Why Item RNG?
Just curious if a dev can shed some light on the decision making process towards leaving a disparity of item reward potential between players. I understand not giving everyone the exact same tools. It allows for creative thinking and problem solving, key components to strategy; however, I feel that we could still create a similar environment while providing a more evenly weighted reward system.
For example, in the original Dota AutoChess the format is similar with randomness dictating the kind and amount of items you can receive. In Dota Underlords, Valve made an interesting decision to set a fixed reward on each neutral camp, but providing players with a selection of items to choose from. This removed the high-end possible drops, but also evened out the low end of possibilities. More specifically it still allows an opportunity for players to make a decision that can be both rewarding and detrimental thus helping to highlight those qualities I mentioned earlier.
I feel that TFT could take a similar, yet unique, approach by setting a fixed amount of item/gold rewards from neutral camps. Some of the later neutral stages do have fixed rewards, Rift Herald and Dragon come to mind as examples of this. Surely the team considered this, or something similar, during the initial design process, and ultimately decided against it. I'd like to better understand that reasoning and what attributes you feel are better showcased with the existing implementation. Thank you in advance for your candor.