Originally Posted by Roamer
Originally Posted by Zerd

Another solution for those who actually like RNG is to make the same modifications, but adding the % chance-based on armor left CC's, like many proposed already.


This that "total armor left %" system
- u could still planning ur 100% CC after shreding all armor (shred armor and welcome to current ingame system)
- u are immune to CC for the first rounds
- mixed party become more valid
- u should not be scare to cast CC if enemy have 1-2% of armor left
- its easy to track ur chances of CC by looking at armor bar
- its better for endgame fights where u are so OP and dont scare of random CC while u have at least 1% of armor
- its better to keep in mind that not 2 types of armor are protecting u from different spells but just 1 - total armor
- it will add more intersting moments into the fights

And i tired to say that we already have tons of unpredicteble things. Or maybe u know where will be water pools after using RAIN spell?
But some guys thinking they are playing Chess with that new mega armor system


Your example of rain is again fixed by armor and positioning, not to mention surface and effect transformation. Yes loss of control or critical debuffs should not be unpredictable.

It's one thing to lose control because you fucked up and whole another thing having this happen because some shit spell rolled that small chance to cc against you. You may not recognize it but the fact of the matter that CC now is much more predictable and planned as opposed to previous game where it was largely RNG fest.

And no, this does not mean that RNG does not exist now, but at least you don't lose turn or get screwed just because ridiculous bad luck happened. And no, it's not chess, but in turn based combat tactics is something valuable and it's nice to be able to plan CC and counters accordingly instead of praying to God almighty.

Last edited by Gaidax; 01/10/17 04:14 PM.