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Hit rates - Diminishing returns
#2
I do not think this kind of system works in SL2. I know a lot of rpgs, where such is a thing. D&D has critical failures/success(5% chance or one out of 20) or another RPG I used to play where 90% was your max hit rate ever unless successful sneak attack. And it works in those games because you can avoid everything completely, In SL2 where we have 90%Autohit skills anyway, it's only going to make basic attack builds weaker. It means the most tanky person also just randomly has the chance to negate a basic attack completely, on top of taking the hits very well already.

On the flip side a low hit chance character has no disadvantage VS a high dodge. He will still deal massive damage with auto hits through evasion, just with the chance to also have a full damage instance in there.

Generally such a system is not a bad thing but I don't think it works well in SL2 combat system without making major changes to it.
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