Uncontrolled Random should not be allowed (Kindred Marks or Dragons types)

Necrozard··2 votes·469 views

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 :

Why am i upset about this flawed design ? Because good solutions exist already !

Examples of good ideas:

  • item 3301 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

  • Warwick 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

  • Kindred 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)

  • 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 :

  • Position of the scuttle crab when receiving a killing blow

  • If the Scuttle crab was smited (use of a smite during the fight)

  • 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

  • Remove **Random **for skilled player

  • Kindred's Wolf marks would be related to where and what jungle monsters he kills

  • Scuttle Crab would decide the type of a Drake, depending on where he was killed

  • 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

7 Comments

Automated Riven2 votes

Being able to control what dragon you get means that winning teams simply get three red dragons every game. And personally I like kindred marks being random. It requires the kindred player (and the enemy team) to adapt andake decisions based on the changing information in the game.

Necrozard1 votes

I like kindred marks being random

Yes it's a fresh aspect, breaks monotony !

But if Kindred or even the enemy jungler could impact on it That would be great

Feel you are in control of the Death ! Not** obeying laws of Randomness**

o0O Madoka O0o2 votes

It's not the best for competitive calculation, but Riot has to keep some RNG in the way to make each game feels different dynamically, to prevent you from getting bored easily. It's a business strategy that Riot depends on.

Necrozard1 votes

RNG [...] prevent you from getting bored easily. It's a business strategy that Riot depends on.

Putting 10 players , that don't know each other, in an arena was enough "random elements" to me

But i understand your point, it's relevant

o0O Madoka O0o1 votes

{quoted}

Putting 10 players , that don't know each other, in an arena was enough "random elements" to me

But i understand your point, it's relevant

It's enough for me too, that's Riot's explanation when they came out, and I accept it.

Necrozard1 votes

that's Riot's explanation when they came out

"They" ?

Dragon types and Kindred's marks ?

o0O Madoka O0o1 votes

{quoted}

"They" ?

Dragon types and Kindred's marks ?

Oh, for dragon types. I don't remember anything about the RNG for kindred's marks.

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