"RNG" and "Competitive" dont belong in the same system. Nor is RNG is a show of skill. Nor do I like being punished for doing everything properly and through no fault of my own. The 2 are actually mutually exclusive and diametrically opposed. you cannot have both.
So on one hand, i do appreciate effort (if we consider "paying attention" effort) being needed to reliably craft end game items.
on the other, I do NOT appreciate RNG being the short-sighted, hamfisted tool to do so. It is the absolute lowest, least effort, and worst designed "difficulty" we could have possibly gotten.
Put also looking at our base system, there is not much they can do other than forcing an RNG wall on us without completely uprooting and gutting the system in it's entirety, or taking several patches to do so.
We went over apples and orange comparisons to savage raiding. so this is dubious by comparison, but imagine for a second that instead of an enrage timer, the boss has a 1% chance to use their enrage every second(or server tick or whatever) of the fight. you could literally wipe at any given moment, regardless of how hardcore, perfect, skilled, or effort you put in. just bad RNG. You drew the "poor" condition. it would be a total disaster of a system.
I do not want to see that be the direction, goal, or core of crafting. Or any system, really.
RNG should exist for risk/reward and NOT success/failure
Honestly, I would like to see players rewarded by the proper use of abilities- managing CP, knowing what abilities would be best, mitigating failure,
and the reward being that they can craft higher tiered items with lower tiered tools and equipment. not requiring melds; and that gear and melds in ADDITION to that ability can allow you to more easily automate the system through macros and such.
in a sense, needing both to automate, and needing one or the other to merely find success



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