Pretty sure the arguments against RNG aren’t going away now. As a proponent of RNG, I see the value, but I also see the value in attracting more players than losing them when one of the two primary goals of this game are to compete with other real players.
So to address the biggest offenders, I’d like to offer the following suggestions:
Currently: Cloak provides a 50% chance to dodge attacks completely for 2 turns, and greatly increases any attack made under cloak.
Change: Cloak provides a buff to reduce damage by 50% for 2 turns that cannot be removed by shield-destroying moves and does not directly affect the opponent like Distraction, and greatly increases any attack made under cloak.
Currently: Gain 50% chance to Dodge direct damage for 3 turns.
Change: Gain 75% a damage reduction buff the first turn it is used, reducing to 50% and then 25% on the next two subsequent turns. This self-buff cannot be removed by shield-destroying moves and does not directly affect the opponent like Distraction.
Currently: Deal 1x damage. Gain 50% chance to Dodge direct damage for 1 turn.
Change: Deal 1x damage. Gain a 75% damage resistance buff for 1 turn.
The above suggestions remove the RNG of those moves and make them reliable, allowing for people to plan and strategise without worrying whether or not it’ll work
All stuns - whether instant, impact, or swap-in - are 100% guaranteed to stun a non-immune opponent.
However, no dinosaur can be stunned 2 turns in a row.
There should always be some form of strategic-upset and critical hits do a good job of it IF they are implemented correctly. Currently, they are not (testing has resulted in streaks and successive hits not realistically applicable to a 5% chance).
Change suggestion: eliminate all critical hit ability of dinosaurs with 5% critical hit. Keep anything above that, so that a non-zero chance adds that element of uncertainty, but not every dinosaur now carries that element and people can now value whether they like consistency or unpredictability in their damage-dealers.