Here’s my opinion as both a retired player and a person who tried to disassemble the code.
Listen to akots. 2-3 years ago they pointed out, by statistical analysis, the GoW RNG is very prone to streaks even though if you consider those streaks in the long run it balances to match expected distributions.
AWR, at that point in the game, was very anti-akots. This was before Delves, Invasions, Raids, or a lot of current features existed. GW was the ONLY weekly event. Even though akots’ research supported the playerbase’s opinion that TDS was too powerful AND devs fixed it, at this point in time AWR’s opinion of the RNG was that it was totally fair, and anyone complaining about it was a loser who didn’t understand teambuilding.
Now that everything in GoW centers around the RNG, AWR is suddenly upset.
A game like FTL is unashamed of the fact it wants to be like a tabletop board game and only present a viable win scenario 10% of the time. You can, with skill, expand that to maybe 20%, but if the game doesn’t give you the right nodes at the right times you are going to lose. Hades is a more modern implementation of this roguelike concept, and while I’m only 65 runs in I already have a great intuition at the 25% mark as to whether I’m going to win or not. A nice thing about Hades that FTL lacks is if you think you’ll lose at the 25% mark, the EV of continuing as far as you can anyway is usually better than what you’d get if you give up.
GoW is the opposite outside of most scenarios. It’s optimized for a game where you quit the moment your inuition tells you you’ll lose. PvP and Explore farming are where this is most evident: there’s no reason to fight a looping team for 5 minutes to lose if you know your team wins in the first 3 moves or is doomed.
That’s no good in events with sigils, and it’s why ancient GoW historians remember Sirian specifically hated stamina systems. Back then, he liked and appealed to gamers who respected a theory about Freecell that as far as I know is still unproven: that any shuffle has a solution. The idea in a game like that is you should never be backed in a corner, there should always be a move that wins.
I think GoW lacks that concept. There are too many skills that leave their effects up to randomness, and it’s not presented in a fun way.
In Hades, sometimes I start out with weak boons. When that happens I reckon my best bet for the run is to farm resources rather than try to win. But sometimes, just after I make that decision, the game gives me a lynchpin boon that alters my outlook. Then I have to watch the next few opportunities for progress and decide if it’s better for me to focus on winning than farming.
GoW completely lacks that nuance. This is why AWR is mad, and if I were him I’d quit over it. Coincidentally, I’ve already quit. Here’s the thing.
I know how AWR’s top guilds work and it’s based on performance. In a strategy game like chess, this is reliable. You can see how players compare to each other and form very objective rankings with strong probability guesses about who might beat who.
But if RNG dominates skill, this gets really weird. The people who did best last week aren’t guaranteed to be the best this week. The people who did best last month aren’t guaranteed to do well at all this month. If you can get 3 points or 20 points from an event based on RNG, it turns out any above-average player is just as good as any other!
That’s where GoW has messed up. The important matches aren’t about skill anymore. Some upper 25% of the playerbase represents the “haves” who can build good teams. 50% of those will “win” RNG this week, but “lose” RNG next week. That’s not a scenario where you can build a guild of the “best” players, because in general the people doing “best” are just on some weird local maxima of RNG and are likely to tank as soon as you recruit them.
GoW has a lot more to do with Candy Land, where a single shuffle determines the outcome, than Poker, where there are a lot of variables and understanding “what I see” vs. “what I can deduce” is a measure of skill.
That’s the real tragedy. Everything in GoW advertises itself as a skill game, but it’s a chance game.