Uncontrolled Random should not be allowed (Kindred Marks or Dragons types)
UPDATE : Post getting downvoted in hell I still believe **Random **is a toxic mechanic
Lol is a skill-based game about **teamplay **and objectives, Randomness doesn't belong here
_ TL;DR can be found down below_
Problems :
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- Wolf passive
https://cdn.discordapp.com/attachments/293500383769133056/351756617005531146/image.png
This passive was tweaked out to be much better, but some random aspects remains- 1°) who's side will the target be ?
- 2°) what monster (among a selection) will it be ?
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https://cdn.discordapp.com/attachments/293500383769133056/351759538510364673/image.png - Drake Selection With the nice addition of drake diversity, we don't have any control over the kind of dragon
Why am i upset about this flawed design ? Because good solutions exist already !
Examples of good ideas:
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was supposed to be an item randomly giving mana or gold
**FIX **: Strictly and determinally alternate between coin and mana
Simple and effective anti-random -
blood seeking marks
**FIX **: The marks appears on "low health targer" or "nearest target"
The reason why hunting marks appears above your head, have clear and determined reasons to do so
Suggestions : Because contrusctive criticism is nice
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I get it, Kindred wolf's is bestial
He would not feel wild if the target was manually selectionned.
Hunger is not selectable (in a coherent theme) -
Hunting targets in Kindred's jungle would have a mirrored effect on the enemy jungle Therefore triggering marks in a determinned location (without needing a menu !!) 1°) The" mirror effect" would be delayed (to not give much information to the enemy jungler) 2°) The ratio of marks in the ally/enemy jungle would be a fair number (that i ignore) 3°) The way the detection is mirrored would be fair ( maybe changing sometimes, i ignore) 3°) This system would still feel kinda random to new kindred Players 4°) But would be valuable knowledge to higher mastery kindred players (knowing what to kill to trigger where marks appears)
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https://cdn.discordapp.com/attachments/293500383769133056/351759538510364673/image.png Drake diversity is a good thing, but they should not be random, or ... There should be an option to determine drake type for skilled players ** ** Players uncaring about dragons types would still keep their **random dragon type **, as usual Let's suppose we don't want more menus, but choices decided by in-game actions (like picking up a Rift Herald Buff) The Nearest interactable elements near a Drake pit is ... **the scuttle crab ** List of possible interactions with a scuttle crab but with no menu :
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Position of the scuttle crab when receiving a killing blow
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If the Scuttle crab was smited (use of a smite during the fight)
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If the Scuttle crab was smited perfectly (use of a smite as a killing blow)
Considering the Scuttle Crab is not a dangerous foe Waiting to execute the scuttle crab at the right position is not a dangerous task But extended fights in an open area draw attention ... Fighting to kill the scuttle crab would be a the equivalent of a low-level baron/drake Because the crab is not the danger, but** the players who fight for this objective are**
The zones could be placed depending of the connexion : High Drake type interest => Higher Visibility by the enemy team Example : People like red drake, so the "crab kill zone" would be near botside, forcing potencials 4v4
TL;DR
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Remove **Random **for skilled player
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Kindred's Wolf marks would be related to where and what jungle monsters he kills
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Scuttle Crab would decide the type of a Drake, depending on where he was killed
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Keep usual **Random **for uncaring players
That's only two examples, there may be some more (random mechanics)
Don't forget to tell me what i forgot !
I'm open to debate and discussion