4 years ago
A Case Against the Base Resist Chance
Let me preface this post by clarifying that I love this game and appreciate the work the devs put in to improve the player base's experience. Characters kits and game mechanics have come a long way since 2016 and we've seen huge improvements recently made to the latter in the form of turn meter overflow mechanics. We are now sure of the relative turn orders of various characters hitting 100% TM at the same time instead of unnecessarily being at the mercy of RNG.
But we still have sources of completely unnecessary RNG with the 15% base resist chance and, to a lesser extent, the 2% dodge chance. The base resist chance's existence means two equally skilled players using the same counter to the same team with the same mods can achieve drastically different results for no reason other than RNG for its own sake. The 15% base resist chance harms players in all game modes, especially competitive, first-attempt-centered modes such as Grand Arena, Territory Wars, and Territory Battles, where failing to land one crucial debuff (e.g daze in the final wave of the GAS/Ahsoka P2 mission) or negative status effect spells doom no matter how well the player has otherwise prepared for the event.
Moreover, the benefits of applying or gaining effects such as tenacity down /potency up and modding for unit stats such as potency are greatly diminished due to the 15% resist chance. Given that a defending unit with 100% more tenacity than an attacking unit's potency will always resist that attacking unit's debuffs, it is disappointing that there is no way for an attacking unit to *always* land their debuffs on a defending unit (and vice versa for teams set on defense that rely on landing debuffs).
Of course, strategy is a major component. Players who lose battles due to basic misunderstanding of the correct strategy and blame the loss on RNG are not included. That said, an experienced, well-versed player can prepare, practice, and execute a counter as well as possible strategically, yet fail because the negative effect they critically needed is limited at an 85% rate of landing. The existence of the 15% base resist chance may seem insignificant to developers who do not play the game themselves, but those who do play it understand how problematic and arbitrary it is. It is a dated, unnecessary mechanic that injects RNG into competitive game modes for no justifiable reason and does not meaningfully improve the player experience.
Given that CG clearly has at least some intention of smoothing out previously very rough mechanics such as tm overflow, removing the 15% resist chance (or at least adding some way of circumventing it, such as modding a unit for potency 15% more than an opposing unit's tenacity) would be the logical next step in creating a more enjoyable SWGOH.
But we still have sources of completely unnecessary RNG with the 15% base resist chance and, to a lesser extent, the 2% dodge chance. The base resist chance's existence means two equally skilled players using the same counter to the same team with the same mods can achieve drastically different results for no reason other than RNG for its own sake. The 15% base resist chance harms players in all game modes, especially competitive, first-attempt-centered modes such as Grand Arena, Territory Wars, and Territory Battles, where failing to land one crucial debuff (e.g daze in the final wave of the GAS/Ahsoka P2 mission) or negative status effect spells doom no matter how well the player has otherwise prepared for the event.
Moreover, the benefits of applying or gaining effects such as tenacity down /potency up and modding for unit stats such as potency are greatly diminished due to the 15% resist chance. Given that a defending unit with 100% more tenacity than an attacking unit's potency will always resist that attacking unit's debuffs, it is disappointing that there is no way for an attacking unit to *always* land their debuffs on a defending unit (and vice versa for teams set on defense that rely on landing debuffs).
Of course, strategy is a major component. Players who lose battles due to basic misunderstanding of the correct strategy and blame the loss on RNG are not included. That said, an experienced, well-versed player can prepare, practice, and execute a counter as well as possible strategically, yet fail because the negative effect they critically needed is limited at an 85% rate of landing. The existence of the 15% base resist chance may seem insignificant to developers who do not play the game themselves, but those who do play it understand how problematic and arbitrary it is. It is a dated, unnecessary mechanic that injects RNG into competitive game modes for no justifiable reason and does not meaningfully improve the player experience.
Given that CG clearly has at least some intention of smoothing out previously very rough mechanics such as tm overflow, removing the 15% resist chance (or at least adding some way of circumventing it, such as modding a unit for potency 15% more than an opposing unit's tenacity) would be the logical next step in creating a more enjoyable SWGOH.