I am well aware of how it works but we dont need to overzealously sit on either side of the fence. You can go on re-rolling, re-rolling and eventually hit the money but is it necessary for the sake of interest? Snd is boring but consistent. RTB is interesting but inconsistent.
Soul Cap, RPPM trinkets and their huge variance is pretty awful and it something I've been a huge proponent against for a
long while now, although I probably would be fine if it was remotely close to the RPPM stated. But it's not the same because almost all classes are using them. Everyone has to deal with it. Only 1 spec is dealing with this badly designed multiple roll system.
There is very little sense in designing a talent with random interesting buffs and then implementing smoothing because of the frustrations in not receiving the desired buff. It's like acknowledging bad design and instead of fixing it, just patching it up. There is also a lack of interaction with Alacrity. With Adrenaline Rush up, using finishers on RTB feels bad. Then do you hold AR for big stacks? Still feels bad.
To make things worse, we've got SnD on the talent tree. I can't wait to take that max level talent which we'd been using for 11 years!
RNG is fine, in my initial alpha posts I have been very complimentary of the Dispatch mechanic. It spices it up a little. That's all that's needed. There is no need to go massively overboard with RNG and power.
I believe RTB (in its current form) is fundamentally flawed. It is incredibly frustrating to go bouts without what you want. The RNG will be problematic in raids, as well as frustrating. SND was boring anyway, and as a talent I cannot imagine much worse.
Can we push for interesting and consistent gameplay? I don't think it's much to ask.