It would be not PRD, but pure RND with ~20% chance.
It would be not PRD, but pure RND with ~20% chance.
Originally Posted by Urban Dictionary
RNG elements are present, not only with the runes, but in heroes also, you have so much heroes with passive % chance to dodge/stun/blabla.
But, all that goes both sides. The only thing you can't do, is pick the same heroes.
If the other team didn't give the rune up so easily, it would be a better game. Put one sentry on the runes, and gang the motherfucker every 2 minutes
So no, I don't think RNG affects competitive Dota gameplay, it just makes it that much more interesting.
Runes are available to both teams, its not like that every team gets separate runes, and one of them is luckier, in that case, it would.
Same rune, same map, a question of who gets to it better, and who gets to it first.
Last edited by Ohmygonzo; 2014-08-22 at 01:55 PM.
Exactly. PRD may allow you to occasionally tweak the circumstances in your favour, but ultimately chance is the deciding factor in when things will proc. I wonder, however, if things would be better if Hero passive bashes and crits were controllable by the player themselves if things would play out any better? I think it would make for more interesting play around what are otherwise entirely passive abilities. I've already posted one possible way that could be done and I'll do everyone the favour of not repeating myself.
This is a classic case of information asymmetry. Your opponent knows something you don't and is exploiting that advantage. You can only work from the information you have, which allows players to deliberately mislead you if played well. Whats also interesting is that this works both ways in RTS games, your opponent likely has incomplete information about what you intend to do too allowing you to also mislead them also.Originally Posted by Charge me Doctor
The same also applies in Dota. If your opponents don't know what you're up to, they'll have a much harder time making the right decision about how to react to it. This is why warding and dewarding is important, it creates uneven situations that can be exploited to gain advantages. Warding almost never happens by chance, its other players ensuring they know what you're up to to get the upper hand for their team.
Neither of these are anything to do with RNG in the slightest. To quote a certain Priestess, "it's not luck but skill!".