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Well im not 100% sure since i cant play but i guess its p2w because you can buy so much like an early unlock for Classes and other stuff and maybe its because of costumes. (even if i wouldnt consider that as p2w since its like nothing if you ever compare it to and real p2w)
You might be able to earn Rebirth in game, so I could be wrong, but I haven't seen or heard of it.
Money lets you - for cheap - jump the queue on the time walls, or - more expensive - directly buy your way past the grind.
NOTE: I haven't got access either, just working from the information I've found from people who do have playtime.
Sword and Bow are just as lethal as Knuckles and Staff, people just don't know how to play them.
All equipment, including costumes and weapons, have the same specs: the only difference is how you change their set stat to your liking.
Buying the class DLC is just paying to get classes you could otherwise unlock through normal play right away.
If you have a long enough grind that it's impractical to get those things in a reasonable amount of time, they are functionally locked behind a paywall.
If they provide a notably different gameplay experience, REGARDLESS OF WHETHER THEY ARE BALANCED OR NOT, that is pay to win. Different people perform better with different playstyles. Locking options behind a paywall is locking core functionality required for some players to have a chance of winning behind a paywall. Realistically, players should have the option to pick *ANY* of the game's karmas, right from the start, and to have a REASONABLE grind to unlock more, not a massive wall with timers and other obstacles added on to further slow the process down, and payment required to speed up access to that content.
KOG is a good company
1+1=3
yeah sure
Except that MOBAs have a LARGE number of characters of each "class" and make multiple of EVERY class available to free players reliably and consistently, not locking access to ANY such class behind a paywall - just locking PERMANENT access to SPECIFIC characters within the class until you grind and/or pay. And the grind is usually way less than what it sounds like this game's grind will be.
So it takes "less than 30 mins" in Kurtzpel to beat a boss, and "about 30 mins" to complete a match in League. And that, in both cases, gets you roughly 100 currency.
Lets assume, being generous, that Kurtzpel takes you 10 minutes to beat a boss. For 300 currency in the time it takes to get 100 in League.
You still only need around 7,000 currency in League - around 70 matches' worth, or around 35 hours of playtime, compared with 75,000 in Kurtzpel, which is 750 matches, and even with a generously low time estimate for that, it's going to be 125 hours. And that's without factoring in the other things you might want to buy with the same currency. Or the fact that PvE content in Kurtzpel gets walled off behind a timer (unless you pay money to skip that instead) so you have to wait that out before you can get your progress back on track as a free player.
And putting it at 35 hours for LOL makes that an objectively terrible grind, with the only saving grace being that YOU GET A FREE ROTATION so you don't actually have to buy a character to have a chance to come in occasionally and pick up the character you want even before you get them unlocked "properly". Something entirely absent from Kurtzpel's system. And most MOBAs have a similar rotation system, sometimes randomised on a per-player basis, so you and your other free player friends will have different lists of available characters to pick from.
And no, most MOBAs do NOT have purely "unique" characters with no commonalities among them. Yes, every character is unique, but they typically fit their unique powerset into a general archetype. DPS characters put out contstant damage into enemies, able to flexibly harm both high-value targets and groups of weaker enemies, mages hit with slower-charging but powerful area effect attacks to clear crowds, assassins tear apart bosses or enemy players with single-target damage, and support or healer classes keep the team alive and/or act as a force multiplier by buffing allies or weakening enemies. In most MOBAs, such a class-based structure is standard, and in many other f2p team games similar types of system apply, and are very useful to encourage teamwork with different roles helping the team in different ways, and working best when accompanied by other classes. And in most MOBAs and many other free-to-play games with such mechanics, multiple of each class not only exist, but are available in free rotation as a matter of course - so you not only have the option to play any class free, but very often have CHOICES within each class even before buying a character you'd prefer permanent access to.