Originally Posted by Alanta
Because crits and dodge usually don't dramatically change the battle like cc does? Not liking the lack of randomness is your opinion. Liking how armor blocks cc is mine. Please don't attack me as being delusional and having lack of comprehension just because you don't like my opinion. I think I know better then you do which system I prefer.


I'm not attacking you specifically, I just really dislike the line of thinking people like you reason along.

RNG in RPG games represents your character's ability to perform actions that require input you as a player cannot provide, such as aiming their attacks at specific locations or overcoming the enemy that attempts an opposing action.

If the issue is that it alters the flow of combat too severely to be tied to RNG, the proper solution is to make CC weaker, not alter the rules by which it is applied(though the latter may be part of the former).
There are ways to change that that do not involve removing the RNG. Like for example making it so that not all CC is multiple turns long, or not having four identical hard CC effects with different flavor text(I'd go even as far as not having hard CC at all).
The solution chosen by Larian and subsequently paraded by some people as the best thing ever right now generates more flaws than it has benefits.

Fights are still about chaining CC, the condition for getting a chain going so simply changed from a lucky roll to concentrating attacks. A strategy that was already optimal due to the way every fight in the history of fights works: the faster you get rid of a pawn, the less moves it'll make, and one that still offers little to no opportunity for the enemy to respond once it gets going.