One compromise option that might work would be to extend static damage to all 'standard' enemies (soldiers, controllers etc.), and reserve rolled damage for elites and solos.
Unless players can control attack rolls and number of monsters, that's not really true. Really good hits are still represented by critical hits (there, rolling would be appropriate, though, I find).Likewise, this can also be taken advantage of by the players.
Unless players can control attack rolls and number of monsters, that's not really true. Really good hits are still represented by critical hits (there, rolling would be appropriate, though, I find).
What it does, however, is making damage a bit less interesting, but it means other effects are becoming more interesting.
That logic holds, too, if you use the maximum damage to estimate your resilience: "There's never a concern that the next hit might drop you unless your health is less than its maximum damage."Knowing exactly what damage will be makes it easier to account for. If the skeleton hits for 5 damager always, there's never a question of if we need to use weak defensive spell or strong defensive spell, its always the same one. There's never a concern that the next hit might drop you unless your health is less than its attack. In removing variance, it literally removes variables, imo, it takes the "edge" off of combat.
That's true, but maybe the thought is that more of the game is spent in states in which gambling on variable damage is viable, whereas less would be spent in states in which these fixed thresholds matter.That logic holds, too, if you use the maximum damage to estimate your resilience: "There's never a concern that the next hit might drop you unless your health is less than its maximum damage."