in my opinion, the less rng the better. The crit rng in many modern rpgs is a legacy of the old games to give that panache in turn based games, but it's one thing to have THE lucky hit that satisfies you, it's one thing to have a random critical hit every x seconds that comes so often that you don't even notice it except with a dps meter. The critical hit as introduced in the souls would make more sense, where it happens because the monster is actually in a disadvantageous state, or you are in an advantageous position. It would make more sense to introduce combinations of skills, positions, and states than to have a rng hit. So, even if they are using methods that may be questionable, if they reduce the randomness in the game in my opinion it is better. And if they want to considerably reduce the RNG it will certainly not be a quick thing for better or for worse.