Splinterlands - rework the miss %

in Splinterlands3 years ago

If I've said it once I've said it a thousand times. They need to do away with the 10% miss chance for monsters with a 1 speed difference. It makes otherwise really great battles simply assenine, and takes away from the strategy of the game. Monsters with HIGH speed can be used strategically, but when generally even speed monsters miss and it's a game-deciding factor, it's rage inducing.
Remove rage-inducing aspects from the game, it's that simple.

https://splinterlands.com?p=battle&id=sl_0e4cdef6e30008643e284a90476933b6&ref=rhodaevian

Enjoy my suffering! :)
-Rhodes

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I agree, it's often a pain, and one lost battle like this one stays longer in your heart and memory than when you win because of that. So the law of averages should keep the grand scheme evened out.

Besides that, as I understand it the current scale is linear, every speed difference gives 10 percentage points. How about making it exponential with a slow sloop? So only one difference does not have a big impact but the higher the difference the better the faster monster can evade?

Anyway, don't let yourself down, keep on battling 😉

I like this idea! So it would look like this :
Difference amount:
0 - 0%
1 - 0%
2 - 10%
3 - 25%
4 - 45%

Also I'm not sure if this is the case, but does higher speed offset abilities like flying and dodge?
I'm also going to reiterate an idea I made in an earlier post. Monsters with the same speed should all get their attack in before dying. No more of this RNG who-goes-first bullshit. That would also let the devs put in a "first strike" ability, like in Magic the Gathering.

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That's the stupidest suggestion I've read all day. But here's an upvote to ease the pain.

I've seen worse.