Poofah wrote:I hate it. The removal of RNG was completely superficial -- at the critical decision making points in the game, there is actually more randomness than ever. For example, suppose opponent is at 250 health. Old system: I need to hit once, and my attack has 90% accuracy. New system: I need to get a 'high' hit, which is 50/50.
Over entire fights it's a nightmare to calculate odds. Old system: opponent has 1500 health, my attack does 400 -- ok I need to hit 4 times, and it's 85% accuracy, so it's 0.85^4 = 52% chance to kill in 4 turns. This is simple-- and I need to re-evaluate these odds on a turn-by-turn basis, so it's absolutely crucial that this be an easy and intuitive calculation. Also very importantly: *the outcome is less random as health gets lower,* as shown in the first example. Therefore as the decision becomes more important for the outcome of the game, it also becomes more predictable and therefore more subject to skillful decision-making.
Yes. The influence of decision making has drastically been reduced. A players skill has less impact on the outcome of the battle. Where misses slowed the game, crits make the game faster. I personally found it easier to deal with an additional round, than having 0.5 less rounds to make your move.
I knew what would happen from a 5.2 team that I played. Crits have been game breaking when I used the Corefire Imp. I used a certain N of auto attacks before I used Immolation. I would drop my health to 200 or something, before healing back up in the back row. If the opponent had a crit, I would lose. I would only lose when the opponent crit during the LAST two rounds, since I could change my game-plan during any other move. The unpredictability has been changed from 5% to 50%.
I do believe that one can play around this. One must map out the whole battle.
If you are far ahead, use risk avoidance. Assume the worst case scenario, and play around that.
If you are far behind, take risks! Assume that they will hit on the low end, to possibly gain another round.
But like I said, the influence of your predictions has less impact.
I would recommend using strong teams. The influence of team setup has increased.
I however need more data to make a real judgment.
Poofah wrote:All this just means that: at the start of the game, the new abilities provide a more predictable outcome. But when the game is actually on the line, the new abilities are much more random than the old ones. And the new abilities are absolutely horrible to calculate odds for, whereas the old ones were easy. I thought they did a good job on these abilities in theory, but it's absolutely miserable in practice.
I've predicted this, although I expected worse.
I assumed people who supported this system wanted more randomness. As in, they do not want to lose when they were ahead due to misses, while accepting a more random outcome in general. It does allow new players to have a better chance.