I think this is a fallacy because it assumes getting one outcome is a win and all others are a fail. I think getting one outcome may be more desirable at a given moment, but that doesn't make it an "I win button" and it surely doesn't make other similar outcomes automatic losses.
But... that is always the case with RNG.
As a conditions engineer, I will always prefer plague.
As an engineer, I will prefer protection, as opposed to regeneration.
With all cases with the engineer, as it stands, there is no case, where you get an equal chance, to get something that would be equally, or similarly useful.
Elixir U could have been an example of this. Smoke screen= blocks projectiles, blinds people, smoke field. Wall of reflection. Reflects projectiles. Light field.
Both of these are very similar. Deal with projectiles, and work as fields. This is good RNG.
But add in veil of invisibility, and what you get is just terrible luck based, win or lose RNG.
Not necessarily. I'm sure it's very much possible to adjust what the collective is of the random effects given by that elixer. You can easily find 3 options that fit within a certain playstyle. As of now, elixer X gives you 3 options, perfectly viable to plan these 3 ahead if you so wish to. RNG isn't the issue, it's what the random choices are that is.
No it isn't.
The 3 choices cater to very different needs and traits, and stats.
Plague, caters to the pistol conditions user. Rampage, to the rifle, control user. And Tornado, to the CC guy.
How do I spec for all 3 of these so that I don't ever lose out?