10-18-2021, 10:15 PM
(This post was last modified: 10-19-2021, 04:49 AM by Miller.
Edit Reason: Clarification on one part.
)
I'm not going to lie, this system has way too many issues to be fun to play in, even as someone who enjoys playing heavy CEL investment characters 90% of the time.
So I'm going to address the major individual points of why this system is so frustrating to deal with on both sides.
FULL EVASION IS POLARIZING
GLANCING BLOWS ODDS
As represented here, these are the current hit rates you'll get while operating under the current system of glancing blows as it functions on live; what's immediately obvious is that you MUST have 80% or higher hit to reliably avoid glancing on your opponent. This encourages players to max out their hit to the maximum their bases/buff cap will allow them, often putting an emphasis on high base SKI races and an even higher emphasis on the enchant Blessed or Bloodhunt.
Several suggestions have been floating around to make it so if you only miss the first roll / then hit the second, you'll get a glance and that's generally agreeable with me. It'd give you your projected hit rate rather than have a MASSIVE drop off below 75% hit.
GLANCING BLOWS AVOIDING INFLICTS
SKILL STAT TAX
Buffs/Debuffs
Blind
It's Almost Impossible To Balance Around (Eventmin)
So I'm going to address the major individual points of why this system is so frustrating to deal with on both sides.
FULL EVASION IS POLARIZING
You either have enough hit or you don't. Glancing Blows ignores a fair amount of on-hits and statuses while completely missing will give the person dodging 100% DR. On the other side of things, if you have enough hit to avoid playing the evade game they'll end up melting like butter unless they're abusing external DRs from class skills or equipment or end up stat balling enough to not care.
Either evasion is godly or it's awful. There's almost never an in between unless you run into someone with one or two evasion ignoring skills with a hefty cooldown.
Either evasion is godly or it's awful. There's almost never an in between unless you run into someone with one or two evasion ignoring skills with a hefty cooldown.
GLANCING BLOWS ODDS
As represented here, these are the current hit rates you'll get while operating under the current system of glancing blows as it functions on live; what's immediately obvious is that you MUST have 80% or higher hit to reliably avoid glancing on your opponent. This encourages players to max out their hit to the maximum their bases/buff cap will allow them, often putting an emphasis on high base SKI races and an even higher emphasis on the enchant Blessed or Bloodhunt.
Several suggestions have been floating around to make it so if you only miss the first roll / then hit the second, you'll get a glance and that's generally agreeable with me. It'd give you your projected hit rate rather than have a MASSIVE drop off below 75% hit.
GLANCING BLOWS AVOIDING INFLICTS
Avoiding status inflicts on glancing blows is infuriating to say the least, this puts an extra layer of 'Status Resistance' on top of the stat that already exists means that you must first pass a hit check twice in a row and then land a status inflict. Not to mention that this also applies to on-critical effects such as Fleur, making it doubly frustrating if you're someone who hasn't maxed out their hit beyond 80% hit rate.
A simple fix would simply be to do away with the ignore inflicts half of glancing blows and instead boost status resistance by a flat amount based off of armor type.
A simple fix would simply be to do away with the ignore inflicts half of glancing blows and instead boost status resistance by a flat amount based off of armor type.
SKILL STAT TAX
SKI is the first stat to become borderline mandatory to have at least 56-60 scaled with this update thanks to the presence of full evasion. Other stats which are considered mandatory such as VIT only require a very small investment that you can reasonably dock if you have a fair amount of STR and/or SAN or have alternative stats to use for your damage reduction. I frankly personally never go beyond 20 base VIT unless I want the extra bulk, but with SKI I don't have the same luxury as I am required to go to 60 scaled to have a reasonable base to boost with enchants/buffs.
This limits the amount of stats you can invest in other stats by a severe margin.
Though another point that I feel goes woefully undernoticed is the fact that SKI was never a dump stat due to the inclusion of skill slots. The only characters that could reasonably dump SKI were rogues/humans or classes that generally don't use that many skill slots.
This limits the amount of stats you can invest in other stats by a severe margin.
Though another point that I feel goes woefully undernoticed is the fact that SKI was never a dump stat due to the inclusion of skill slots. The only characters that could reasonably dump SKI were rogues/humans or classes that generally don't use that many skill slots.
Buffs/Debuffs
Due to the nature of the buff cap and how debuffs interact with it, it's generally more worthwhile to overcap on hit/evade to lessen the impact of debuffs. This creates an obvious powergap between combos that include a class that provides a fair amount of debuffs/buffs and combos that do not include a class that has an abundance of these debuffs or buffs.
This is an issue that unfortunately cannot be band-aided by giving more buffs/debuffs to other classes unless the amount between classes is homogenized and have little to no conditions or simply have none of these buffs/debuffs to begin with. The reason for this is because this would encourage people to focus on classes that provide the most bonuses towards hit/evade and having it be more standardized would be the same as having none at all.
With the previous system, only basic hitters had to play around with these.
This is an issue that unfortunately cannot be band-aided by giving more buffs/debuffs to other classes unless the amount between classes is homogenized and have little to no conditions or simply have none of these buffs/debuffs to begin with. The reason for this is because this would encourage people to focus on classes that provide the most bonuses towards hit/evade and having it be more standardized would be the same as having none at all.
With the previous system, only basic hitters had to play around with these.
This status alone with how it currently functions is a nightmare. As long as you land an inflict, you'll be playing around with a 44% chance to glance regardless of CEL investment. I don't think I need to state how awful this is to deal with. A flat -hit value would be much much more bearable.
It's Almost Impossible To Balance Around (Eventmin)
A bit of a hyperbole but, due to the polarizing nature of full evasion being present in a system, there is no singular hit rate/evade that you can give to a mob to make them fair in a PvE encounter. Some players will play a dodgy that has 150 evade base but won't have the evasion buffs present to dodge a mob with around 220 hit. If the mobs hit is too low? Their damage will drastically decrease to an overwhelming degree making it a cakewalk if they can avoid them or a nightmare if they can't. This also applies to the evasion side of the deal, most players are packing 210% to 250%+ hit due to it being borderline required, so dodgy mobs need to have around 180 evade to dodge the average player. But not everyone focuses hard enough to min-max hit and can end up missing/glancing 75% of the time as a result.