Excuses for perhaps looking at stuff the wrong way/ being too selfish in these.
-First of all, I would like to hear if there are any plans at all to make variations on Summoner's Rift. I know, I know: "oh god, another one".
I don't expect you guys are woking on full map variations, so I was thinking...
You guys already made (and are continuing with making) themed minions (Pool Party, PROJECT, Snow Down). These are really nice, but are you planning on going further with these? E.g: adding pieces every year or so?
I'd love to see Sand Towers at summer or Snowman towers during Snow Down. if so, slowly but surely the maps would change into a more seasony look.
(maybe also the VS in loading screen being more summery/icey/mechanical(for PROJECT))
I'd also like to know why the decision was made to only keep the things like PROJECT minions||Butcher's Bridge|| icon-specific Poros/finishers temporarily.
Is it too much stress on the servers? Is it because it wouldn't be as special anymore? Is it too much work to keep maintained for an extended time?
A lot of work went into Butcher's and I have seen ideas like making it random on which you'll fight. I understand you'll want to keep things more special and seasonal (like the icon-specific poros & finishers), but seeing as there was SO much work put into this & the next Harrowings might not necessarily be about Bilgewater as much, I thought I'd ask.
For PROJECT minions/loading in-game, there isn't really a seasonal cue, right? Are you planning on returning them whenever there will be something Mecha/Battlecast/PROJECT released or around the same time that the five newest PROJECT skins were released (which might then also be the time more come out)?
-Second, what is your guys' opinion on crit chance going from a nice extra to an absolute necessity to an abundance on ADC? Do you feel like there is a problem with the RNG in the laning phase (up until 2-3 items)? What do you guys think about the idea where crit on items (with some exceptions like Yasuo & Ashe) is disabled for a limited time/grows to the item's full potential over time/does less damage?
e.g:
2A) Let's assume the game is 10 mins ongoing and you buy a 15% crit chance item. In the latter case, you could get like 10% immediately (10 mins) and gain 1% per minute until 15 mins when all items gain their full crit potential.
2B) The game has been going for 10 minutes and you buy a 30% crit chance item. This means 15% immediately, as it increases with 2% over time until full potential at 15 minutes.
2C) Game has been going for 20 minutes and you buy a 30% crit chance item. This means you just instantly get your 30%.
3) Instead of 200% from the beginning of the game, crit does about 150%. This makes the fights less dependant on RNG, since it does less damage. Over time, this increases until normal.
I remember back when BloodThirster was usually the first item rushed, IE was a really strong item, but the crit wasn't as necessary to feel like you were doing damage than now.
After IE-rush became the standard, ADC duels became less of knowing your damage and planning it out, but more of planning out a part and hoping you crit to win. You don't crit, but the enemy does, purely by chance => you lose the duel, even if you might have planned it out better.
Then, the tank meta happened (Cinderhulk, a buff to armor, Juggernauts even) where it felt like you couldn't do any/enough damage unless you crit (or you were a champion that automatically shredded tanks like Vayne & Kog).
Now, preseason. I haven't played too much so if I'm wrong, ignore the last part of the question ;)
It seems like crit has become even more of a necessity on ADC, as many more items grant it now as to open up more build paths.