About your response to Item RNG

Bârd·8/11/2019, 2:49:20 PM·76 votes·14,909 views

We think high game to game variation is very important for TFT given adaptability is one of the most important skills TFT tests We don't think solutions like exact same number of items per player every game are the way to go

You absolutely should give the same number of items to each player.

Sure you can say "if we give people all the same items, they won't have to adapt", but that's just not true. They still need to adapt to which items they're given and how they mesh with the composition they've built.

It's great to want game-to-game variation.

It's not great if that variation is just "you get no items this round, but this other guy gets a Deathcap+Yuumi on his Kennen after Krugs". There's no strategy you can build around that, you're just being locked out of the match by no fault of your own.

The solution here is pretty easy: Keep the RNG there, but have everybody roll on items together.

  • At the start of every neutral round, randomly choose which units will drop items.
  • These units will drop one random item for every player who successfully kills it

You'll still have games where there's jack shit for items, but when it happens it's not your bare-bones squad going against an RFC+BT Draven, and in the very rare situation where that ends up happening it's your own damn fault for losing to neutrals.

Hell, you'll even retain just a little bit of potential for luck giving an advantage, since even in this system you'll occasionally get a situation where one guy gets the perfect items for his kit and you're stuck with six Tears on Gunslingers.

30 Comments

BigIdea8/11/2019, 8:16:04 PM21 votes

There's no point in making these posts anymore. There are hundreds of threads making these same points that should be super obvious to anyone remotely capable of logical thought. Riot's clearly noticed them and I'm not convinced they actually think widely varying item drop rates make the game fair. That being said, their refusal to implement this change is likely the result of some unknown agenda.

Metal Janna8/11/2019, 5:05:15 PM11 votes

OP is correct. There would still be plenty of RNG if every player got the same number of items from the same creep waves. It kind of feels like Riot's balance team has an aversion to doing the obvious thing. Every time there's an obvious solution to some balancing problem they go "nah, we're not giving that the simple buff/nerf it needs... we're giving it a mechanical change that will, in effect, buff/nerf it".

Sometimes the obvious solution is correct, riot.

Bregan8/11/2019, 5:03:27 PM11 votes

they cant fathom the concept of "sure, every player gets the same count within a match, but we can still vary how many items players get from match to match, or even what rounds they get the majority of those items"

even though its not a hard concept, they suffer from the DELUSION that normalizing the count will stagnate the game. WHICH items you get will still be random. they still have control that one match every player might get 8 items from neutrals, and another match every player might get 12 items from neutrals. they still have control over whether everybody gets a bunch of items early and a few items late, or a few items early and a bunch of items late. they dont understand this SIMPLE concept. would it be difficult to code? probably! but its still a simple CONCEPT, and more importantly an efficient and elegant solution.

GhostMyst8/11/2019, 8:18:35 PM11 votes

I agree 100%. The only thing that is truly ruining this game for me is the complete lack of counter play when you get no items. As the other player said. Game variation shouldn't be auto losing with no items.

Give everyone the same item drop rate and let the player build around what drops. Let comps and build strategy be the hero in who wins and looses. Not rng on number of items. Keep mind you still have the struggle of roling the champs you want, like that 3rd Gnar, am I right. Getting dumpstered by an item stacked team is so frustrating. Giving players an equal chance to build and itemize there compositions can't possibly hurt your game. Having 4 players per game get screwed on rng and loose LP can hurt your game. If I get bottom 4 with the same number of items as the top player at least I'll feel like I had a chance. I suppose this dosen't solve the gold Kha'zix at 3-1 kicking the stuff out of me but hey one problem at a time.

Spacesuit Spiff8/11/2019, 8:57:55 PM9 votes

Game's dead to me if they stand by that quote

serLonzelot8/12/2019, 12:13:09 AM6 votes

Sooooo they want to keep the rng in tft so much because they are afraid that if there isn’t enough variety people will get bored and stop play it since every game feels the same. yet the whole reason I don’t play it is **because **the rng is just to unfair. how can a game be fun when the reason you win or lose is because of the amount of items you get... sure fun to face a rfc and BT on the first round when all i have is sapphire crystal. neither is it fun when I’m the one with the huge item advantage.

Beacon Academy8/12/2019, 4:11:35 PM5 votes

There is not a single situation where gold is better in the long run than items

I'm already econning ffs.

Comicman8/11/2019, 5:19:58 PM5 votes

There are strategies that can work when you get no items, but most of the times you should be happy with ending up 2nd-4th. I am fine with the RNG drops or no drops early, but it SHOULD balance somewhere in mid game as it feels so bad and unfair when you sitting there with single completed item thanks to the 2 carousels and you are forced to fight against people with 4 or more. In theory, it could maybe work the way as it is now if Cursed Blade didn't exist you could hard focus on econ and getting level 3 units or level 2 5costs asap.

Kegan Arto8/12/2019, 7:14:22 AM4 votes

I swear to god when im playing TFT I just feel like a mario character.

https://giphy.com/gifs/S72VrJARS1NPzROid0

Champion Skin8/12/2019, 12:23:04 AM4 votes

If they don't want to give players the same amount of items then they have to either massively nerf items (so the one with fewer items aren't as screwed) or nerf it so that champions can only hold one or maybe two items

Or a combination of the two

Xhaiden8/12/2019, 11:02:00 AM3 votes

It's not just the items. EVERYTHING is based on RNG in TFT. Besides items...

  • the Champions you get are based on RNG...

https://imgur.com/YTO1Ksh

(late game - all your units are lvl 2 while the enemy can have 4 tier 2 and 3 units lvl 3 / again, those are not even tier 1 units but tier 2 and 3 - even more than that "they're exactly the units he needs for the Yordle comp Veigar Lulu Poppy Kennen

  • even the LP gains for wining 1st place seems to be based on RNG

https://imgur.com/5zLprOX

Which makes me wonder - do we get much vs similar ELO in TFT or even that is Random, (Plats vs Silver and Bronze)? 🤔

Homeless Veteran8/11/2019, 9:05:49 PM3 votes

Yeah, I can't tell you how many games I've gotten like 14 gold from pve rounds. 1 Guaranteed item and then whatever RNG bonus items that want to drop (or BONUS gold, not pity gold) sounds like an agreeable solution.

Son of spartar8/12/2019, 2:36:26 PM3 votes

Just played a game where i got given 6 item 1057 and 0 offensive items. Couldn't build them into anything other then dragon claw.

Lightningfst8/13/2019, 6:32:28 AM2 votes

There are very few situations where I would want gold over items. The only one I can think of being an early Tier 2 champ from the first carousel. Even then come late game I would rather have had the items. The more items you get, the better chance you have of adapting based on what champs are available. By lessening the chance of a player to get items, you put them behind the rest of their fellow players. Even going early XP or trying to get early economy isn't worth it.

Xhandel8/12/2019, 8:53:11 AM2 votes

To be honest, i´m at 50/50 with this issue.

As an example, there was a game where i had everything allright on champions, i was playing brawlers + assasins, I had everything at 2 stars, including Akali and Cho, i was lvl 7, had good econ, had void comp with kha, cho and rek, and the brawler comp got the 4 man bonus with blitz and Voli. I had the standart positioning for that comp. I got 8th place that game, losing the round before raptors, why did i lost if i had everything ok on comp with the champions? easy, I only had 2 full items, a BT and a RFC on rengar, thats it, from the 4 parts that made those 2 items, 1 was the initial pick, 1 dropped on the initial minions, and the other 2 were from carusels. Neither krugs nor wolves granted me items, and i lost because of the disparity on that matter with the other players.

Now do you think that someone that does the things good, makes good decisions, knows when to do rolls or what to pick, should get punished because "you can get the same amount of items late game"? come on.

I also dont agree with "everyone gets the same amount of items every time" because that would reduce the game to who have the best luck on the rolls.

In my opinion, what they need to do, but will not do because, riot, is to set a minumum of one item per neutral monster stage, removing the stupidity of the 5 coins, keep the same amount of items for everyone, dropped at random, the same way it works as today, but ensuring that every neutral monster stage will net you one item and not a box with 5 coins.

UnityOE8/12/2019, 12:15:16 AM1 votes

I hate getting one item from a PVE wave and then next battle I fight, someone who I had previously trashed now has a fully built Lucian who shits down my neck.

1 Inch and Proud8/11/2019, 3:45:10 PM1 votes

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Pxerkza8/12/2019, 8:59:08 AM1 votes

in my experience players that die first are usually the players that get the most op items and the most items

champion rolls and properly allocating your econ for levels/rerolling is what determines your positioning

Items are OP but they don't decide your games getting strong champions and leveling up at proper times is what often wins you the game