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Dodge and PvE
#1
I'll just be forthright here because I'm maybe-a-little-salty.

Dodge is either useful, or useless. There is no real inbetween on it. In High End PVE (See: Relei/Radigal/Snow Crows/Yetis) unless you spend many turns buffing up, you will have zero chance to actually dodge, because their baseline hit is well over 100% on you. Even fully buffed up, its about a 60% chance for them to hit.


It'd be really, really appreciated if we could audit their to-hit so dodge characters (who typically have less HP than tanks as well) have a chance to actually dodge, or not take 40% of their HP every time they get hit/targeted at random.

This is SOLELY for PVE, not for PVP.
[-] The following 2 users Like Rendar's post:
  • caliaca, Snake
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#2
The real answer in my mind is to nerf standard monster hit rates in the 70-80 bracket and keep boss hit the exact same, bosses should be threatening to a player and make them want to buff themselves up and use those tools in their kit, while basic monsters should have a good chance to miss you at even +10 or 15 evade. I think that is most of the problem with evade, its survivability long term gets very finnicky.
[-] The following 2 users Like Autumn's post:
  • Dezark, Poruku
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#3
This is a longstanding issue that hasn't been addressed. If we aren't going to get a change to the evasion system, let's at least balance the game around it. Honestly just nerfing the SKI of these crazy mobs would be enough
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#4
Or give us Afterimage and make it work against monsters.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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