Errol Flynn wrote:I think you are missing the point a bit Deep Blue. The 50% spells are not just resistance, they act as a deterrent from being targeted in the first place. So the toss of a coin analogy is not accurate. It is risk vs reward. Is the chance for a good outcome good enough? Can I deal with the failed outcome? these are the questions you need to answer as the timer ticks. You can have a situation where a 20% chance, because the reward would be so great and you can handle the failure is worth the risk. You could also have a situation where and 80% chance is not good enough because the reward is not great and you cannot handle the failed outcome.
I promise i won't continue further with this dicussion as i would be happier if you would comment about my ideas or give yours (unless you love so badly the current system of course).
While i obviously agree on your scenario as it was pointed out already by DW some situations leave you no choices. At that point it comes down to tossing coins. There is no risk vs reward here, no real interactions is left to the players as it is suddenly based on luck. No daring strategy either.
Those skills, especially the low % ones generate no interaction nor strategical decisions between the two players. Sometimes they happen and are awesome, sometimes they give mixed results or terrible ones. Do any player plan around assassin or survival instinct? do these skills reward some kind of "daring" gameplay? Personally i dislike this. If you really like very random things to happen without the possibility to decrease/increase the odds then i dont think we will ever agree
and for the records...how often you saw somebody picking up assassin or survial instinct? lonewolves shield are bit more common but mostly because they are a necessary step (and are much much better in general as you have better odds)
Closed beta tester - Ram & Wolf player
Useful links:
AP army calculator (by Hod): http://dogsofwar.eu.pn/
Useful links:
AP army calculator (by Hod): http://dogsofwar.eu.pn/