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KneeOfJustice99
KneeOfJustice99
The thing with "Luck" stats is that the most obvious way to actually play around with them plays into one of the major mechanic types people have the most hate for; RNG. Because, like, at a glance, you'd think increased "Luck" would make your RNG more positive - higher chance to land crits, lower chance to get hit by them, etc? But then at the same time, a lot of developers want to move away from RNG because players are less interested in randomness and more interested in promoting "pure skill", so the actual use case of "Luck" stats is more and more reduced with time.

It'd be nice to see the stat reworked somehow, though. I think the issue that springs to mind with a lot of these stat systems is that they tend to mostly be locked into genre conventions from early RPGs, so more action-oriented games like the Castlevania series can't really play into an obvious tweaking of values as much as something like a turn-based RPG might be able to. Still, it's always fun to see these kinds of systems get evolved in different ways.
Bölverkaizer
Bölverkaizer
The thing with Aria is that it was supposed to be important due the requirement to farm Souls that are the core mechanic of the game. As far as I known it was supposed to be like that considering how items that are suggested for increase your soul drop focus exactly on the Luck stat,
Lamperouge
Lamperouge
I'm actually playing Aria right now and damn do I feel this
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