The issue with current RNG system in TFT. Defined:

SuperManlyMacho·8/18/2019, 8:26:31 AM·3 votes·2,568 views

Ok, this is the the issue with the current RNG system in TFT:

The RNG system (Random Number Generator) is like rolling a dice which randomly chooses what you get. However, as this is a random mechanic, this needs to be configured in a way that is not exaggeratedly wide in terms of positive versus negative results. THAT is the issue with the RNG in TFT. How come that you can actually get tons of items at the very first three minion rounds while another player can get absolutely ZERO items in these same stages? A lot of times, well almost all the time, this can decide who wins and who loses from the very beginning. This is pure gamble, "surprise mechanics" that needs to be atoned and balanced.

Riot, you need to place certain rules about this within the RNG system and not leave it as it is. It is not fun or fair to constantly have situations like a vayne with guinso and cursed blade WITH a braum with warmog already in round 2-1 while you just got a negatron cloak because that's what you managed to get on the carousel.

We need a rule to get at least one or two items mandatory as a rule, from minion phases. The current window of unfair item earning is way too wide. One thing is to have the brains and skills to manage the items you receive and champion placements, but not having choices because you often do not get enough items, or no items at all from minions, is just frustrated and "random biased" if that can be understood.

TL:DR

Change the the RNG limitations to allow a secure minimum item drop for all players and fix the impending losing of many players decided by lack of items because of this broken RNG system.

Thanks, i hope that some Riot staff read this and makes justice tho the message we get about our feedback helping them balance and fix things in Team Fight Tactics.

7 Comments

DuskDaUmbreon8/18/2019, 8:38:15 AM3 votes

Early item domination is already accounted for by people with low items early on getting higher drop rates come late-game. If you somehow pull a ton of items from early minions, you're going to get far less come Krugs and Raptors. And honestly getting a gold drop in the first two rounds can be better than item drops because it allows early champion strength.

Dynikus8/18/2019, 9:04:45 AM1 votes

A lot of times, well almost all the time, this can decide who wins and who loses from the very beginning.

I'm sorry, but that's wrong. An early lead means virtually nothing as for how the game will end up. You're overstating the importance of rng in the outcome of a match. if RNG were as big of a factor as you claim it is, there wouldn't be challenger tft players with a vast majority of their games being 1st place finishes. TFT is almost entirely just based on good decision making, with a bit of luck and rng sprinkled in.

TFT isn't far off from something like a mtg draft.

Disulfiram8/18/2019, 9:32:03 AM1 votes

Imagine how much funnier would Heroes of Might and Magic be if you could get 0-4 random skills per level up instead of always 1. Or Monopoli if your starting properties were a random between 0 and 14 with hotels.

Jonesybones8/18/2019, 9:38:47 AM1 votes

You can minigate the RNG. Just ask scarra.

Zyniya8/18/2019, 6:11:14 PM1 votes

I wish you pick a class like say you want a better chance of getting pirates you tick the box and you now have 50% more of getting pirates the catch? They now cost double.