I think the problem with dagger hit goes beyond just flanking to be honest. It's hardly the first time I've ranted about it.
Daggers are some of the most basic attack focused weapons in the game. They're built to crit, and they have few autohit options with lackluster swa with which to utilize them. They have utility sure, but they can't rely on autohits for damage. Yet they have some of the lowest base hit in the game across the board, as well as almost no hit steroids to speak of. Most of what little they have are things that apply to any weapon, are fairly lackluster as a result and often come from classes that have little to no synergy with daggers and their respective classes. Even from a thematic standpoint, daggers are meant to be light and dexterous weapons and in my opinion should fall just behind bows and guns in terms of ability to land basic attacks. I think daggers need a good hit steroid or two added to their respective classes, base rogue especially, and perhaps even a hit buff across the board. When you compare dagger base hit numbers on average compared to other weapon types, it just makes no sense at all in my opinion.
I also heavily agree with Perdition's last sentiment there. It absolutely destroys the fun of playing daggers when you get evade walled, which is quite easy to do against daggers. Unlike the likes of martial weapons and others, that's an immediate auto lose in almost 100% of cases, because you CANNOT rely on autohits as a weaker but still usable backup plan like most other weapon types can. Dagger swa is just too low to do that unless they get some autohits with crazy scaling, and that just seems like the wrong way to go entirely for daggers. Daggers can pull off some crazy numbers with crits as is, so they don't need swa changes either. THEY JUST NEED MORE HIT. This way evade is still their biggest counter due to being heavily basic attack focused, but they at least have only a solid chance of losing an entire action missing an attack, rather than having negative hit consistently. As it stands now, they just auto lose against evade walling, because they have no weaker 'backup plan' type option in autohits. They just need enough hit, that when heavily built for hit, they at least have some CHANCE of hitting evade walls, because right now they can expect negative hit almost 100% of the time.
Daggers are some of the most basic attack focused weapons in the game. They're built to crit, and they have few autohit options with lackluster swa with which to utilize them. They have utility sure, but they can't rely on autohits for damage. Yet they have some of the lowest base hit in the game across the board, as well as almost no hit steroids to speak of. Most of what little they have are things that apply to any weapon, are fairly lackluster as a result and often come from classes that have little to no synergy with daggers and their respective classes. Even from a thematic standpoint, daggers are meant to be light and dexterous weapons and in my opinion should fall just behind bows and guns in terms of ability to land basic attacks. I think daggers need a good hit steroid or two added to their respective classes, base rogue especially, and perhaps even a hit buff across the board. When you compare dagger base hit numbers on average compared to other weapon types, it just makes no sense at all in my opinion.
I also heavily agree with Perdition's last sentiment there. It absolutely destroys the fun of playing daggers when you get evade walled, which is quite easy to do against daggers. Unlike the likes of martial weapons and others, that's an immediate auto lose in almost 100% of cases, because you CANNOT rely on autohits as a weaker but still usable backup plan like most other weapon types can. Dagger swa is just too low to do that unless they get some autohits with crazy scaling, and that just seems like the wrong way to go entirely for daggers. Daggers can pull off some crazy numbers with crits as is, so they don't need swa changes either. THEY JUST NEED MORE HIT. This way evade is still their biggest counter due to being heavily basic attack focused, but they at least have only a solid chance of losing an entire action missing an attack, rather than having negative hit consistently. As it stands now, they just auto lose against evade walling, because they have no weaker 'backup plan' type option in autohits. They just need enough hit, that when heavily built for hit, they at least have some CHANCE of hitting evade walls, because right now they can expect negative hit almost 100% of the time.