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Having dedicated monsters with high dodge % is fine so you have to prepare counter measures against them but making everyone revolve around dodge is just a cheap way to increase difficulty. It will lead to cheesing with weapons that have skills with true shot. Having some RNG in your game is fine, but again, dont overdo it or it will lead to many problems and a negative player experience.
And what about melee? You will have to give melee weapons an accuracy buff otherwise everyone will just use ranged. Nobody wants to send their characters in melee just for them to miss everything and die.
The way ranged damage worked in Prologue is perfectly fine. I dont want a second X-COM.
It looks like I have to spend one point in Accuracy just to be able to hit, and not spending that point on different cool stuff, if there is any.
Where is the fun in mandatory stat point loss?
I can understand that a touch of randomness can spice up a game, but honestly in that case I absolutely don't get it. It creates issues where there were none, and it doesn't give any depth to the already existing game mechanics.
If you want to make the game harder, there are a lot of tweaks you can do on a tactical perspective (HP, damage, armor, resistance and so on) without having to rely on a damn random factor.
Thanks for the feedback :) Just so you know, the game will feel very different from the Prologue, since this one is very old and we did a million changes on it :)
We hope you'll like the full game even more!
Hopefully this game is REALLY solid to compensate for such a stupid design decision.
When I saw it in the devblog I was pretty upset. Dodge is trash in litteraly every games I've played. It's so bad. I really hope that it will be implemented properly here. Melee weapons should never miss, except against an ennemy based on dodging... At least this would give a good balance to melee weapons.
I guess we'll have to wait June 3 to test this out ourselves.
I completely agree with this. Dodge chance never feels good to fight against. Difficulty can be done in many ways - cooldowns, tweaking health, defense or offense - or making enemies act smarter. While dodge chance forces players to adapt and shift strategies - which is a good thing for variety ON PAPER - losing to a %-roll is the worst feeling a tactics game can have ESPECIALLY if it's a survival type of game (like The Last Spell is).
In this type of game losses tend to snowball easily, which is punishing if you make a mistake - but a source of pure frustration if it's because of pure bad luck. I might be talking for myself only, but over-reliance on RNG is the main reason why I abandon, refund or skip tactic games (a genre which I otherwise love).
Would be senseful with your thought process, wouldn't it?