Solmyr wrote: » Autoattacks, RNG-based evades, and automatic blocking are the combat equivalent of autopathing.
Spif wrote: » What are people's thought on the topic of RNG in combat? 1) My impression is that there will be no RNG misses or resists of damaging attacks. Same goes for effects from attacks like DoTs, CC or debuffs. If someone sends it your way, and you don't have a specific effect that keeps from landing, it's going to stick. You may be able to reduce the damage with resists/armor stats, but it won't just be completely nullified. I bring that up because after the mage preview I've been seeing a lot of comparisons to systems where you just stack resists to a specific element to not get hit by it. 2) RNG blocks, dodges or parries. My understanding is that the default level of evade/block/parry will be 0%. I don't think we've seen anything official related to this from the Devs other than active block showcased in the tank preview. There are a lot of options .Tank and rogue are the most likely classes to have something like this. Either as a passive X% chance to block/evade damage, or as an active buff that gives an X% chance. But since all classes could have rogue/tank/other #1: IMO for a modern MMO, RNG missing/resists are not needed. It's just too huge of a benefit for an attack to completely miss, especially in a cooldown based system. For #2, I'm also not a fan of anything passive. But a moderate-to-long-cooldown RNG-based defensive buff would be ok (Ex: gain 30% evade chance for the next 5 seconds). Even better would be a cooldown based buff that negates the next attack against you. I'm more interested in having active block or iframes incorporated into the dodge roll
Spif wrote: » I don't think missing should be more prevalent for longer ranged attacks just so that retreating can be more successful. If the attacks are numerous enough that it rapidly averages out, this in essence becomes:Ranged attacks do less damage the further away you are from your target, due to misses. And I don't like that at all. It means ranged will always have to try to be as close as possible to deal full damage.
Neurath wrote: » Rangers can't shoot within 5 meters. Wanting to gimp them at range too will destroy the class.
Korela wrote: » Random is boring. Combat random is extra boring. I don't see the percentages. I see an approximate number of attempts I have to perform to achieve a goal. So I'd have to repeat my rotation like 100 times until my stun procs... and my attack shouldn't miss... and it should be critical... and my dmg rng should be high enough to win. And if my opponent is luckier than me then I lost (and vice-versa). The value of winning is blurred in probabilities. The only thing player can do is to get better gear, repeat his plan 1000 more times and pray harder. Not skill, but luck. Not a tactic, but skirmish. This is just tedious.
Depraved wrote: » should we allow all stuns and cc to land with 100% chance? then whats the point of increasing a defensive stat? maybe reduce duration? ok then all stuns land but they only last 0.5 seconds to make them balanced, then 2 more land and now you have immunity from diminishing returns. whats the point then? might as well just remove them and give me a dps ability. too much rng feels bad, but also no rng feels bad in tab target