Noaani wrote: » This depends. If it is RNG with no modifiers, I agree it is bad. However, if there are modifiers that players have control of (specific stats that increase the chance for CC to land, and other stats to increase your chances of having them not), then it is no longer just about RNG and is now about player preparation and build - two key things that set RPG's above other games.
Guli wrote: » Noaani wrote: » This depends. If it is RNG with no modifiers, I agree it is bad. However, if there are modifiers that players have control of (specific stats that increase the chance for CC to land, and other stats to increase your chances of having them not), then it is no longer just about RNG and is now about player preparation and build - two key things that set RPG's above other games. im sorry but, even if you increase the % for the CC to land its still rng unless its 100%. it will be painful in pvp if you do everything perfectly but your 1 and only CC does not land.
Noaani wrote: » Guli wrote: » Noaani wrote: » This depends. If it is RNG with no modifiers, I agree it is bad. However, if there are modifiers that players have control of (specific stats that increase the chance for CC to land, and other stats to increase your chances of having them not), then it is no longer just about RNG and is now about player preparation and build - two key things that set RPG's above other games. im sorry but, even if you increase the % for the CC to land its still rng unless its 100%. it will be painful in pvp if you do everything perfectly but your 1 and only CC does not land. Yes it will be painful. So create a better build. If you are playing a game where there is reason for CC not landing, and you run a build with only one CC, when it fails, you only have yourself to blame.
Guli wrote: » Noaani wrote: » Guli wrote: » Noaani wrote: » This depends. If it is RNG with no modifiers, I agree it is bad. However, if there are modifiers that players have control of (specific stats that increase the chance for CC to land, and other stats to increase your chances of having them not), then it is no longer just about RNG and is now about player preparation and build - two key things that set RPG's above other games. im sorry but, even if you increase the % for the CC to land its still rng unless its 100%. it will be painful in pvp if you do everything perfectly but your 1 and only CC does not land. Yes it will be painful. So create a better build. If you are playing a game where there is reason for CC not landing, and you run a build with only one CC, when it fails, you only have yourself to blame. uhhh? what?
Noaani wrote: » Guli wrote: » Noaani wrote: » Guli wrote: » Noaani wrote: » This depends. If it is RNG with no modifiers, I agree it is bad. However, if there are modifiers that players have control of (specific stats that increase the chance for CC to land, and other stats to increase your chances of having them not), then it is no longer just about RNG and is now about player preparation and build - two key things that set RPG's above other games. im sorry but, even if you increase the % for the CC to land its still rng unless its 100%. it will be painful in pvp if you do everything perfectly but your 1 and only CC does not land. Yes it will be painful. So create a better build. If you are playing a game where there is reason for CC not landing, and you run a build with only one CC, when it fails, you only have yourself to blame. uhhh? what? Which part did you not understand?
Dygz wrote: » I guess that's what you get for wanting PvP in an RPG. RPGs weren't designed for PvP. And, yeah, if it's gonna come down to character skills v player twitch skills - character skills should trump. Ashes combat will always have some RNG - because it's an RPG. Action combat will have less RNG than Tab Target.
Dygz wrote: » MMORPGs typically have PvP in them as an after-thought. They are RPGs before they are PvP games... and RNG is a fundamental element of RPGs.
JamesSunderland wrote: » The problem with RNG CC vs Non-RNG CC is because they require different types of balancing and how good they work in a game depends alot in the pace of the game and it's killtime, that being said RNG CC is a powerful nerf to the natural powerlevel of Hard-CCs and Hard-CC locks. But i will have to add that its not only: "if its guaranteed = skills matter more than RNG if its not (like it is now in alpha) = if you have bad luck you will die to the on who has better luck." But also: if its guaranteed = it's predictable and your next skill is guaranteed which makes Hard CC lock a thing (Not considering Instant CC removal or CC immunity skills) if its not = if you have bad luck you have to improvise on the fly, maybe use another CC right after? follow-up? Disengage? Reposition? Do you try to build more CC chance or more CC resist?
Guli wrote: » JamesSunderland wrote: » The problem with RNG CC vs Non-RNG CC is because they require different types of balancing and how good they work in a game depends alot in the pace of the game and it's killtime, that being said RNG CC is a powerful nerf to the natural powerlevel of Hard-CCs and Hard-CC locks. But i will have to add that its not only: "if its guaranteed = skills matter more than RNG if its not (like it is now in alpha) = if you have bad luck you will die to the on who has better luck." But also: if its guaranteed = it's predictable and your next skill is guaranteed which makes Hard CC lock a thing (Not considering Instant CC removal or CC immunity skills) if its not = if you have bad luck you have to improvise on the fly, maybe use another CC right after? follow-up? Disengage? Reposition? Do you try to build more CC chance or more CC resist? all im trying to say tbh is the game will be less frustrating the less rng there is.