I'm not trolling, I've realized that RNG is the neccessary flavor for the game to have good atmosphere. It's an unseen hand influencing decisions you make and the thing that makes you revisit those experiences in your mind afterwards, creating a bond of imagination with the game world.
his bounty hunter was suffering from Paranoia. it gives a chance that the character will gain stress and refuse to eat food when you camp. gaining stress caused him to reach 200, which caused a heart attack, which killed him, which caused more stress to the rest of the party.
So what practical gameplay purpose do heart attacks serve? Why were they implemented? Was it to prevent some kind of scum tactic or something?
I see people complain RNG so much when it comes to this game when its rarely been a problem to me. I feel like the game gives you enough options to "manage" RNG and a good sense of caution can be all you need.
The only time RNG has really fucked me over in this game was a 1 fight out of 1 run where I got crit 4 times in a row on a single hero.
most people don't get past first boss
Another anon compared it to the chaos that surrounds the dungeon, which I thought was pretty accurate. It does seem a bit much at times, I've had hunger twice times backtracking four rooms, then not get it at all over a longer distance.
Necromancer is pretty easy with the right team, you just need someone to pull him forward, and a good dps like a bounty hunter or abomination.
I just killed him with shit tier Plague Doctor, Man at Arms with torn rotator, based Houndmaster and Dismas the Highwayman. Was very easy, Plague was lvl1, rest were lvl2 with upgraded weapons to lvl2. If I kill a boss without a healer I consider him easy.
RNG can have a place in singleplayer games, but in competitive multiplayer it has no place, as any element of chance means that the match is no longer a pure test of skill between two players. That being said, in non-competitive multiplayer, like Mario Party or something, it can be fine.
The real reason people don't like RNG in a lot of situations though is that, when implemented poorly, it's something that can completely screw you and you have no influence over. Alternatively, it just makes the game boring. Look at the card game War, or Candyland. Those games are literally entirely RNG, and you can do nothing to influence them. As such, they're utterly boring.
>RNG can have a place in singleplayer games, but in competitive multiplayer it has no place, as any element of chance means that the match is no longer a pure test of skill between two players.
I disagree. RNG can test the player's ability to adapt to unexpected circumstances. There's a certain level of bullshit, such as "give one player a rocket launcher to start and another player the nerf bat" that's unacceptable, but as a concept, I don't write it out.
Because it's a tactics game without tactics due to it?
Literally all you need to do is get two frontliners with a forward charge and bash your head against the wall while playing a pussy, and you've beat the game. Great, deep, genius, fun.