User blog comment:JmLyan/Chance, the Random Number God/@comment-60764-20130722184214

Effective Randomness, the champion.

Which isn't a good thing, mind you. When it comes down to randomness (as broad as game design or as focuses as, say...Choas Knight) you want to approuch randomness in a more player controlled environment so that while the ability is still random there's a forseeable, non-screwoverable outcome (TF's new passive will always grant gold, Choas Knight's crit will always crit around the same time (just for a different amount). I like to call this "Subtle Randomness".

Effective randomness is also usually often worked against when it IS present in games (for D&D, you have base stats on top of your dice roll, while the die mostly handles hitting something (with the same amount of chance to miss entirely, hit, or 'crit' in between weapons no matter what the weapons are, to which it switches over to Subtle Randomness for damage calc) or is played up upon to a degree that the 'jump' isn't that large (Chen's Test of Faith and it's 200-400 ballpark, Naga's and CK's jumbley abilities, League of Legends's current crit system). It's all about knowing how to apply randomness to something, in the long run.

So...that is what I'm going in when it comes to understanding why this Champion idea isn't that effective.


 * Random Strike's range is far too wide for what it offers, even on a ranged carry. If it worked off LoL's crit system it'd just be a normal/average amount of auto attacks, essentially not being a passive itself (nevermind that it has no synergy with crit and could lead to 1% AD crits and the like).


 * Dice Roll's range is too wide on this too, while the scaling itself is high. For a single target nuke it's rather fire and forget.


 * Lucky Hit's passive is great. The active should changed overall since it seems to work against the kit itself.


 * Slot Reels is, ironically, pretty good for what it does, giving an average amount of bonuses here and there depending. The cooldown should probably raised, though.


 * God of Random Numbers is a pretty awesome ability, as it's like Karma's Mantra but not bad (and it's something of him/the player taking control of the randomness and using it to their advantage, making it the best case scenario each time). The damage/active abilities should be altered since it's too high a bonus (or could be removed and could be given a charge system, 'cause lolKarma). It's interaction with Dice Roll and Lucky Hit are perfect, but Slot Reels could make it land on a default/benefit reel as opposed to it still being random.