05-05-2021, 09:16 PM
Certain character concepts are hit incredibly hard by certain required abilities to make them perform at least closely with the most viable builds, especially when compared to spellcasters, thanks to how easily they can build almost entirely defensive stats and still out-damage anyone else. A big thing has been made out of how duelist, and typically ghost, is a requirement to play a basic attacker, and I agree.
But I think it also stands to shine a spotlight on our poor friends: The evasive characters, who suffer a similar fate. I'm fine with the game requiring characters to have a defensive strategy to be effective, be it tanking through attacks or dodging them entirely. But as it stands, tanking is so much better that it's a handicap to play an evasion-based character (Barring one exception, and we'll get to that.) With the best gear you can for this purpose, and running a class with an evasion DR buff like Aquamancer or Verglas, you can get your evasion DR up to around 48%, which is about on par with tanky DR, but unreliably, and requiring regular investment of your momentum economy. Surely the basic narrative concept would be that dodging an attack should be superior to blocking one, but less consistent? As it stands, autohitters do not typically need to build for accuracy at all, because evasion is so weak that it's not worth taking care to prepare for. Basic attackers versus evaders fares a lot better, thanks to it's 'all or nothing' nature, but with basic attacking being in the state it's in, it's not basic attackers you typically need to prepare for when trying to craft a dodgy character.
Of course, there are a few elephants in the room that come from the idea of a global evasion buff. The first being the aforementioned builds that can gain offensive power by building defensive stats. Mages especially can invest everything they have into entirely defensive stats (And willpower) and still have unreal firepower while enjoying the main benefit of DEF/RES damage resistance, and the occasional Evasion! proc for extra DR. I agree with several points made in the thread that weapon scaling and even elemental attack should move away from defensive stats to remedy this problem.
The other elephant has to do with the one way to make an evasive build stand up to it's defensive big brother, Cobra Demon Hunter. Now, despite the meme, I do not hate demon hunter, I do not think it is overpowered, and Cobra has enough blind spots to make playing against it tactically interesting. What it is, is viable and strong. The only way to make evasion without DEF/RES viable and strong in my experience. So if you want to portray a character who survives by dodging attacks over powering through them you're trapped playing demon hunter, in much the same way a basic attacker is trapped playing duelist. Which means that in many ways, a global evasion buff could push it into being overpowered if not handled in a way that considers Cobra.
I don't like complaining about things without offering solutions, so here are some basic concepts I had.
-As mentioned before, we need to stop characters from being able to build every defensive stat in the game. Tank, or Dodge. Pick one. This helps us prepare for...
-Snake Dancer as a trait or talent. Rip it right out of Demon hunter, and give it to everyone, preferably only after they've invested 30-40 cel, given it's sheer power should be defended from gimmicky tank builds that can stack Evasion! class effects and passives. There are some tweaks you can do here. Perhaps the trait/talent snake dancer only has one charge, and the demon hunter skill gives it an additional charge. Or perhaps it has two charges, and demon hunter's snake dancer has an entirely new effect.
-Beefier evasion DR buffs. Ring of Pearls is a good start, but we need more. Rogue, Archer, and Duelist at the very least should have some seriously beefy (and mutually exclusive) evasion DR buffs. Something like 30% on a 3m buff. Rope Snake Dancer into the mutual exclusivity of these evasion buffs, in the same way parry and evasive reaction skills are mutually exclusive with one another. I like this solution less than making Snake Dancer a trait. It's very possible to build evasion so high that a even hit-stacker could never catch up, and would rely on momentum economy investment to give it a weakness. Compared to the more tactically interesting snake dancer.
TL;DR, the broad idea here is that, be it for basic attacking or evasion, if a particular class skill is required to make a playstyle viable, then it should be a skill that any class can access. In this vein I am also a proponent of Fleur becoming a talent/trait. The so called 'global fleur'.
But I think it also stands to shine a spotlight on our poor friends: The evasive characters, who suffer a similar fate. I'm fine with the game requiring characters to have a defensive strategy to be effective, be it tanking through attacks or dodging them entirely. But as it stands, tanking is so much better that it's a handicap to play an evasion-based character (Barring one exception, and we'll get to that.) With the best gear you can for this purpose, and running a class with an evasion DR buff like Aquamancer or Verglas, you can get your evasion DR up to around 48%, which is about on par with tanky DR, but unreliably, and requiring regular investment of your momentum economy. Surely the basic narrative concept would be that dodging an attack should be superior to blocking one, but less consistent? As it stands, autohitters do not typically need to build for accuracy at all, because evasion is so weak that it's not worth taking care to prepare for. Basic attackers versus evaders fares a lot better, thanks to it's 'all or nothing' nature, but with basic attacking being in the state it's in, it's not basic attackers you typically need to prepare for when trying to craft a dodgy character.
Of course, there are a few elephants in the room that come from the idea of a global evasion buff. The first being the aforementioned builds that can gain offensive power by building defensive stats. Mages especially can invest everything they have into entirely defensive stats (And willpower) and still have unreal firepower while enjoying the main benefit of DEF/RES damage resistance, and the occasional Evasion! proc for extra DR. I agree with several points made in the thread that weapon scaling and even elemental attack should move away from defensive stats to remedy this problem.
The other elephant has to do with the one way to make an evasive build stand up to it's defensive big brother, Cobra Demon Hunter. Now, despite the meme, I do not hate demon hunter, I do not think it is overpowered, and Cobra has enough blind spots to make playing against it tactically interesting. What it is, is viable and strong. The only way to make evasion without DEF/RES viable and strong in my experience. So if you want to portray a character who survives by dodging attacks over powering through them you're trapped playing demon hunter, in much the same way a basic attacker is trapped playing duelist. Which means that in many ways, a global evasion buff could push it into being overpowered if not handled in a way that considers Cobra.
I don't like complaining about things without offering solutions, so here are some basic concepts I had.
-As mentioned before, we need to stop characters from being able to build every defensive stat in the game. Tank, or Dodge. Pick one. This helps us prepare for...
-Snake Dancer as a trait or talent. Rip it right out of Demon hunter, and give it to everyone, preferably only after they've invested 30-40 cel, given it's sheer power should be defended from gimmicky tank builds that can stack Evasion! class effects and passives. There are some tweaks you can do here. Perhaps the trait/talent snake dancer only has one charge, and the demon hunter skill gives it an additional charge. Or perhaps it has two charges, and demon hunter's snake dancer has an entirely new effect.
-Beefier evasion DR buffs. Ring of Pearls is a good start, but we need more. Rogue, Archer, and Duelist at the very least should have some seriously beefy (and mutually exclusive) evasion DR buffs. Something like 30% on a 3m buff. Rope Snake Dancer into the mutual exclusivity of these evasion buffs, in the same way parry and evasive reaction skills are mutually exclusive with one another. I like this solution less than making Snake Dancer a trait. It's very possible to build evasion so high that a even hit-stacker could never catch up, and would rely on momentum economy investment to give it a weakness. Compared to the more tactically interesting snake dancer.
TL;DR, the broad idea here is that, be it for basic attacking or evasion, if a particular class skill is required to make a playstyle viable, then it should be a skill that any class can access. In this vein I am also a proponent of Fleur becoming a talent/trait. The so called 'global fleur'.