I think Spoops' example only proves the point that dagger hit vs evade walls is a problem right now.
In that example it's just miragewalk, or just hare stacks, and you're looking at anywhere from 50-80% hit depending on circumstances while playing a san corbie, the literal best option for hit race wise. This returns to the 'requiring the best race for it just to function' point, but just to give the benefit of the doubt lets keep the golden eyes buff because it's pretty widely available with kaelensians in general. I can hardly even justify it regardless considering that most dagger builds being able to invest san is a pipe dream with their effectively mandatory 65+ skill and luck requirement along with other mandatory stats for hp and weapon scaling.
Next there's blessed. I can't really fault it because, as is the way with daggers, it's practically mandatory to try and hit evaders even if you have no faith investment. I've used it myself many times on those builds, but trading vorpal off for it is often a sacrifice dagger builds can't afford, especially if they want a chance against very tanky builds. Obviously I'm not saying daggers should be able to win them all, but trading a fractionally better chance against one counter for a second counter in doomwalls and the like isn't much of a trade off.
Chivalry is another that I take myself in desperation for hit, but is the literal antithesis of the dagger playstyle. It's still usable regardless, I can't say too much against it really besides it's somewhat situational use especially with daggers.
Then on to the opposing buffs and debuffs. This for me is the most unreasonable in this example. Just miragewalk? Just hare stacks? When we're talking about evade walls here, that's hardly realistic. Add on a locking guard, kenki, yomidori, disengage, fear, fortune wind, distortion, fight as one, you name it, but that's where the difference is made. That's where that 50-80% turns into more like 30-60% with 2 buffs/debuffs, or more like 10-40% with 3 (20% loss each time here just as an average based on the range of hit loss/evade gain these skills can provide), which can easily be set up on turn 1 in most cases depending on your options here. Suddenly, if you're missing even 1 of golden eyes, blessed or perhaps chivalry you can kiss your positive hit goodbye, you just lost automatically because they applied 2 buffs/debuffs. Just as an example of my own the last time I was in one of these matchups myself, with only 4 less hit with all the same buffs minus golden eyes, my hit fluctuated throughout that fight from anywhere between -12% and 18%.
We've already been over the rest, there's no way you're keeping up with them with autohits assuming you even somehow have the fp to spam them and you have no alternative options or hit steroids enough to make a difference, even if you're playing a sub class with 0 synergy in sheer desperation to claw back that 20% or less hit chance with the likes of invisible weapon, hanging, etc. You just pretty much 100% lost on turn 1 because they spent their turn applying a couple of buffs or debuffs. Reminder that this is negative hit you're looking at here, after you've heavily invested in hit trying to have any kind of chance against evade stacking.
I do think walrus' ideas could also be good, I'm not necessarily saying that a dagger hit buff or a bunch of new hit steroids for dagger based classes are the only way here. The point I'm trying to make is that one way or another, the heavy evade/vs dagger build matchup right now, although meant to be in evade's favor as a counter, is way too heavily evade favored right now to the point that daggers just do not stand even the slightest chance against them 9 times out of 10, period.
In that example it's just miragewalk, or just hare stacks, and you're looking at anywhere from 50-80% hit depending on circumstances while playing a san corbie, the literal best option for hit race wise. This returns to the 'requiring the best race for it just to function' point, but just to give the benefit of the doubt lets keep the golden eyes buff because it's pretty widely available with kaelensians in general. I can hardly even justify it regardless considering that most dagger builds being able to invest san is a pipe dream with their effectively mandatory 65+ skill and luck requirement along with other mandatory stats for hp and weapon scaling.
Next there's blessed. I can't really fault it because, as is the way with daggers, it's practically mandatory to try and hit evaders even if you have no faith investment. I've used it myself many times on those builds, but trading vorpal off for it is often a sacrifice dagger builds can't afford, especially if they want a chance against very tanky builds. Obviously I'm not saying daggers should be able to win them all, but trading a fractionally better chance against one counter for a second counter in doomwalls and the like isn't much of a trade off.
Chivalry is another that I take myself in desperation for hit, but is the literal antithesis of the dagger playstyle. It's still usable regardless, I can't say too much against it really besides it's somewhat situational use especially with daggers.
Then on to the opposing buffs and debuffs. This for me is the most unreasonable in this example. Just miragewalk? Just hare stacks? When we're talking about evade walls here, that's hardly realistic. Add on a locking guard, kenki, yomidori, disengage, fear, fortune wind, distortion, fight as one, you name it, but that's where the difference is made. That's where that 50-80% turns into more like 30-60% with 2 buffs/debuffs, or more like 10-40% with 3 (20% loss each time here just as an average based on the range of hit loss/evade gain these skills can provide), which can easily be set up on turn 1 in most cases depending on your options here. Suddenly, if you're missing even 1 of golden eyes, blessed or perhaps chivalry you can kiss your positive hit goodbye, you just lost automatically because they applied 2 buffs/debuffs. Just as an example of my own the last time I was in one of these matchups myself, with only 4 less hit with all the same buffs minus golden eyes, my hit fluctuated throughout that fight from anywhere between -12% and 18%.
We've already been over the rest, there's no way you're keeping up with them with autohits assuming you even somehow have the fp to spam them and you have no alternative options or hit steroids enough to make a difference, even if you're playing a sub class with 0 synergy in sheer desperation to claw back that 20% or less hit chance with the likes of invisible weapon, hanging, etc. You just pretty much 100% lost on turn 1 because they spent their turn applying a couple of buffs or debuffs. Reminder that this is negative hit you're looking at here, after you've heavily invested in hit trying to have any kind of chance against evade stacking.
I do think walrus' ideas could also be good, I'm not necessarily saying that a dagger hit buff or a bunch of new hit steroids for dagger based classes are the only way here. The point I'm trying to make is that one way or another, the heavy evade/vs dagger build matchup right now, although meant to be in evade's favor as a counter, is way too heavily evade favored right now to the point that daggers just do not stand even the slightest chance against them 9 times out of 10, period.