It isn't good either. RNG needs to be built around. DOS2 is built around mitigation and counter play. Think of it like pseudorandom distribution, damage to armour is like your chance of hitting gradually building up. Healing armour is like reducing the percent chance of success.

The worst part of darkest dungeon is you either work the numbers and walk the game, or you go with the flow and get dumped on because rng favours the enemy.

DD favours high accuracy and high output over hoping low hit rate attacks work. It's a common issue with many rng oriented games. You just go for the good numbers and nothing else matters. RNG always favours the enemy in the long run as they get more roles and only need to win once. Eventually you're just hitting at 100% or building up to just 100% and strategy goes out the window.


gambling on some rng cc affect is not a deep strategic decision. It's just a sign of gambling addiction.