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Though, I admit that it removes a layer of possible character building (where you spend resources and give gear to improve accuracy over other attributes). But I think the trade-off works well in this game.
It doesn't remove that possibility... it was never there to begin with. You also don't have the possibility to buy gear to improve, I dunno... Charisma? Doesnt mean they removed it... its just not present. And thats a good thing.
It never made sense to me in those games where you control an "elite trained mercenary" and he misses shots on the person 2 squares away from him.
Who doesn't sit there going 'there MUST be another way to do this!'
Well here we have it.
actually RNG is the biggest problem in a turn-based game. as the number of missions are limited and loots are random. the only game that i've seen solve the random loot and turn-based issue is solasta. as they have random encounters hence to get better loot the limited number of missions which could grant loot can be achieved.
game isn't easy even on normal IF you don't have the loot. but devs did a great job by gating the gain 1AP per kill essence only until you kill 2000 enemies. that leave abit of challenge early game.