>>47164376In a turn-based game RNG is often a necessary evil. In Pokemon's case you legitimately *need* RNG to break Speed ties among other things, but even without that you can see why Pokemon would be a much simpler and more sterile game if you stripped all the RNG from it. You only have so much control over what your character does in a game like this, RNG elements are a way to break up the monotony and introduce elements of risk management to the game and to players' skillsets. Yeah it sucks when you get double-frozen, and maybe some RNG elements like evasion take it too far, but on the whole some RNG is not a bad thing in a game like this.
In TF2 it's strange because you have so much more control of what you're doing, and so do the other 11/17/23/31 players on the server. Fundamentally, you don't really *need* crits to make the game less monotonous, because the average TF2 pub is already a beautiful trainwreck anyways. The risk management crits introduce is kind of dubious too, since you can farm crit chance off one player and then blow away a completely unrelated player. Maybe you could argue that you should back away from known high-crit players and stay in a defensive position until 20 seconds have passed, but that seems like shit and not how people want to play the game anyways.
I don't actually seethe when I get crit in TF2, but I still think they're not necessary and probably should be off by default (leave the option in the game for community servers). Random shotgun spread, on the other hand, now that's some bullshit.