It's annoying but I like when there are a lot of stats if are well made it gives me the sense of realistic xd
Yeah, that's the issue with binary 'always miss physical attack' skills like blind - what is balanced for four adventurers vs four monsters just doesn't work when the boss has 1-2 attacks per turn and needs to be inflicting damage across the board to challenge the party defences. And so they turn off status effects, leading to the player thinking 'ah well, nevermind tactics, I'll just go with high damage and trade blows vs healing until it's dead.Yeah, those are both great points. I hadn't thought about the importance of the increasing and decreasing odds, but what you said makes sense.
I always thought it was silly when some game just make bosses straight up immune to status effects. To me it seems kind of like an admission that status effects weren't balanced properly. Boss fights are supposed to be the most interesting and difficult parts of the game, so it'd be better if you could use all the game's mechanics in them.
Accuracy stat is literally about raising your average damage numbers.Listening to ERA in the past few days makes me think that the only thing most want in a RPG is big damage numbers increasing. Disgaeafication of the genre
There is no difference in this stat between turn or action RPG lolProbably one of the biggest turn off for turn-based type games for me. I'm right there, don't gimme that shit.
There is no difference in this stat between turn or action RPG lol
Your attack miss in action RPG too.
It should affect damage and how the enemy avoid or not your attack... you can aim at vital point that take huge damage but just barely hit the enemy hands with little damage... you can all miss the enemy too because the movement of both.IMO accuracy is an important stat for ranged attacks, but that's it. If you're in close quarters, accuracy shouldn't play a role at all, it's all about speed and technique at that point. It makes absolutely no sense to see a sword go through an enemy and "miss".
So I'd say, sure, let's get rid of accuracy in some cases.
No.When you miss in an ARPG it's your fault (assuming the controls are responsive), when you miss in turn-based it's a the roll of dice.
Exactly like in action games.If you have 90% accuracy, you have a 10% chance to miss. Whether you hit will ultimately be decided (as with D&D) by a dice roll. There's no way to predict it, no way to account for it or avoid it.
Ya do realize DnD's calculation to hit is based on the strength or dexterity stat, right?
Original Sin 2 is extremely generous with accuracy. The only times I got below 95% accuracy in the game is if my character was blinded, the enemy has very high leadership/an evading modifier or my character was using a severely overleveled weapon.Divinity Original Sin 2 is fucking atrocious with this. I will miss fuckers who are stunned, or 2 inches from me, or frozen. I've never played a game with so many misses.
If you miss or not an attack is based in a dice roll... the master decides what numbers will be miss or hit.Ya do realize DnD's attack bonus is based on the strength or dexterity stat, right?
l You make a dice roll and then add your attack bonus and the GM compares it to the target's AC. There is randomization and the system has its own major issues, but the designers were smart enough to realize that asking a fighter to invest points into a stat besides strength just to hit things with their sword is probably not great game design.If you miss or not an attack is based in a dice roll... the master decides what numbers will be miss or hit.
The master says the chances to you kill him are low only if you get 4 or more on dice... otherwise you will miss.You make a dice roll and then add your attack bonus. There is randomization and the system has its own major issues, but the designers were smart enough to realize that asking a fighter to invest points into a stat besides strength just to hit things with their sword is probably not great game design.
Exactly like in action games.
It is fair and simulate real life.. you can call luck or miracle.
I don't think you realize what I'm saying.The master says the chances to you kill him are low only if you get 4 or more on dice... otherwise you will miss.
But you are will only changing the name of stats when you are still missing/hitting in a random fashion.I don't think you realize what I'm saying.
DnD does not have a separate accuracy stat. It has accuracy tied to your character's offensive stats. If your strength/dexterity is higher, you can roll lower to hit.
It is certainly random, but it's designed in a fashion that doesn't require people to invest in a stat just to hit the broad side of a barn.
was going to post that, akward zombie is so good
While I definitely don't agree with the idea of removing accuracy, this statement is pretty jarring in how you failed to think about the impact such a change might have on a game. It's hard to take this post seriously when it seems like you just had some bad luck in a specific game just now and are just venting, rather than trying to have a reasonable discussion about game mechanics in RPGs.I'm pretty sure that in most of these games, if we were to remove the accuracy stat without changing anything else about the game's design...
It helps add strategies vs. enemies with super high evasion.
.
I've never played it but I swear in every Secret of Mana vid I've watched, the attacks miss like 40% of the time lol
I've thought for a long time that it would be interesting to see what a turn based RPG with no RNG would look like. Buffs/debuffs/and status effects would all work 100% of the time, even on bosses, with the game balanced around that.
I don't think it is a problem in general though. All this is derived from dice rolls and hey, sometimes you swing and miss.
also, in that gif the player unit has presumably only committed to combat becuase they are benefiting from a severely low accuracy on the enemy unit's part that also has a higher raw damage stat, in the event that a crit doesn't happen and they get to counter-attack. I don't see him going on AIforum.com and moaning about it :DI think an accuracy stat can add a lot of risk vs reward tension in games.
I couldn't imagine Fire Emblem, for example, without it. The ability for your character to dodge an attack can make for a very exciting win. And the fact that your character can be hit with a low percentage attack can yield a very dramatic loss.
It all adds to the drama of the experience. Dice rolls in classic pencil and paper RPGs are the same sort of thing.
OP, you can't tell me that moments like this aren't satisfying:
There is no difference in this stat between turn or action RPG lol
Your attack miss in action RPG too.
It's a great system compared to RPGs like older FF games that often just make bosses immune to status effects and thus reduce most of your tactics from the 100+ spells, skills, items and attacks on offer to 'choose highest raw damage, use elemental weakness'.
Hum? You can increase accuracy in these action games... like in Horizon if you hold R2 you are increasing accuracy for the calcs... The Witcher 3 when you hold the attack button and get in slow motion it increases the accuracy... in Dark Souls different weapons has different accuracy... etc etc etc.Depends on the combat system that action RPG is using (Stat-based vs. Skill-based?). I guess maybe Kingdom Hearts or FFXV (haven't played FFXV) or Diablo(?), but not Dark Souls, Horizon Zero Dawn, Witcher 3.