Thread Rating:
  • 3 Vote(s) - 2.33 Average
  • 1
  • 2
  • 3
  • 4
  • 5
The Guile in the room
#1
Evade has a tough time existing in the current game of Rocket Tag that is "I have 360 hit."

Which, as Filia has shown, is unfortunately a thing that Can Exist. Between hitting 280 hit on your own, if not higher, with the +50 bonus (which Evade only can get to.. GENERALLY, 210~215 before things become next-to-impossible to pass through)... Hit gets an added bonus in the terms of Flanking.

Flanking is a modifier that can just give + (10+GUI) hit to you if you have an ally adjacent to them and hit their rear. Without an ally adjacent, you can get + ((10+GUI)/2) hit if you smack their rear end. Which... doesn't sound like a lot, but for flanking someone and getting +35 hit. It gets nutty quick. Especially if the person ALREADY has hit their +50 hit cap bonus. Making 280 hit into.. 305. Which makes it a Near Guaranteed attack.

Hit Negative stacking was removed from field tiles because being able to get -70 to someone's hit was toxic.

Flanking needs to just start counting as Bonus Hit that is limited to the +50 cap, because evade already is eating shit most days of the week whenever they can't get their buffs up or Evade Ignore spam (Legitimately almost died to a summoner throwing out sazae oni / Suzaku to double-tap me before I could kill either).

[Image: aZ3OnLS.png]
Reply
#2
What if Evade got it's own variant of flank... Enemies within sight have less hit on you based on a portion of celerity, in 1 range directly in front it is strongest, and as you gain distance, it's less effective up to a max range.
OOC Devourer Of Souls: it makes me feel like someone slipped me acid laced water
Reply
#3
I still nominate the idea of taking hit vs evade behind the barn and writing a new hit check formula involving a distribution curve that nips hit and evade in the extremes, becoming impossible to hit 100% or 0% hit chance without an egregious difference and possibly requiring one of a list of negative statuses (frozen/immobilize/ensnared/blind/ ect) ontop of a hit evade difference exceeding atleast 170 points.
Reply
#4
Yeah, we need evade and hit to get looked at as a whole. I'm still a supporter of the bellcurve rule. I think path of exile does a good job of making evade feel right.

Here's what evade should feel like in my humble opinione:
1: Against characters with particularly low celerity, you get to hit easily as long as you have higher skill. So if you have like 35 ski and attack a guy with 7 celerity, that's a guaranteed hit
2: If you attack an evasive enemy, you have a low chance of hitting, somewhere between 30 and 60%. Particularly powerful hit buffs can get you a good chance to hit, like maybe up to 80%, but it will never be 100%. Similarly, you will never have 0% chance to hit, usually maybe 15% if you really have a disadvantage in that department.

Thus, evade builds would be more about rolling the dice on evade checks rather than setting up a massive amount of walls. It would also mean you can build like 40 celerity and 30 defense and have decent mixed defenses... Shocking to think about but, sounds pretty fun to be honest.

Either way, yeah flank is one of those things that just really shifts the balance in this evade vs dodge thing
Reply
#5
Ruler's Knight Automaton has a passive that grants it a minimum hit chance of 20% vs any target. This right here feels like what should be a think for hit-evade... Evasive builds should be able to avoid but not always, and high hit setups should be able to counteract the evade only through hit buffs, but not just naturally always hit vs evasive setups...
OOC Devourer Of Souls: it makes me feel like someone slipped me acid laced water
Reply
#6
Me, saying "can we please cap Hit at a maximum of 260~275?"

Everyone: "na kunai wtf thats not how we should do this"

This: *bonjour*
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
Reply
#7
Capping hit would just be a bandaid fix to this unbalanced system
Reply
#8
Dunno.

Guile should either count as Bonus Hit, or reduce the enemy's Evade instead. That way you can try to pad through the Evade debuff by overbuffing.

As is, it's clearly ridiculous to have Pre-GR Hit rates.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
Reply
#9
I definitely agree it could use a nerf
Reply
#10
(12-06-2024, 09:35 PM)Snake Wrote: Dunno.

Guile should either count as Bonus Hit, or reduce the enemy's Evade instead. That way you can try to pad through the Evade debuff by overbuffing.

As is, it's clearly ridiculous to have Pre-GR Hit rates.

Please do NOT have it be an Evade Debuff. Some classes already Sink Or Swim. Having to 'overbuff' relegates people to having to use ST. Or Shapeshifter.

More than they already do.
Reply


Forum Jump:


Users browsing this thread: 2 Guest(s)
Sigrogana Legend 2 Discord