JustVine wrote: » What are your thoughts on a 'miss' being a partial fail rather than a full fail? That way the technical element of the action mode are the 'real' miss while you still get a 'partial things not going to plan' miss via the rng.
CROW3 wrote: » JustVine wrote: » What are your thoughts on a 'miss' being a partial fail rather than a full fail? That way the technical element of the action mode are the 'real' miss while you still get a 'partial things not going to plan' miss via the rng. I like the way you think, Vine. This can be a pretty interesting middle ground. So, if I'm hearing you accurately, it looks something like this: When a player casts a hard cc, there's a roll against a global 1/1000 chance to miss (mitigated by some stat aug), if the roll fails then do a quick roll on another table that could be something like this: Roll Effect 1 Miss Entirely 2 Hit for 10% dmg / duration 3 Hit for 20% dmg / duration 4 Hit for 40% dmg / duration 5 Hit for 60% dmg / duration 6 Hit for 80% dmg / duration Is that close to what you were thinking? If so, I think it's awesome.
bigepeen wrote: » Between two equally skilled players 1v1, the battle is decided by luck if you're using a CC rng system. WoW's PvP system is just plain bad.
JustVine wrote: » No. The 'miss entirely' would only apply to 'physically missing the action mode attack' (the aforementioned compromise. The rng miss reffers to the 'partial fail'. The amount of variance in the 'partial fail' doesn't technically matter as long as both players have the same amount of information as to what roll resulted. It is just generally easier to only have three different categories (ie physical miss, rng partial miss, and rng success.) If the game goes tab only the 'true' miss would have to be part of the roll. I am just not assuming the game is going full tab.
CROW3 wrote: » JustVine wrote: » No. The 'miss entirely' would only apply to 'physically missing the action mode attack' (the aforementioned compromise. The rng miss reffers to the 'partial fail'. The amount of variance in the 'partial fail' doesn't technically matter as long as both players have the same amount of information as to what roll resulted. It is just generally easier to only have three different categories (ie physical miss, rng partial miss, and rng success.) If the game goes tab only the 'true' miss would have to be part of the roll. I am just not assuming the game is going full tab. Ah, ok. So remove the chance to miss from RNG entirely, such that when that 1/1000 roll is hit, the result is only a glancing blow of some percent damage / impact / duration, etc. Is that what you're thinking? If that's the case, what governs a miss? Or does everything hit in the 'middle ground'?
Noaani wrote: » I mean, I agree that if you have a game where landing or not landing a CC is the difference between winning or losing, having that be controlled by one case of RNG is bad. Thing is, that isnt the fault of RNG, that is the fault of having one CC be the difference between winning and losing.
mcstackerson wrote: » A place that doesn't usually have rng is healing. Do you think heals should have an rng chance of not healing? Would it be fun if the tank of your raid died because rng decided the last few heals would fail? This is the feeling people are talking about. If heals were rng, then i'd imagine you would find it frustrating if you did a boss's mechanics right but lost because the rng wasn't on your side.
JamesSunderland wrote: » mcstackerson wrote: » A place that doesn't usually have rng is healing. Do you think heals should have an rng chance of not healing? Would it be fun if the tank of your raid died because rng decided the last few heals would fail? This is the feeling people are talking about. If heals were rng, then i'd imagine you would find it frustrating if you did a boss's mechanics right but lost because the rng wasn't on your side. Heals usually don't have a rng chance for "apply or miss" because it follows the RPG logical idea that "you and your allies will not try to escape from your own heal", even tho heals usually have Critical Heal chance RNG.
Noaani wrote: » bigepeen wrote: » Between two equally skilled players 1v1, the battle is decided by luck if you're using a CC rng system. WoW's PvP system is just plain bad. The problem with WoWs combat system (in regards to what we are talking about) is that CC matters too much. A 6 second stun has no place existing in any MMO. If you lower the duration to 3 seconds, which is the longest a stun should last, then a stun landing or not has a significantly lesser impact on the outcome. I mean, I agree that if you have a game where landing or not landing a CC is the difference between winning or losing, having that be controlled by one case of RNG is bad. Thing is, that isnt the fault of RNG, that is the fault of having one CC be the difference between winning and losing.
mcstackerson wrote: » Noaani wrote: » I mean, I agree that if you have a game where landing or not landing a CC is the difference between winning or losing, having that be controlled by one case of RNG is bad. Thing is, that isnt the fault of RNG, that is the fault of having one CC be the difference between winning and losing. I'm not sure if i'm getting you but i don't think people are talking about a case where there is one ability you need to land to win a fight if that is what you are implying.
mcstackerson wrote: » I have played games where you can fail to cast your spells (including your heals) but that isn't my point.
mcstackerson wrote: » Instead of trying to say it's not a thing,
mcstackerson wrote: » I'm talking about.a situation where you can fail an encounter because something crucial doesn't happen when you need it to because of rng. think about it. How would you feel if you failed a raid because your healing spells failed because of rng and your tank died?
mcstackerson wrote: » When the first heal failed would you having to "adapt" feel rewarding?
JustVine wrote: » What do you pro-rng people think?
mcstackerson wrote: » Instead of trying to say it's not a thing, think about it. How would you feel if you failed a raid because your healing spells failed because of rng and your tank died? When the first heal failed would you having to "adapt" feel rewarding?
JamesSunderland wrote: » Even tho would still be mad as a TT heal doesn't make any logical sense to fail at all.
Magic Man wrote: » Nope, stun is hard CC.
mcstackerson wrote: » How would you feel if you failed a raid because your healing spells failed because of rng and your tank died? When the first heal failed would you having to "adapt" feel rewarding?
Xerheart wrote: » I am kinda late to this discussion so my apologizes if I repeat anything: I feel like there should be no base chance to miss a CC, or heal or even hit. I think most games remove the hit stat for a reason, it tends to be a boring stat to have to optimize around. I would rather hit for less, than not at all. If CC is really broken, then I would rather it not be tuned around a chance to miss and rather have its duration tuned or DR adjusted. I am on the fence about a dodge/parry/block stat that works in PvP. I am fully on board with spells that would make missing/blocking/dodge, etc. happen. IE: Necromancer curse that you place on an enemy for X seconds that gives a 15% chance for heals to not be effective on an X min CD. A rogue evasion, that would block physical-based stuns and snares for X seconds on an X min CD. Or a spellmancer's magic shield that reflects the next spell. etc.. I think skills like these balance out RNG and player agency. Allowing for options for meaningful counterplay, but also some luck-based combat. (Maybe the necromancer put that anti-heal curse on me a rogue, but I have a bunch of movement skills up, so I can kite for the duration of the buff. Or the enemy team plans a stun for me while it's up, to try and force my healer to use mana to try and have a chance of me surviving.)
CROW3 wrote: » Welcome to the ever-continuing RNG conversation. I’m a little confused with your points. Could you help me understand where ‘luck-based combat’ comes into play when it seems like you want to remove RNG from the equation?