In case this wasn't the most obvious thing in the world: battle RNG is ruining the game.
The choices that players make have ceased to mean anything, and battles of all types are determined almost 100% by random control fails, random control procs, random critical hits, random combo starts, etc. Everything from arena to survival trial is an exercise in how many times a player is willing to keep resetting the battle until something completely outside of their control ends up in their favor. This is garbage.If your game requires a player to make choices in battle, those choices need to matter. Randomness has a place, but it shouldn't determine the most important things in the game, such as whether an entire team gets Chaos, or whether an ability gets interrupted.
Some steps in the right direction would be:
- Get rid of abilities that cause control effects on critical hits. Change them into something more determined.
- Rework the control stat completely. (You could change it into something that has to do with elemental strengths/weaknesses (which is a mostly ignored mechanic at the moment), or something that has to do with damage of summons/clones, or anything else besides what it currently is.)
- Change those "dodge" abilties to 100% proc chances but with additional limitations depending on the character. For example, Hinata's mystery skill always dodges the first 4 standard attacks in that round, or Sakura's Substitution Jutsu always dodges the fourth chase in a chase combo once per round. Things like that.
Some RNG is ok and some isn't.
Edited Title for Clarity ~ Tobei
To those who are saying "The developers won't do that" or "The developers don't listen to feedback".
Thank you for your responses, but trying to speak on behalf of the developers, even if you're correct, doesn't detract from any of the points made in the topic post. You're basically arguing against feedback itself, rather than against the suggestions.
A "strategy" game shouldn't have its most important mechanics controlled by RNG.
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