09-17-2020, 07:39 PM
I don't personally think that dodge should be a stat that is attributed to being purely a tank stat, the evasion DR from passing the check already is pretty substantial and there are certain skills and passives that can get a stupendous amount of evade in one go such as disengage, with an autohit's inability to trigger these passives they would be facing upwards to +60-65% DR if they were already unable to actually pass an evasion check. The answer is not to punish builds that lack hit in my personal opinion as having the option of not building hit is a very liberating thing for most builds.
In doing so you're doing nothing more than making dodge a tank stat, which with certain outliers already present in the game (Such as Snake Dancer) it basically already is. It would begin to be a nightmare to balance for certain builds. I think Celerity is already pretty strong as a stat presently. And situational increases to Evasion's DR are much more preferred than a scaling stat, as you're tying it to a number capable of fine tuning or balance. This is why I am presently a large fan of Ice Point Guard and Pre-ordinance.
What is celerity's identity right now? Well presently its the dodge stat, it used to be the initiative stat but the round robin turn order kinda messed up everything about that and its a little bit of a mess, however it is also presently a good damage stat given a lot of weapons majority scale it even though I actually classify it as defensive, and wind magic does scale up fairly well.
As long as dodge is currently countering basic attacks it'll always have a position (which it is with the likes of disengage/mirage walk/all of martial artist/bonder or SS)
In doing so you're doing nothing more than making dodge a tank stat, which with certain outliers already present in the game (Such as Snake Dancer) it basically already is. It would begin to be a nightmare to balance for certain builds. I think Celerity is already pretty strong as a stat presently. And situational increases to Evasion's DR are much more preferred than a scaling stat, as you're tying it to a number capable of fine tuning or balance. This is why I am presently a large fan of Ice Point Guard and Pre-ordinance.
What is celerity's identity right now? Well presently its the dodge stat, it used to be the initiative stat but the round robin turn order kinda messed up everything about that and its a little bit of a mess, however it is also presently a good damage stat given a lot of weapons majority scale it even though I actually classify it as defensive, and wind magic does scale up fairly well.
As long as dodge is currently countering basic attacks it'll always have a position (which it is with the likes of disengage/mirage walk/all of martial artist/bonder or SS)