Rework the "Chance to Activate/Crit"

hugemike·9/15/2019, 12:41:29 AM·3 votes·3,459 views

This post is about something I've been thinking about for quite a while and is something I believe absolutely must be changed, the percentage for activation.

It's frustrating when an Ashe with only the first tier of Glacial stuns your unit for the entire length of combat or the cursed blade brings your 3 star carry down to 1 star within the first 5 seconds of the match. It takes the fun out of the game.

Conversely, it's also frustrating when effects like hush, sword breaker, cursed blade or Glacial don't proc at all.

In the main game with the only RNG based combat mechanic being Crit chance it isn't as noticable and doesn't affect the game or lane all that much (unless level 1 tryndamere crits you three times) and most cases of a lucky crit killing you are merely met with an "unlucky" or "feelsbadman".

In TFT however, it seems that RNG controls around 80% of all combat from unit targeting and dash direction to item and unit category activation and it is painful when a two star Ashe with two items can single handedly take down 4 other two stars simply because RNG happened to be overwhelmingly in her favor. (Not salty about that btw... nope, not at all.)

My solution to the problem? Simple. Everything with a percentage activates at 100%.

What do I mean? Every item/category percentile activation that a character has gets it's own "mana bar" so to speak. And just like when a characters mana is full it's "ability" will activate on the next attack.

Examples: Hush is a 20% activation (I think don't flame me) so that means that every five attacks the effect would activate. If, for some reason, you had two hush on one character it would be 40% meaning that your third attack at the beginning of the match would proc the effect and the extra 20% would carry over towards the next activation.

I may not be a professional programmer but I do know that something like this is both not a burden on the program and is a commonly used mechanic. Instead of the computer pulling a "random" number out of nowhere (it's very difficult to make a computer, a thing of logic and order, give you a truly random result (a product of chaos)) it will simply have to do basic math and minuscule data storage, something at which computers are unmatched.

I do love the game but too much RNG will cause people to get frustrated and stop playing. On the other hand, little to no RNG will cause a game to become boring. At the moment, there is too much RNG and I'm only talking about combat without touching on the rest of the game.

4 Comments

KatCallMe9/15/2019, 12:52:29 AM1 votes

That is why i did not bother with this game mode. I played one game and was in first place with full HP until the last person but because RNG screwed me and I could not get any 3 star champs I just got melted by the other person. Anything RNG based is a terrible concept.

Semaj3xt4h9/18/2019, 2:18:28 PM1 votes

True chaos is everything that could possibly happen, every variation happening simultaneously in some anti-realm... meaning "to bring order to chaos" is observing just one absolute timeline, just one instance of it...

you comparing a 1 out of 5 chance for something to occur versus every possible scenario is just crazy... Sure it'd be nice if randomly the cursed blade malfunctioned and had a 1 out of 20 chance to proc instead but isn't the number one complaint about TFT is the RNG?? not to mention you can counter build it with hextech...

If anything they just need to rework an item to be something more similar to banshees, blocking procs/spells every 8 seconds or just stablize the proc effects to something similar to static shivs effect, every 3-8 autos this occurs. Realistically, ranged champions will get like what 10 autos off easily?? a last man standing draven probably more like 15-18 and thats with no attack speed modifiers. The idea that a cursed blade wouldn't proc during 10-15 autos is just absurd with their current formula.