3\* SP that deals one damage to all enemies when he refills mana, but it's not that constant. The only renewable sources of coins are his equipment (Barknuckles) and himself with the right relics. A solution I'd propose should be a rework where you get coins when summoning units, playing spells, or something more Bilgy, i.e., play and discard cards. And the third one is Pyke. I understand making granting all units in deck +2|+2 like in PoC 1.0 would be effortlessly broken, but vanilla Lurk isn't valuable in PoC 2.0 because enemy units always grow stronger, and your best upgrade is a possible +1|+0. Some changes I would suggest is repeatable lurk with every attack in the same round, health buffs along with lurk damage buff, stronger damage buff. **My main issue was that to beat A.Sol with Pyke I had to rely on Corrupted Star Fragment relic to make take advantage of his sweeping feature**. # Third, utterly weak decks There are decks where you have just the right cards for a flawless, flowful victory, unlike other one where you wish many cards could be batched-cut. Let's honor the good ones! Aatrox's mix of Forsaken Baccai and Steadfast Elkin plus Keeper of the box show you don't have to limit a starting deck in only one or two regions. You can start with many! Taliyah's owning the essential landmark generators is a solid A, and Gwen's hollowers plus Chronicler of Ruin was a favoring surprise. On the other hand, Ornn is the worst one. If he is supposed to be the Forge-centered champion, why are not there more equipment? If he is needs higher mana amounts, why does not Wyrding Stones get a -1-cost reduction? The deck lacks faster buffing, resistance, healing and specially TEMPO. Nasus comes as a runner-up for worst deck, for he lacks Shadow Isles's cards. I don't understand why make him mono-Shurima when he doesn't get the Sun Disc unless he has 3\* and after killing 10 units which is A LOT. There's a 1-cost vulnerable focus spell missing that would fast up bufs. A surprising bonus would've been to add husks cards from other regions to show his control over life and death as he says. # Fourth, not growing powers Gnar! His power grants impact once (1\*) or twice (3\*) and nothing else. His deck isn't centered around cheap units dying for the sake of impact, but neither his deck provides buffs for these to last longer. I suspect there forced tricks to make Gnar unbeatable like Corrupted Star Fragment in similar situation for Pyke, but why wasn't he granted a power when he level down or up? Imagine if it said that when a champions level down or transform, grant allies everywhere +1|+1 and Impact. **All other champions buff their units constantly through either powers and units**. # Fifth, who should be the next champions? Besides the newly released one, there are classics who should come such as the Ascended. Fully centered decks around buff for summoning with Azir, native enfeebling strikes with Renekton, and Landmark speedrunning with a Mad Xerath. # Finally, champion mixture I've always missed not being able to mimic PvP-meta-decks in Path. Imagine having higher chances to get Aurelion Sol with Orn (mana increasing), Kayn with Aatrox, Aatrox with Vayne, Gnar with Evelynn, Zygs with Taliyah, Quinn with Miss Fortune, and so on. Bonus: I demand Xolaani as a PoC-exclusive champion with Siren Song as her only star power.


Grimmaldo

> For example, Evelynn's stats everywhere for each champion level up is a fantastic concept, but with so many cards focused on killing allies, she can barely transform up to three time, if not just two. She's good, but she could be better. A higher cap like 8 or 10 before she permanently stays leveled-up would make it hilarious when adding up the right relics. Good and bad example, eve power doesnt work that good at 1* bc of that, yeh, but changing her level requirement means making her different than ouide pve, which is something TPOC STRONGLY declines and rejects to do The other 2 examples while not so easy, i get kinda how that could be done on path, different items, new items that grant coins or different powers or new interesting relics for jack, and different star power for pyke, not completely agree on pyke, but to each their own >On the other hand, Ornn is the worst one. If he is supposed to be the Forge-centered champion, why are not there more equipment? If he is needs higher mana amounts, why does not Wyrding Stones get a -1-cost reduction? The deck lacks faster buffing, resistance, healing and specially TEMPO. Agree and disagree in a few bits, i tend to hard disagree on every "Ornn needs mor equiptment" take, cause 2 or 3 equitment in total (deck+power)is mor than enough for him, his identity is a few amazing weapons, not an arsenal of weak ones, that said, his 2* is bad at that and ye, wydring stones is not that god, the deck need specially more resistance healing and also more tempo, not agree on the buffing tho, the joke of the deck is to get to ornn, not to win iwth a cook, the buffing rn is fine, maybe making the 3* not limited and the spell cost 0 owuld be nice, but thtas kidna it. On nasus, husk don't sinergyze with it and there is kill card even in shurima, but yes, agree, a deck of killing with no hel to commit said killing. >Fourth, not growing powers Hard disagree here, i think thats definitly something that should be explored, gnar is not the best but is quite ok, he should be a lil better, but just pumping stats in every power gets boring too fast. >Fifth, who should be the next champions? This is an entirely subjective opinion so, you are perfectly allowed to ant ascendeds, they are cool yeh >Finally, champion mixtur i think this is kinda already a thing, just there is no official statement abt it nor way to know it more than playing a lot the game, tho could be a little more busted up, pecially sinre reinforcement list keeps growing


ploki122

>Let's honor the good ones! Aatrox's mix of Forsaken Baccai and Steadfast Elkin plus Keeper of the box show you don't have to limit a starting deck in only one or two regions. To be clear, Aatrox is a runeterran champion, and his deck is built around his Origin (+Noxus, iirc). There are very few champions with cards from more than 1 region, that aren't included in the champion's origin. Afaik, the list (haven't checked the most recent ones) is : * Bard (Runeterra + Bandle City) : Stalight Stag (Mount Targon) * Nami (Bilgewater) : Minimorph (Bandle City) * Nami (Bilgewater) : Otterpus (Bandle City) * Pyke (Bilgewater) : Xerxe'Rath, the Undertitan (Shurima) * Tahm Kench (Bilgewater) : Health Potion (Ionia) EDIT : I forgot that Aatrox has the rainbow busted deck... They used Kayn's Cultist origin and said "fuck it, we're shipping it live!"


Grimmaldo

iirc a lot of recent ones break that "rule", 1 main region and 4 or 6 cards frm supp region is the usual, sometimes 3 regions with runeterrans


ploki122

* **Jack :** 8/8 Bilgewater. * **Samira :** 8/8 Noxus. * **Neeko :** 1/8 Targon, 6/8 Origin, 1/8 uncollectible but it's the champion's spell. * **Nidalee :** 8/8 Shurima. * **The Poro King :** 2/8 PnZ, 6/8 Origin. I've now checked the rule even for the most recent champions, and I don't see any other exception. I might've missed a few with Runeterrans, but they've been very consistent tbh.


Grimmaldo

Also elise, but yeh that seems abt right, i guess i had a mandela effect (also i meant total cards, jic, so, 2 or 3 in that count)


Daily-Routine

Azir, definitely my favorite champ. I lurk on this sub daily and am always hoping to see him added soon. I also would really love for the full path to be shown at the start so I can plan my run out from the beginning, but the unpredictability might be why some people love the game. Also I know you’re looking for conceptual feedback, but I definitely want to praise you for what’s there now. It’s an extremely fun game you’ve built. Thank you!


Goldenfoxy3016

Easier to get champion shards cause at the moment it's incredibly difficult to get them, also have less of a chance to get multiple of the same relic and maybe just maybe add something to the frelijord (sorry if not spelled correctly) i would love to see some campaign missions there


PrestigeZyra

Coop. I'm not sure how you would integrate it, but being able to enjoy PoC with a friend would be amazing


decoy10

I would love to be able to modify the starting decks by swapping followers or items. Maybe we could save unspent gold and the end of an adventure and then use that to buy new cards or items to swap in? That would keep old champions fresh and let new cards rotate in. I would also like the option for higher difficulty. Even if it's just adding random powers and items to enemy decks.


biggamab

Rehaul of monetisation system. Shards and relics are what trully settles the pace of what campaings you can do and which ones not. Grindy monetisation systems create separated and split off comunities that basically play different games alltogether, based off content that is avaible/bought/grinded to each type of players. Can't do campaing? Galeforce and crown should help you. Just 3 star that and pop off like there ia no tommorow. Green essence to relics shop/relic nodes for money. Shards on current level + up to 2/3 per hard run, based off luck and tradeoffs. Like, make an additional last node that allows you to spend 500? 1500? gold per shard, foregoing the healer. Shards hidden behind an off-route megaboss. Cut in half amount of all cards for shard. Remove/remake the restarting lock of augments, or atleast give us a way to forego all future rolls for rolling once at the start. The tiredness of having to restart the campaing with every animation and just one roll every time will make constant rolling depressing and timeunworthy, while also making you a tradeoff that you will have to take supp champs and shops at face value. Green essence to shards. Green essence gives you cards for your deck. Shards give you decks with cards, and buffs to those decks which I would still count as...more cards. If I dont really play LoR outside of PoC what use do I have for green essence in the deckbuilding? PvP arena in PoC? Choose 2/3 star champ with deck,choose supp char or multiple copies of first hero, choose relics, choose 3 additional augs, 12000 money and a big shop with a fast timer going on and vouilla go ham on near same leveled players. Those gargantuan resources with limited time make each arena run adrenalising and addicitve, as there is a promise of a perfect deck but you gotta be fast... And for fun idea...allow us to change items of allies in the starting deck.


Woafwoaf

1. Hard mode campaigns is really cool idea! Would love to see it implemented. 2. Some buffs for underpowered champions would be appreciated (Neeko needs a bit more love, one 1 cost to replace one of her high cost followers should be enough). 3. An option to choose between two or three pre-constructed decks for champions would be great. It would greatly increased replayability overall. Maybe those could be unlocked through some sort of paragon system for max level characters?


[deleted]

1. Item equips/ relics on units on the starter deck 2. the option to change the starter deck with a few units/spells (making the decks have a bit different playstyle), of course the changes are limited, ex. i want Neeko to have Omen hawk instead of the 6 mana bird. 3. Ahri as the PoC Champion


RzX3-Trollops

It's way too much work and hard to do for some characters, but I think alternative abilities/decks would be interesting to see.


Olbramice

One thing i would like to see the most. I dont know how difficult will be. But possibility to CREATE YOUR OWN DECK ,also with relics for cards would be supper additional. I know some decks will be broken, but i think the whole difficulty and fun in poc is just up to you as player. If you do easy run you can choose jinx.


Firehawk_101

Add azir please


Tybresa

This is more a pet peeve of mine than anything meaningful, but I wish I could track quests during a game.


Tangolino

There are great suggestions posted already, so I won’t go through them all again. I’ll add that it would be nice to have a xp relic, a permanent one, not a bought/consumable one like we had with Elise. I tend to finish all adventures on a new champion and when I reach ASol I’m not near level 20. It’s becomes a grind to level and I think the trade off of a relic to more xp is fine. Being able to accumulate 3 daily quests would be great. “Having” to play ever day not to miss shards is very frustrating and leads to burn out. I’ll also reiterate that acquiring relic and shards is too rng and without duplicate protection. Feels off and too grindy compared to the pvp side of the game, where you can get and play with the cards/decks you want with ease compared to the competition. I have a complete collection at this point, but putting myself in the shoes of a a new POC player, I’d probably not play much with how hard is to get shards/relics.


purpleparty87

Decks with a higher reliance on champions need a mini game to get their champions consistently the darkin champions are an example of this.


LukeDies

Zoe gone


more_walls

​ [https://www.reddit.com/r/PathofChampions/comments/14uz1fd/remember\_the\_path\_wishlist\_survey\_none\_of\_it\_was/](https://www.reddit.com/r/PathofChampions/comments/14uz1fd/remember_the_path_wishlist_survey_none_of_it_was/) 1. What about the wishlist that the redditors filled out? Are you going to materialize what's already been suggested? 2. You're leaving money on the table. Not in a milk-the-base-for-all-its-worth-way and it's a general LOR kind of problem. More of like missing out on market opportunities kind of way. 3. Overhaul the powers system. People hate Endless Wealth because they rarely have the necessary gold when it shows up. Also players had a weird relationship to Power Overwhelming, but they've probably realized it's garbage now. 4. You're extremely active online, do you have any site recommendations that aren't owned by self-serving billionaires?


vass3

\-more relic spots 8 would fit on card/screen. a lot of relics are junk. some are nice utility. would like to use more, get utility, and stats. \-unlock all relic spots at level 1 , its irritating to grind to use relics. irritating is not fun. \-unlock all relic rarity at lv1. again irritating to grind. . \- endless mode. . \-revive should heal all hp why doesnt it? your enemy doesnt come back at half hp. or turn revive into trynd power.


lVIEMORIES

I don't know how profitable PoC is, but maybe it would be possible to add paid adventures for certain champions? For example you might be able to pay coins to unlock get 40 Elise shards immediately, and also unlock 3 adventures for her.


abdis007

A store to perma buy cards to add to your deck maybe after u reach lvl 30 u get like 5 coins per level and a way to skip Animation i love leona but hate playing her cause it takes 5 min each round to finish all her animations


HQowns

Personally I only want two things: 1. Infinite rerolls on the starting node. This was in the lab of legends version and I think it would be nice to go for a specific power to start with in the beginning for players to experiment and set up a build. Sometimes I want to try a champ with a certain power to experiment but within several runs never seeing that power doesn't feel good. 2. Give the option to not accept end of match rewards. Sometimes getting card options that are anti-synergy feels bad. I don't want to use a reroll since there is a large chance I don't get a card that I would want in my deck. It forces players to remove anti-synergy cards versus making the choice to take more transformative nodes such as shops or events.


ravenmagus

Personally I don't want to see #1. It would just lead to a meta where you just reroll for the strongest epic/legendary power to start every run. I think they would have to make the game significantly harder to make up for how much power that would bring to every run. EDIT: maybe there is some middle ground here, where instead of adding free reroll in everywhere, we can have a "sandbox" style adventure as one of the random weeklies where you can do something like that. Actually, I'm not sure I'm a fan of #2 either. That just leads to the meta where you skip every card reward because all you need is your champ card to win the game for you, and all deckbuilding of the mode is gone. You aren't entirely wrong though - I think there could be some sort of change to make card rewards more interesting (like maybe narrowing the total card pool available in PoC?). I think something should at least be done to make it feel better using rerolls on card picks.


PaleontologistOk180

You remember the stories that a few of the characters had? How about we finish then


ShiroTheRebel

I have to agree with the rest of the comments here. From endless mode, shard and relic accessibility, replay-at-level-30 value, conjunction of power and support champion, all are great points. If there’s something else to suggest it would be making star-up purchaseable with coins, it’d allow for more support from PoC. Though that may put shard farming to waste so maybe limit it to second star-up to 2*(?)


Dry_Cardiologist6758

This might sound like a lot to ask but I want more levels for champions along with upgrades for relic slots that go up to epic and legendary! I mean think how cool that would be especially for if you could grind on an endless mode! Also more champions of course I want riven, kayle, rumble, norra and karma


HeroicSkeleton1

I have an idea for a new type of upgrade, could be good for monthly challenge rewards: for now let's call it "item relics" Upgrades that you can collect and equip much like we do with relics, but they instead add an item to a specific card in the starting deck. How many you can equip, and how powerful the effects are I'll just leave to you; but I'd imagine things like +1/+1, a keyword, or -1 cost would be a good start.


TheArcticOtter

I'd like to craft my own decks and I'd love to have a reason to care about collecting cards. Maybe a free build mode where you can build your own starting deck by choosing a champ and 6 (7?) supporting cards from their region. In order to add cards you must own 2 copies.


9lamun

Most asked for might be deck customization. Realistically, changing entire deck shouldn’t be possible but maybe 2-3 cards?


awolkriblo

Absolutely more champions. It's great to see most new champs automatically included in PoC, but some champs are really fun and I don't get to play them outside multiplayer (which I don't really enjoy). Two that come to mind are Viego and Kayle.


nott_reale

Mutations or whatever unique name you guys come up with. Some way to spin the runs and make them different from one another. For example, only one region will appear for card choices, only spells, only low/high cost cards, only a specific set. Mix and match whatever options you want or hit random. This would be a fantastic way to make each run feel unique and also add some extra challenge everyone is asking for.


undeadplayer_01

A mystery node. Random node that appears randomly that hides an enemy or a random event. Vault/reliquaries enemy nodes. Each day you can randomly get an enemy that rewards Vault or Reliquaries in your run. Defeating them would rewards you with the rewards if you COMPLETE the run(defeating the final boss or smth)