Updated specific locations to be searchable, take a look at Las Vegas as an example.
0
This game would be infinitely better without the RNG elements imbedded at its core
Post Flair (click to view more posts with a particular flair)
Post Body

There are many RNG elements that just flat out nobody enjoys being in the game, just to list off a couple:

Power Rune spawns, damage spread, uphill misses against creeps, damage spread on non heroes, many abilities that make or break games on their rng

Like there are a few heroes in the game where RNG is core to their identity. But most of them have even seen buffs to remove a lot of the swing from them.

Chaos knight removed the random ult spawns, had a cooldown on E for a short time, etc. You want to say chaos knight has a flavorful reason for damage spread? Sure. Illusion heroes? Totally okay with it.

But ESPECIALLY in mid a LOT of matchups are early wave dependant, but if you got fucked on the uphill misses and damage spread, sorry kiddo youre screwed. Trying to deny creeps from shadow fiend to prevent souls? Nah you uphill missed the range creep twice in a row and low rolled on two melee creeps on the second wave. Throw that out the window. Its the difference between getting your bottle before 4 minutes and getting the bottle on the 4:30 wave.

Winning lane? Did your opponent coin flip 2 runes in a row with bottle? You lost lane now.

There is literally no reason for this random damage spread on literally everything in the game. Creeps? Towers? Uphill? You will miss many creeps for no reason at all. Im not ok with the tower lowrolling 3 damage and the range creep low rolling 3 damage and so my high roll misses the creep under tower.

Solutions?

Remove all damage spread except for illusion heroes. Towers? Creeps? Heroes? All set to the median damage you see on the profile card permanently. Literally every player benefits from consistent damage.

Remove uphill misses when targeting creeps. Many positions in mid literally nobody benefits from because of these RNG chances. If the lane is frozen on your uphill, the uphill misses on the range creep will force it to shove back out unless you deny, and the opponent cant properly CS on the uphill. Neither player wants this. Keep uphill misses on buildings and heroes. No more missing that range creep like 3 times in a lane because RNG said so.

Add a double rune spawn at 4 minutes and 8 minutes or put back the bounty spawn on the vacant spawn. My opponent being lucky shouldnt make my bottle useless. Many times ill shove in the lane to get bottle priority but they will just walk to the other rune spawn with the creeps behind them and if they win 1-2 coin flips sucks for you, lane over you lost. The early ward for mid is entirely because of the 50/50 rune spawn so you can see which one it is before running to it, and your opponent can 50/50 a sentry to deward for a profit or put theirs down before you and thats MORE RNG swing because of the rune spawns.

Point being there is far too much RNG in the core of mid lane in every capacity

The strongest mids right now all have damage bonuses or high enough damage/mobility to completely and totally remove RNG from the midlane. Spirit heroes will get every rune spawn. High flash farm removes the need to interact with your opponent in the lane. Puck, Death Prophet, Mars, all these heroes weaken the creeps a little bit, big nuke the entire wave and then fuck off and do something else.

The RNG factors punish you for interacting with your opponent and the lane for pretty much the entirity of it.

Author
Account Strength
100%
Account Age
12 years
Verified Email
Yes
Verified Flair
No
Total Karma
65,729
Link Karma
28,974
Comment Karma
36,308
Profile updated: 5 days ago
Posts updated: 6 months ago

Subreddit

Post Details

We try to extract some basic information from the post title. This is not always successful or accurate, please use your best judgement and compare these values to the post title and body for confirmation.
Posted
3 years ago