With the atma quest, SE has introduced a design philosophy - Player skill doesn't matter RNG will determine success.

Will that design philosophy be used going forward?

I am curious, because it is a fairly significant change in progression design. This type of design uses content that requires little to no skill, but has an overriding external random factor that completely determines success or failure of an objective.

I am wondering if we will see boss mob encounters that are ostensibly mindlessly easy fights with the chance that the boss mob might use an insta-kill mechanic that will wipe the group, no matter what they do?

Since the new design method focuses on random factors of success, rather than player skill- I am also curious if we should anticipate other changes, such as insta-kill abilities on otherwise unchallenging overworld mobs... dynamic maps in overly simple dungeons that might populate with dead ends, making the dungeon impossible to complete or other rng based methods that can make otherwise elementary tasks impossible?

Will this be used in crafting? Will there be a random chance for critical failure added to crafting that destroys the crafted item and components?

I was just curious if this new design philosophy is one that is intentional and will be used elsewhere or if it is an aberration?