One of Henrik's initial promises was no rng based gameplay mechanics.
Why does this rng based gameplay mechanics hinder the core of spellcasting?
There's a probability that I just don't get to play the game.
Sometimes a bandit just interrupts me 7 times a row and all I can really do is sit there and stare, I guess.
If a melee runs up to me, I'm already dead 9/10. It's entirely unnecessary from a balance perspective. And I don't see arrows or melee swings getting interrupted by damage.
At least could we get something consistent? Even if you just designed it like the balance system. Have a threshold of damage that causes spells to be interrupted. Make concentration increase that threshold. At least I'd consistently know when I'm getting interrupted.
I basically already need to have my hand held by melee or a pet no matter the content I'm trying to do in this game.
It just makes losing on mage even more miserable, isn't it something we could get changed?
Why does this rng based gameplay mechanics hinder the core of spellcasting?
There's a probability that I just don't get to play the game.
Sometimes a bandit just interrupts me 7 times a row and all I can really do is sit there and stare, I guess.
If a melee runs up to me, I'm already dead 9/10. It's entirely unnecessary from a balance perspective. And I don't see arrows or melee swings getting interrupted by damage.
At least could we get something consistent? Even if you just designed it like the balance system. Have a threshold of damage that causes spells to be interrupted. Make concentration increase that threshold. At least I'd consistently know when I'm getting interrupted.
I basically already need to have my hand held by melee or a pet no matter the content I'm trying to do in this game.
It just makes losing on mage even more miserable, isn't it something we could get changed?