Some other interrupts: Helene's Shield Bash, Popo's Knee Bash and Cain's tackle.
You'll clearly see the word "Interrupted" in white letters when your move is cancelled due to an interrupt. "Girdle of Iron Will" is a good investment for slower characters such as Cornelius and Juju.
Dying in battle might sound like a heroic idea at the time. But it's not as effective as RETREAT AND RECOVER. Especially with a medic, you'll recover faster than they do - and when hitting a tower, the tower does not heal. So why die and waste 20 seconds when a medic will heal you in 5? It's that simple, and if the whole team worked together the difference really shows before the end of the battle.
TO BEAT BOSSES: Bosses target whoever is shooting them the most. To beat the boss, split up into different corners of the screen and take turns shooting it. It will become very confused as the person shooting it the most will keep changing and wont be able to attack. KEEP THIS MESSAGE ALIVE
Ashi's power swing - It's not an interrupt or a stun. If the opponent is knocked out before their move connects, their move will be cancelled. The move is canncelled BECAUSE they are knocked out. So why does it cancel a move then, on a player that cannot be knocked out? (I.e. the last card)
This makes no sense.
Chris, no one has alleged that the game is "broken". We are suggesting ways in which the game could be improved - and in our opinion the degree of luck involved does detract from strategy.
You're also contradicting yourself. If you define the central element of the game as "chaos and unpredictability" then you are in effect affirming that the central element is LUCK.
Predominantly, a skilled player is calculating risk and reward by comparing percentages. The whole point of this discussion is that if the percentages do not even represent the actual probability of a move connecting in reality, then any process of weighing risk and reward incorporating those percentages will be made redundant. In effect - the game is reduced to one of chance.
Regardless, if you like the game the way it is, that is well and good, but I still believe the game is not as balanced as it could be comparing strategy with luck.
Chris - Your comparison to a coin toss is not appropriate. If we wanted to play a game in which the central element was luck, then yes we would play dice or throw some coins. But Kongai is a strategy based card game, and while there is a degree of luck involved it should not supersede strategy and skill in importance.
With a modifier, the RNG remains random, it just makes the stated probabilities more accurate by reducing the probability of an absurd event happening indefinitely. It does not eliminate RNG or unlikely events - it merely injects a more practical realism into the RNG by reducing the frequency of unlikely events.
Tactic I agree. It is acceptable that a move will miss when it's not 100%, but the misses should reflect an approximation of their percentage which in practice is definitely not happening [and I draw that conclusion after 700 games of observation]
I think a modifier should be added that increases the probability to hit after a move misses. This will keep the practical probability closer to the stated hypothetical probability while still allowing for misses. That way chance still plays a role, but not so much that it obstructs strategy.
Just spamming copters works well. About a dozen fully upgraded copters had me sitting there for 40 minutes doing nothing at all while they spammed the enemy to oblivion. XD