I already believe there is too much failure in sloth... spell drops, you recast and loose con, so you recast, counterattack drops, you can't counterattack, you counterattack, you sing brothers, another spell wears, so you recast and sing brothers again... then you whiff, or slow shift... this is sloth, we hate it, but we love it. I think kill history and aging should only have the standard sloth failure rate of around 15%.
You may argue that 15% isn't bad... but do you realize most failures can accumulate? Take for example a deathgrip... 5% fail on the grip... 15% on barehanded accuracy... 15% on improved attack... 15% on crit hit and double attack. %15 on strike. It's not a true 15% failure rate, because skills work in conjunction with each other, and at some point they fail as well. It's actually RARE for everything to achieve total success, somewhere along the line there is nearly always a failure in one part that effects the outcome for you to do your optimum. But isn't this what the original dice is to decide? Not the fact a previous skill failed? Why are the failures accumulating?
There is a fine line between being challenging, and just being a pain in the butt. As stupid as it is to compare sloth failure with real life... do you have 15% chance of stubbing your toe on the way to the car, 15% chance to slam your hand in the door, %15 chance to hit the letterbox on the way out, 15% to have an accident? And even is this is only a game and can not be compared with real life (fair enough...) - should avatar players not be rewarded with new abilities to cut failure and lag rates? Do you know what it's like to be in a hurry and have failed frenzy lag 3 times in a row, followed by kill lag, followed by web lag, followed by order lag? Does it really take 5+ seconds for a peri to report it's health? What am I doing during this time, building a contraption to allow it to talk about it's health? Taking a leak on a nearby tree? Writing a new rant on the crier... probably....

Don't you think we fail enough each run to not fail getting a healthy portion of the same reward as last time? Do you think it's acceptable that we fail and then are setup to fail at failing (No that's not a double negative)? Could lag and skill fails be lowered with new avatar skills similar to the effect of max int and wis and or avatar skills/spells?
Anyways, Please cast your vote. Watch where you click... Statistics show 15% will miss... unless you have greater mouse click... but it's known to fail as well!
