RNG management and player agency (items)
So I was thinking about items, RNG, and why people hate item RNG so much but like champion RNG and I think I've figured it out. It's about player agency. Think about it like this, when you roll for a 3 star champion you can chose when to roll, how many times, which champion or champions to roll for, and how to use your board and bench space best in order to fit what you roll for. When you roll for items? Each player gets a certain amount of chances and it either wins or loses you the game. Look at the amount of text I used to describe the amount of actual gameplay decisions you get to make with champions compared to items. You can't roll for items which makes them extremely non interactive, if you get coins instead of an item you are screwed because you can earn coins in other ways but you lost an item to get more coins and because items are so limited it leaves you at a massive disadvantage.
So, how do I suggest we fix this? First, take coins out of boxes, they should never have been in there in the first place. Second, have items roll for all players instead of individually. What would this mean? It would mean that for example in the bird wave you can currently get from 0 to 4 ish items, but some players can get 4 and others can get 0, under my system all the birds would drop the same amount of items but which items people get would be randomized. For instance, an item rolls to be dropped off if the front, far left, and far right birds, every player who kills those 3 birds would get a random item from each, and no player that kills all the birds would get screwed. I believe that this still keeps build diversity and forces people to build suboptimal items if they don't get the items to build what they want but will also mean that people can't randomly win or lose the game off a minion round because they got 3 more items then anybody else.