Quote Originally Posted by Teykos View Post
All they really need to do to cause a little havoc on that is is reduce the success rate on Steady Hand and Steady Hand II by -10% each to 10% and 20%.
That makes pretty much any worthwhile craft heavily RNG based, at which point everyone reverts to Hasty Touch spam since there's a chance of failing without using it anyway.

At least with the current system (when not using Hasty) RNG is mostly just a good thing. You know how well you'll be able to do, and more RNG from getting Good/Excellent procs just increases how well you do. There is the chance of getting Excellent on a Buff leaving you with Poor on a Touch action, but that can be dealt with via a different 'rotation' and/or planning ahead properly.

Random chance to suck is not all that fun. Random chance to do better than expected though, is a bit more pleasant. It's why Criticals are popular, and very few games have a 'negative crit' system. Closest I can think of offhand is Monster Hunter with weapon affinity. A negative affinity meant a chance to 'crit' for weaker damage, but the base damage was higher to compensate and people knew up front how the weapon would work (and they could get gear to negate the penalty).