Key fragments are poorly implemented.
Please add some clarity / stability to the drop rates of key fragments. Invisible / random chance isn't fun. A rioter had commented something like, "The more keys you find, the less and less they'll drop. However, that chance-lessening factor resets each month." We also got a rioter who posted that key fragments now drop in ARAMs, reasoning that it's no easier to win a game in any mode.
But please don't make these key drops random, and give us some visual clarity on when we get one. Here would be a simple, clear and stable way of handling key fragments
Wins for next Key Fragment [ 0 / 1 ]
So every month, the first fragment takes 1 win. But every time you finish one, it takes 1 additional win in order to get the next. So if I've gotten 3 fragments this month already, and I won 2 games after that, I'd see this :
Wins for next Key Fragment [ 2 / 4 ]
With this formula it would take 1+2+3= 6 wins to get 3 fragments to make 1 key. Not too bad. It would take 4+5+6= 15 wins to get the next 3 fragments to make another key in the same month. And so on... A cap/ceiling of how many wins is required for 1 fragment - i.e., 5 - could be implemented too. Which means the second key may take 4+5+5= 14 wins instead, and the third (etc) key would take 5+5+5= 15.
This would be much more clearer to the user. We also would not have frustrations from one player winning 15 games and not getting a single fragment, yet his friend winning 6 games and getting 4 fragments. Personally, I'm sitting on 3 chests, and have been for longer than a month. I've got 1 key fragment total over both this and the last month. Yet I play every day and get wins on SR and ARAM, at least getting 1-2 wins a day. I have also never received any key fragment on ARAM, ever, even though a Rioter said it should work properly now and should have equal drop rate to SR -- over about 40 ARAM wins since Hextech crafting release.
Thank you.