diff --git a/The-Role-of-RNG-in-Competitive-Tower-Rush-Mechanics.md b/The-Role-of-RNG-in-Competitive-Tower-Rush-Mechanics.md new file mode 100644 index 0000000..48d3982 --- /dev/null +++ b/The-Role-of-RNG-in-Competitive-Tower-Rush-Mechanics.md @@ -0,0 +1,13 @@ +
Players constantly argue over whether randomness adds exciting unpredictability or ruins the integrity of esports.
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However, it still exists in subtle ways that can completely alter the outcome of a very close match.
+Initial Deck Shuffling +
Your starting hand is entirely random, which can immediately put you at a massive disadvantage against an aggressive opening.
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Once the initial hand is played, the rotation becomes fixed, and pure skill and memory take over.
+Never run a deck that is too heavy.Cycle your cheapest cards in the back.Accept that sometimes you will lose to a lucky start. +Unit Targeting and Pathfinding +
Sometimes a unit will retarget unexpectedly due to a micro-movement by another troop, completely ruining your defensive setup.
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Relying on a unit's aggro range down to the exact pixel is risky because tiny bumps can alter their trajectory.
+Genre TypeLevel of LuckAuto-ChessExtremely High - Relies entirely on shop rolls and item dropsStandard [Tower Rush](https://git.wikiofdark.art/glenmcevoy8565)Highly skill-dependent after the first 30 seconds +Embracing the Chaos +
Getting angry at a bad starting hand only causes you to make further mistakes and lose the match entirely.
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Over the course of a thousand games, the luck factor completely evens out for everyone.
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