[{quoted}](name=Tomoe Gozen,realm=EUNE,application-id=3ErqAdtq,discussion-id=PZThd0F7,comment-id=00050003,timestamp=2019-11-23T13:04:25.178+0000)
The definition of "random" means unpredictable, without a pattern.
Nothing you're concerned about, actually randomizes your gameplay that you can't predict.
By your logic, next piece preview in Tetris means that the pieces aren't selected randomly.
[{quoted}](name=Tomoe Gozen,realm=EUNE,application-id=3ErqAdtq,discussion-id=PZThd0F7,comment-id=00050003,timestamp=2019-11-23T13:04:25.178+0000)
"Random" dragons ONLY affects the buff you're supposed to get from them and what dragon spawns next is BEING SHOWN to you, 5 minutes ahead of schedule (first spawn or killing the previous dragon). You know ahead of time if the dragon is specifically worth to you or to your team and whether you want to contest it or not, at a given moment.
Selecting something randomly and then not doing anything with it for a few minutes doesn't mean it's not random.
[{quoted}](name=Tomoe Gozen,realm=EUNE,application-id=3ErqAdtq,discussion-id=PZThd0F7,comment-id=00050003,timestamp=2019-11-23T13:04:25.178+0000)
"Random" plants are again a logical fallacy because, same as dragons, they have specific sectors in which they spawn in. Plants spawn as inactive seeds and take 60 seconds to become usable. The spawn locations for the first wave of plants is predetermined, while subsequent plants can spawn in at least one other spot. You're never going to find yourself in a situation where it pops right in front of you or your enemy, for an "UNPREDICTABLE" situation you couldn't plan for.
Constraints on a random event don't make it not random. Standard dice can only result in numbers 1 through 6, but it's still a random number, even though you'll never find yourself in a situation where a 15 pops up in front of you for an "UNPREDICTABLE" situation.
[{quoted}](name=Tomoe Gozen,realm=EUNE,application-id=3ErqAdtq,discussion-id=PZThd0F7,comment-id=00050003,timestamp=2019-11-23T13:04:25.178+0000)
Omnistone keystones cycle semi-randomly; a keystone is not repeated for 5 rolls after it has been used.
Aftershock is only available to champions who have learned a basic spell that can trigger it.
Predator is only available to champions who have already purchased boots.
Tetris produces each tetromino exactly once before shuffling the bag again, rather than choosing a random one with replacement every time. This is to prevent nonsense like getting 20 S tetrominoes in a row. If tetrominoes 8-13 in your game contain everything but the square, you know that #14 will be the square. And yet, pieces are selected "randomly," even with this constraint.
[{quoted}](name=Tomoe Gozen,realm=EUNE,application-id=3ErqAdtq,discussion-id=PZThd0F7,comment-id=00050003,timestamp=2019-11-23T13:04:25.178+0000)
The idea behind Omnistone is to have a rune that can allow you to adapt to multiple situations and plan gameplay patterns around it. Many champions can work with multiple runes and no champion synergizes with their runes 100%. Some don't even have good options but are forced to use the "best" rune available to them. No rune here is 100% efficient for every champion. That's as clear as day.
I tried out new SR with Swain, running Omnistone. I sure adapted to having Hail of Blades on Swain. Yep, that was an interesting gameplay pattern to plan around.
[{quoted}](name=Tomoe Gozen,realm=EUNE,application-id=3ErqAdtq,discussion-id=PZThd0F7,comment-id=00050003,timestamp=2019-11-23T13:04:25.178+0000)
The other idea for Omnistone is to replace Kleptomancy but not give boons such as free wards, gold, elixirs and potions (among gold bags), which is clearly making champions farm gold by being mostly passive in their lane and poking a bit. This is why ranged champions thrive with it, as they can both abuse their range to constantly harass people and get rewarded for it without getting a kill, in gold.
Yes, Klepto was a bad idea (mostly because of Ezreal, as with many things), but so is Omnistone.