>>47164376in a PvE game, randomness has it's place, especially if it's controlled RNG but it should be used intelligently.
The main reason people go apeshit when they lose an important battle to three "it hurts itself in it's confusion" is because confusion clearly affects you; the player, and the IA differently.
When you get confused, you have to go through long hefty animations/text boxes reminding you that you're getting fucked up by RNG and it may very well force you to go back to a pokécenter after the fight if it downs an important member of the team (IE; your electric type when crossing RSE seas or something), it's even worse when the fight you get haxxed is supposed to be a formality since it turns that random golbat you don't want to fight anyway into a minutes long tilt-fest.
On the other hand, when the player pulls out a confusion haxx; first of all, the computer don't get tilted, obviously, no matter the circumstances.
Second of all, since the player decides when the dices are rolled (IE: which fights deserve a confuse ray), it doesn't drag out useless one turn fights and the eventual pay off (your opponent hitting himself) feels like a calculated risk is followed by it's just reward.
In tf2 like in pokémon competitive, all you get is the first case with twice the frustration and a 100% chance someone is gonna get at least a little bit more salty.