Why not just guarantee an item drop from every creep?

Pierce The Veal·7/8/2019, 7:43:20 AM·3 votes·3,209 views

And if that is problematic, potentially reduce the number of creeps on stage 1 and make that stage take less time, killing two birds with one stone? To prevent ridiculous item combos (aka double/triple rageblade/locket/guinsoo’s), just make it so that you can’t stack duplicate items.

I don’t see why getting or not getting items from creeps has anything to do with skill expression. Note here, I know that the pbe has changes to make certain item drops guaranteed, but that doesn’t prevent people from being three or even four completed items up from you by the end of stage 1, and it doesn’t mean that regular mobs on the guaranteed item drop stages won’t drop items. What this ultimately means is the difference between a good luck streak and a bad luck streak, or heck, even an average luck streak is actually huge. Once again, I don’t see how that benefits “tactics.” The rng of what drop you will get is already plenty enough rng as it is.

27 Comments

Pxerkza7/8/2019, 7:54:02 AM1 votes

PBE

Razor Feather7/8/2019, 6:07:14 PM1 votes

This is a game where the primary skills involved outside of straight knowledge are in flexibility and adaptability. Knowing how to make the most of an item advantage or disadvantage is important. There are some champions who get comparitively more bang for the buck out of one or two items, and others who get comparitively more out of stacking. Elise for example is someone who generally isn’t all that great, and not usually a good choice for item stacking, but she can get a lot of milage out of a simple unupgraded tear, because it makes her ult go off far more consistently. Knowing when its better to go for a hyper carry type item distribution vs trying to get a few units the little bit of extra power they need to be more useful is an important form of skill expression. Further, it appears the way the system is setup is to make it so every bit of extra performace makes a difference. Getting 7th hurts less than getting 8th, getting 3rd helps more than getting 4th, etc. This means that unless the powers that be are actively out to get you, and deal you the worst hand in every match, then players who are good at taking the occasional terrible hand and managing a 6th place finish instead of an 8th place finish will be rewarded.

TheBrothersGrymm7/9/2019, 7:48:14 AM1 votes

too many items

Subdue7/9/2019, 3:26:51 PM1 votes

The average number of items can remain the same, it just needs to be fixed across players. For example, you should be guaranteed 2 items during the krugs stage, but they should be hidden in two of the krugs. If you fail to kill all the krugs, you may not get both items, but as long as you kill all three you should get your 2 items. The items are still random, so you don't lose the component of "Making the best of..."

As for champion RNG vs item RNG, item RNG is much more brutal. There are ways to mitigate champion RNG, such as focusing on Econ to re-roll heavily in the mid to late game, losing matchups giving you a lose streak bonus to aid in this, smart picking during the champion carousel, and flexibility to switch strategies based on what you see other people are doing, with a focus on what fewer (or no one) is picking up. There's literally nothing you can do about item RNG.