|
Hmm, I hope I can add something to this issue aswell, big post incoming!
RNG could also generally be seen as a way to smear out performance differences, be it skill based or balancing based. This can allow you to win/loose an otherwise pretty clear game and it may be different in your next game.
While true imbalances are constant factors and RNG a distribution it can be (depending on implementation and sample size) very hard to filter out the RNG. So for the developers RNG overlaps the effects of (fine/weak) imbalances pretty good and therefore balancing may be easier, aswell.
I would say that objections against RNG are mostly based on individual attitude since it may affect the outcome but not skill itself and if you'd be just interested in maxing skill RNG doesn't do anything.
Ideal gameplay to me is based on the given framework and even though I also freak out sometimes when RNG hits too hard I aim for the best possible result within that given framework. As already pointed out RNG is quite skill independant, it only matters if you choose very RNG-based strategies (if you take strategy choice as part of skill).
If you want to have a competive Tournament mode, on the other hand, you need to priorize the skill aspect, which is the case in the arena system you are just expected to loose aswell and generally play a lot.
There are strategies that rely on one talent to hit to ensure a win, if you can't come up with a better strategy you already have the optimum and if you play perfectly your win% should be above the one the RNG-factor of your key-spell would predict, that's your personal limit and as ideal as winning 100% of the games in a framework that doesn't involve any RNG.
With such a system one basically has to distance oneself from the idea of "being the best means to win all games". While you may have trouble to accept that it's forced upon you by the rules of the game and these are the ones you ultimately have to follow if you want to be successful.
It makes sense however (and that's what this thread is about), to talk about future changes, but don't get sticky with ideals that will never be reached.
I think one should also talk about how to deal with RNG, since even if Blizzard would change anything it will take time for that to happen.
You should rethink your strategies and tune them to have minimum RNG dependency or highest win% (based on RNG) if you want it to be most skill based.
I can imagine, though that particularly these key-talent-based tactics where RNG is noticed the most are actually the most sucessful Yet I don't have evidence for that as for now.
Also while in battle you can do a lot to keep RNG-influence low or make the best out of it by utilizing some maximum likelyhood principle:
If you are a healer with a mace-warrior on you for example, you may keep yourself topped off untill you have the first mace-stun proc since if we say it's an 20% chance per hit (it isn't) the chance to get two in a row is only 4% and you are not likely to encounter that.
If you are in danger to go low on health you may use your recovery talents before that's actually the case to be more independant of lucky dispels/interrupts through stuns.
|