Randomness and RNG have been a point of discussion in League of Legends recently, a topic within the community that hasn’t gone unnoticed by Riot Games.
From Kleptomancy to critical strikes, RNG and other random elements are used sparingly in League, but newer elements like the new runes and Zoe have reignited the discussions. The plants that grow within the jungle are one example of a feature where RNG talk peaked last, and now that it’s back again, Riot Meddler addressed the game’s RNG elements in a big way.
Meddler began by saying that RNG has its place in competitive games and can be divided into two main versions: Input and output randomness. Explaining the difference between the two, Meddler equated input RNG to things players can make decisions around while
“Elemental Dragons are an example of that, where the type of dragon is randomly determined but it's then up to each team how they want to respond to it,” Meddler said on input RNG.
“With output randomness
With the basics established, Meddler brought up specific examples ranging from Elemental Dragons to Bard’s chimes. Speaking
“Occurrences of randomness are clearly telegraphed, with minions are marked and the abilities they drops guaranteed to spawn away from Zoe, ensuring it takes a bit more time for her to pick them up. Their impact is based off how Zoe uses whatever she picks up, not the moment something drops (exception: if Zoe instantly picks up and uses something with immediate combat impact). Yet to be seen whether we've got the appropriate items, drop rates, drop positions etc right though. That's a subject of some debate internally, especially around Gunblade and TP. Certainly creates some really interesting and creative moments,
You can check out the full thoughts on various forms of RNG in League through Meddler’s post, and the designer also recommends watching the video above from last year that covers the topic.