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About Evasion - Taking lessons from other games
#2
I don't know if that kind of system would work well in SL2.

There used to be a system in the game in alpha that let blows become 'glancing blows' if you were 'close' to dodging them. I imagine this could be re-added in some fashion. Essentially it meant if the 'hit' roll was high enough to actually hit you, but not beyond a certain range, it became a 'glancing' blow, which was essentially a reverse critical hit, dealing reduced damage. The 'range' it can trigger would probably be determined by your armor type now.

Just an idea. The main problem with evasion is just that it's not reliable and it benefits people who are maximizing damage reduction instead of people who are trying to use it as their only means of safety. It makes sense for evasion to be risky because it's so powerful when it works, and even something like this shouldn't be 'as' reliable as damage reduction from defense/resistance.

Another area that could use some looking into is the various hit/evade buffs. Some are more powerful than others which creates an imbalance in one direction; ideally the buffs/debuffs would have values closer to each other instead.
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