Its not random though... Whatever level of randomness there is would remain the same..
I make a decision to do something after another ... you need to figure it out ..just like in every other game out there.
If every combo is so linear with limited variation and less punish-ability and with a simple single hit confirm the game is no longer DOA ..
The system Master is suggesting is not as random as you may think, It would actually give a buff to every character in the game. It would even promote a strike buff in a very logical way.
Think about it. Some characters require more damage to dish out a decent enough launcher to do a decent enough combo. A huge portion of the game revolves around launchers as that has always been the go to method in dealing guaranteed damage.
Lets say you do a normal hit launcher on normal hit, you get a minimal launch.
Lets say you do the same move on counter hit, as a reward u get a better launch allowing a better juggle.
Lets say you do it on High counter hit, now you have threshold height. giving you max potential for an air juggle.
If anything, this promotes offense in a game everyone complained about being too powerful from the defense stand point.
It would also give you more of a reason to extend your stun.
Lets say you stun someone. Now in your head you want to think about weather you want to go for the launcher straight away ... or stun them 1 more time to get a slightly higher launch. its riskier, but more rewarding.
I don't think its as random as people think,
and in the end, the current concepts of the game remain the same as the stun system remains intact. But the net reward for a better read is far better rewarded.
Also, It trains you to know what the hell you actually did...
Lets say you went for the launcher, thinking of a high counter to punish a possible throw attempt, but instead the opponent does nothing so you get minimal height. This can screw your juggle up if you had the mindset of going for a max height juggle. So in the end you will hit them maybe a bit, but not what you had planned for. Why is this good ? Its because you need to know what you're doing all the time and not just press dumb buttons. At the same time someone can play it safe and have a universal juggle for all launches. Yes that could work, but you're missing out on a lot of combo potential. But this might be a safer option in a tournament where you are not sure about the opponent's reaction. But if you made an amazing read, then yes you go for the max damage. It also promotes training to use a different air juggles at every launch height because the max potential of each height is different.. I think that is an extra layer of depth there in fact.
I don't see this as a bad thing or random at all in fact. I just see it as an extra layer without changing how the overall game works. What is changing is not the stuns themselves, but the launch properties.
The game's "randomness" as you may call it, would not change at all as all the stun properties would remain intact.
I think that's actually not a bad thing at all.
Instead of saying this promotes randomness, how about properly explaining why it would, if the stun system in its current updated state would not change at all and you would still have your bursts ?