06-04-2020, 01:16 AM
Okay here comes swift with another shitty idea, and I mean it this is a real stinker because I'm not sure if anyone will agree but personally, I'd like to see evade become healthier in some way.
Celerity should become like Defense and Resistance, but not. Below are key points to illustrate my meaning.
What this means Okay so what I mean is if we make it like def/res is becomes a percentage, and we basically kneecap hit because for this to make since we can't assume 300 hit or 3 hit, so if you have 40 scaled celerity, you get a 40% chance to dodge or evasion, if we really need to we can make a small rework where torso type effects cel/def/res where unarmored gives more to cel light gives more to res and heavy gives more to defense, in more ways than just armor I'm talking if you're wearing unarmored your defense and resistance value is skewed in some way, not to the point where they're unusable but bare with me here I didn't plan this like I always do.
How about evade/armor/marmor? Obviously armor and marmor remain unchanged but what if evade becomes added to the chance to dodge, where weapons are impacted by their accuracy similarly where a gun with say 80% chance to hit will have 80% base accuracy modifier versus celerity whose stat is 50 scaled giving you a 30% chance roughly to hit them or they dodge/evasion proc, which is unlikely to have something this low if you don't intend to do autohits, and usually can be raised to near 100% to keep it possible to have a chance to hit even a faster character. We could even impose a cap to keep it possible to land hits.
What about hit? gone, trash, rotten. Garbage. We don't need hit if we factor in a change like this, because then we go back to square 1, where evade is either too good in a fight or too bad, even if the too bad part is much too commonplace anymore
What about evade skills?Well personally I'd like to see them changed, hit skills too, the game becomes less about who can buff hit or evade faster and becomes actual fighting, no longer will fortune winds rule your life young ones.
Def/Res Alternatively here's another idea, we make defense and resistance an activation where they cannot occur with evade, but in turn evasion works like defense making durability economy better where you can't back 50 cel with 50 defense to be immune to damage or something, but keep evade working as it does now so it doesn't become the "God tier defense stat"
I'd feel a lot better about evade if it didn't get shut out of existence for being incapable of holding out 350+ hit chance and just dies because evade can only reach like 200 base so you have to buff hard just to dodge, or on the other hand if you don't have 350 hit because you're poor and needy you don't suffer because you're a basic attack build who failed to hit your crumb quota.
People will probably hate this idea, but at the end of the day it's just an idea
Celerity should become like Defense and Resistance, but not. Below are key points to illustrate my meaning.
What this means Okay so what I mean is if we make it like def/res is becomes a percentage, and we basically kneecap hit because for this to make since we can't assume 300 hit or 3 hit, so if you have 40 scaled celerity, you get a 40% chance to dodge or evasion, if we really need to we can make a small rework where torso type effects cel/def/res where unarmored gives more to cel light gives more to res and heavy gives more to defense, in more ways than just armor I'm talking if you're wearing unarmored your defense and resistance value is skewed in some way, not to the point where they're unusable but bare with me here I didn't plan this like I always do.
How about evade/armor/marmor? Obviously armor and marmor remain unchanged but what if evade becomes added to the chance to dodge, where weapons are impacted by their accuracy similarly where a gun with say 80% chance to hit will have 80% base accuracy modifier versus celerity whose stat is 50 scaled giving you a 30% chance roughly to hit them or they dodge/evasion proc, which is unlikely to have something this low if you don't intend to do autohits, and usually can be raised to near 100% to keep it possible to have a chance to hit even a faster character. We could even impose a cap to keep it possible to land hits.
What about hit? gone, trash, rotten. Garbage. We don't need hit if we factor in a change like this, because then we go back to square 1, where evade is either too good in a fight or too bad, even if the too bad part is much too commonplace anymore
What about evade skills?Well personally I'd like to see them changed, hit skills too, the game becomes less about who can buff hit or evade faster and becomes actual fighting, no longer will fortune winds rule your life young ones.
Def/Res Alternatively here's another idea, we make defense and resistance an activation where they cannot occur with evade, but in turn evasion works like defense making durability economy better where you can't back 50 cel with 50 defense to be immune to damage or something, but keep evade working as it does now so it doesn't become the "God tier defense stat"
I'd feel a lot better about evade if it didn't get shut out of existence for being incapable of holding out 350+ hit chance and just dies because evade can only reach like 200 base so you have to buff hard just to dodge, or on the other hand if you don't have 350 hit because you're poor and needy you don't suffer because you're a basic attack build who failed to hit your crumb quota.
People will probably hate this idea, but at the end of the day it's just an idea