Dodge and PvE - Printable Version +- NEUS Projects (https://neus-projects.net/forums) +-- Forum: Sigrogana Legend 2 (OOC) (https://neus-projects.net/forums/forumdisplay.php?fid=8) +--- Forum: Balance Fu (https://neus-projects.net/forums/forumdisplay.php?fid=11) +--- Thread: Dodge and PvE (/showthread.php?tid=10482) |
Dodge and PvE - Rendar - 09-27-2023 I'll just be forthright here because I'm maybe-a-little-salty. Dodge is either useful, or useless. There is no real inbetween on it. In High End PVE (See: Relei/Radigal/Snow Crows/Yetis) unless you spend many turns buffing up, you will have zero chance to actually dodge, because their baseline hit is well over 100% on you. Even fully buffed up, its about a 60% chance for them to hit. It'd be really, really appreciated if we could audit their to-hit so dodge characters (who typically have less HP than tanks as well) have a chance to actually dodge, or not take 40% of their HP every time they get hit/targeted at random. This is SOLELY for PVE, not for PVP. RE: Dodge and PvE - Autumn - 09-28-2023 The real answer in my mind is to nerf standard monster hit rates in the 70-80 bracket and keep boss hit the exact same, bosses should be threatening to a player and make them want to buff themselves up and use those tools in their kit, while basic monsters should have a good chance to miss you at even +10 or 15 evade. I think that is most of the problem with evade, its survivability long term gets very finnicky. RE: Dodge and PvE - Poruku - 09-28-2023 This is a longstanding issue that hasn't been addressed. If we aren't going to get a change to the evasion system, let's at least balance the game around it. Honestly just nerfing the SKI of these crazy mobs would be enough RE: Dodge and PvE - Snake - 09-29-2023 Or give us Afterimage and make it work against monsters. |