Brainstorm: less randomization
Posted: Sat Mar 15, 2014 1:20 am
Who likes RNG? answer: nobody. While RNG is part of the game and i am ok with it, it should NOT be part of the skills and talents units can get.
Who would take a talent or skill that does something awesome...once in a while? answer: nobody unless it comes in the package (hello flesh golem) or you are "forced" to take it (ring of ice/mist) in order to access an upper tier.
My baseline is: when i take a skill/talent it should do what i want when i want and provide expected results. The player who uses its skills and talents better will win, that is the game i would like to see and i hope the community as well.
The bad RNG skill/talents at the moment are:
- Insensitive (Flesh Golem) = 50% chance to cancel enemy's spell/miracle
- Assassin (Assault units) = 10% chance to score a critical hit
- Ring of ice (wolven lonewolf) = 50% chance to cancel enemy's arrow
- Ring of mist (wolven lonewolf) = 50% chance to cancel enemy's spell/miracle
- Survival instinct (Lion/Grave guardian) = 15% chance to cancel normal damage (melee only ?)
3 of them are as reliable as coin tossing and 2 do something awesome...once in a while. As a comparison, other talents like Elusive...are great even though they simply lower the chance of making your unit get hit (so still RNG) but you actually expect (key word) your unit has a very low chance of getting hit while disengaging.
I would like to gather in this topic the possible ideas in order to remove some extra RNG from the game. I will be sharing my ideas soon
EDIT:
here are my ideas to make those skills less luck dependant and interesting so that there is more interaction:
Insensitive -> make it work like hardboiled but only for spells (not my idea but i really liked it). Maybe absorbing 3 damage can be enough. This would make bad omen/e-touch quite hard counters vs it but golem has such a high accuracy that usually bad omen impacts slightly and e-touch can be played around/dispelled if the pala dies.
Ring of mist -> same as insentive but with a duration. Dispelled if the caster dies.
Ring of ice -> EDIT: a better solution might be that it applies the vivacity buff (+2 DOD on ranged attacks)
Assassin -> critical hit chance to 100% if the enemy unit is surrounded by 2 or more units. Alternatively, if hit rate is higher than 100% it will automatically crit.
Survival instinct -> The unit doesn't suffer the penalties by being surrounded.
Who would take a talent or skill that does something awesome...once in a while? answer: nobody unless it comes in the package (hello flesh golem) or you are "forced" to take it (ring of ice/mist) in order to access an upper tier.
My baseline is: when i take a skill/talent it should do what i want when i want and provide expected results. The player who uses its skills and talents better will win, that is the game i would like to see and i hope the community as well.
The bad RNG skill/talents at the moment are:
- Insensitive (Flesh Golem) = 50% chance to cancel enemy's spell/miracle
- Assassin (Assault units) = 10% chance to score a critical hit
- Ring of ice (wolven lonewolf) = 50% chance to cancel enemy's arrow
- Ring of mist (wolven lonewolf) = 50% chance to cancel enemy's spell/miracle
- Survival instinct (Lion/Grave guardian) = 15% chance to cancel normal damage (melee only ?)
3 of them are as reliable as coin tossing and 2 do something awesome...once in a while. As a comparison, other talents like Elusive...are great even though they simply lower the chance of making your unit get hit (so still RNG) but you actually expect (key word) your unit has a very low chance of getting hit while disengaging.
I would like to gather in this topic the possible ideas in order to remove some extra RNG from the game. I will be sharing my ideas soon
EDIT:
here are my ideas to make those skills less luck dependant and interesting so that there is more interaction:
Insensitive -> make it work like hardboiled but only for spells (not my idea but i really liked it). Maybe absorbing 3 damage can be enough. This would make bad omen/e-touch quite hard counters vs it but golem has such a high accuracy that usually bad omen impacts slightly and e-touch can be played around/dispelled if the pala dies.
Ring of mist -> same as insentive but with a duration. Dispelled if the caster dies.
Ring of ice -> EDIT: a better solution might be that it applies the vivacity buff (+2 DOD on ranged attacks)
Assassin -> critical hit chance to 100% if the enemy unit is surrounded by 2 or more units. Alternatively, if hit rate is higher than 100% it will automatically crit.
Survival instinct -> The unit doesn't suffer the penalties by being surrounded.