04-13-2024, 03:18 AM
it doesn't is my point. You rarely benefit from the Evade it gives at all due to buffcap, the only times it even does something is in very inferior Dodge builds/Unfinished builds to begin with.
Why would you waste resources on, lets say a disengage for a 3 attacks puffer of 30 evade, if you could just use one of the evade buffs that do anywhere between 20-25 evade instead and use two of those to cap out. Thats pre buffs from Armor, like Mist armor or Sarasha Gi. It's inefficient, you can't tell me any of you is building a dodge character and calculates around 1 hit buffs to cap out on. And the rare times you might get some use out of it, people have very easy ways to get around it, without using multihit either.
I find it extremely funny how everyone agrees "Yeah dodge kinda sucks!", but when there is a suggestion that might atleast slightly push the balance back again cause there are about 25+autohits now: "Nah, I rather have it be how it is even if I get zero use out of it." I do fail to see the mathematical logic behind wanting something that gives you +0Evade for 3 attacks, in any optimized dodge build case. And if its for the not-optimized ones to get a bit of a puffer?... Maybe, just changing certain effects like mirage-walk to actually be real buffs instead, is the more fun thing to do to open more build variety.
The balance of hit and evade is very much calculated about you being at buffcap. And even then with use of flanking, and hit roids, you can reach 100% hit fairly easily.
I am not saying that my idea is the best, but.. # of attack evade buffs, is just a bad Buff in todays system. It was fine before, even powerful, when we didn't have a buff cap. That time is no more though. the only saving grace I can give some of those is, that they are passively built in some cases. But thats just a by product of the game being a slow buff fest at the moment, which again shoves the Momentum advantage to the slower people, tanks. Cause dodgies NEED to buff, to be in a reasonable dodge range. This is a flaw in the system, creating a scenario where the speedy people actually suck in the momentum economy, pseudo/fleurs just barely even it out.
So no, I do not think it works 90% of the time. More like 10% and thats a highball.
Why would you waste resources on, lets say a disengage for a 3 attacks puffer of 30 evade, if you could just use one of the evade buffs that do anywhere between 20-25 evade instead and use two of those to cap out. Thats pre buffs from Armor, like Mist armor or Sarasha Gi. It's inefficient, you can't tell me any of you is building a dodge character and calculates around 1 hit buffs to cap out on. And the rare times you might get some use out of it, people have very easy ways to get around it, without using multihit either.
I find it extremely funny how everyone agrees "Yeah dodge kinda sucks!", but when there is a suggestion that might atleast slightly push the balance back again cause there are about 25+autohits now: "Nah, I rather have it be how it is even if I get zero use out of it." I do fail to see the mathematical logic behind wanting something that gives you +0Evade for 3 attacks, in any optimized dodge build case. And if its for the not-optimized ones to get a bit of a puffer?... Maybe, just changing certain effects like mirage-walk to actually be real buffs instead, is the more fun thing to do to open more build variety.
The balance of hit and evade is very much calculated about you being at buffcap. And even then with use of flanking, and hit roids, you can reach 100% hit fairly easily.
I am not saying that my idea is the best, but.. # of attack evade buffs, is just a bad Buff in todays system. It was fine before, even powerful, when we didn't have a buff cap. That time is no more though. the only saving grace I can give some of those is, that they are passively built in some cases. But thats just a by product of the game being a slow buff fest at the moment, which again shoves the Momentum advantage to the slower people, tanks. Cause dodgies NEED to buff, to be in a reasonable dodge range. This is a flaw in the system, creating a scenario where the speedy people actually suck in the momentum economy, pseudo/fleurs just barely even it out.
So no, I do not think it works 90% of the time. More like 10% and thats a highball.