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Evasion Exclusions
#1
Now before I go through this, I still think that Evasion's problem lies in how large it's number is and I think the recent Voidveil nerf went about things the wrong way. Rather than halving Voidveil's Reduction, I think that halving Evasion's Reduction is the more sensible option. Now that said here's a list of skills that I think should outright ignore Evasion for mostly balance reasons.

Thousand Stab -
It's a fast attack in my mind and it would give it a little more purpose since it's a somewhat weak skill right now.

Aerial Razor -
The so often forgotten Aerial Razor. I think it should have this mostly because it's lacking nowadays. Might see some more use with this change. But then again, with other options Archers/Arbalests can have this may not be enough to justify it still.

Traps -
Fire Trap, Ice Trap, Gust Trap. Because you can already 'avoid' them by not walking into them. Logically, traps aren't things you see coming, they take you by surprise so I think it's fair that one cannot simply 'evade' them.

Lantern Bearer Spells -
Salamander, Fenrir, Golem, Typhur and Altera should all ignore Evasion since they are basically 'light', making them difficult to avoid in the first place and they do somewhat low damage compared to their peers anyway.

Are you faster than the speed of light, Rogues?!

Explosion -
You can already avoid this particular spell by staying out of it's Range. Also it's an explosion and despite what movies might show you, it's actually pretty hard to come out from one of those unscathed.

Ryemei -
This is so Evokers can have a powerful option to outright bypass Evasion. Why Ryemei? Well, it's lightning so dodging should be pretty difficult anyway, right? And it already has a 'counter' per se. It counts as a projectile, so you can at least reflect it with a Spirit Mirror.

Divine Shower -
It's an invocation and it doesn't really do much more damage compared to other Priest options. I don't think Rogues can or should be able to get out of the rain.
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#2
I find myself agreeing with most of these. I've actually proposed makijng "projectile" (Fir, Rye, etc) dodgeable (since you can see them coming) in the past while leaving the "area" skills (like Sear, most of an LB's options, Divine Shower, etc) alone because you can't escape the entire AOE in time, but you do provide a good balance reason for each of your suggestions beyond simple logic of evasion itself.

Don't get me wrong. I still believe Evasion is an important skill since it stops Evasion builds from being completely negated 95% of the time, and it's totally fine that it's locked to Rogue, meaning it's accessibility is a bit more limited since not everyone will want to be a Void Assassin or Engineer. That said, without counters to the Evasion skill, dodge kind of reigns supreme since how can you expect to land normal hits if your autohits aren't even cutting it? Limited counters is definitely a more stomachable solution than either removing it entirely, or nerfing it into oblivion.
*loud burp*
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