Nepoke wrote: » @CROW3 Miss chance can be replaced by a % damage reduction in proportion to the miss chance, as that is exactly what it is on average, to convert a game with miss chances into one without. The result is a less frustrating game overall, though I'd rather the game was designed without evasion as a stat from the start. I see no reason to miss an attack (especially with action combat) unless a dodge or a blind of sorts was used.
Dreoh wrote: » Imagine arguing that your ability you fired and committed an action to should have a chance to not have any effect and thinking that's a good argument. That shit would never fly in the fighting game community.
Nepoke wrote: » If the dodge, parry or absorb are just chance based passive attributes, they fall into the "being cheated out of a hit" category in my opinion.
Dreoh wrote: » Fighting games are entirely PvP from the ground up and have been optimized over the lifetime of the genre to have as fair and engaging PvP as possible.
CROW3 wrote: » Dreoh wrote: » Imagine arguing that your ability you fired and committed an action to should have a chance to not have any effect and thinking that's a good argument. That shit would never fly in the fighting game community. Valid, so let's just take that perspective as correct. However, this isn't a fighting game, and we (the AoC community) are not that community. There may be folks from that community in this game, but there is still a context change. This is pvp within the context of a MMORPG. Hence the conversation.
Noaani wrote: » Dreoh wrote: » Fighting games are entirely PvP from the ground up and have been optimized over the lifetime of the genre to have as fair and engaging PvP as possible. Which fighting game is it you have in mind where players create the build and select the gear?
Noaani wrote: » I agree with this in the absence of any means for players to increase their hit chance. When players do have that means though, this "being cheated" then becomes simply a need for better gear, or a change of build to increase your chance to hit.
CROW3 wrote: » Noaani wrote: » I agree with this in the absence of any means for players to increase their hit chance. When players do have that means though, this "being cheated" then becomes simply a need for better gear, or a change of build to increase your chance to hit. Yeah, that's the direction I would lean to as well. There are tradeoffs with a spec and gear. For instance, investing in 'to hit' instead of 'dmg per hit' so I would hit more often, but for less. Or 'dmg per hit' instead of 'to hit' so I have a higher % chance to miss, but my hits do more dmg. Or a balance between the two. Or I invest in both, but I then don't spend the points in another part of the tree to get "BF DPS ability." This is very much how builds in Path of Exile are managed (let's set the META part of that game aside for the sale of this discussion).
Dygz wrote: » Actually, no. Because if you're going to severely limit RNG, you're probably going to make a game that is a different genre than RPG. Which is why, in Ashes, the devs have made it clear that they are balancing for 8v8 with rock/paper/scissors. It's also why Steven has said that if it's a choice between Tab Target and Action Combat, he's going to go with Tab Target.
Dygz wrote: » That's like saying restricting hands from moving the ball down a soccer field is damaging to soccer because ball games are better when you can use your hands.