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Since the Guile nerfs (and to flank mechanics in general), there's been much discussion of how dominant dodge builds are and how the hit/dodge tug of war has gotten worse now that flanking, a previously decent counter to dodging, is much less viable in PvP. Amongst these discussions, I've noticed a decently popular sentiment that dodge itself should be reworked from a chance to avoid damage to simply a chance for a large DR bonus and to ignore on-hit effects.
However, I feel such a massive overhaul is complete overkill for dodge builds; remember, before the Yokoshura update, dodge was often considered equal to or worse than tanking, especially if your build has no source of hit debuffs.
I feel that evade could be rebalanced back to somewhere closer to its pre-Yokoshura state by just reversing the nerfs to flanking and Guile builds. Reverse the nerf to Deadly Arms and to Guile, maybe even throw daggers a few bones and bump their hit up a bit.
If we do want to go with the 60% DR+Ignore Onhit version of evade instead of simply buffing Guile builds, then maybe it could be made into a Battle Circle setting instead of completely reworking one of the major defensive playstyles gamewide, so PvE players can keep the fantasy of dodging and parrying oncoming strikes like a swashbuckling hero while PvP players have access to an evade system they consider more balanced for competition.
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09-02-2025, 06:34 AM
(This post was last modified: 09-02-2025, 06:36 AM by Lolzytripd.)
I don't think that's the right solution at all
If you change evade to be another layer of DR people will instead shift to a method that pushes that dr as close to 90% and it will just become the latest iteration of the doom wall.
the answer is a curve, a distribution curve, a bell curve, a log curve, you factor in diminishing returns in gasp.....two directions.
in pvp you have the curve on both ends so that from a median range it begins to diminish on how far the hit rate can fall towards 0 and 100, you make it impossible to hit negative or above 100 unless certain checkboxes are filled such as "a minimum evade investment threshold", "a minimum hit investment threshold", blind, immobilized, frozen, ect.
in pve you favor the system to the player because look, doomwalls have magnitudes more effective hp than dodgies and they succeed at pve by out sustaining the enemy. In pve dodgies survive by not getting hit, even at 60% dr that still means every enemy action will do damage, that means there is a threshold where a dodgie will buckle under the volume of attacks. In that end with a diminishing system only the player would have a minimum hit rate to hit dodge monsters and only the monsters would face a maximum hit rate curve.
the outcome of evade becoming DR would be that only evade builds with extra layers of DR attached on and a large shift to more effective hp scaling and sustain would succeed instead of the world we have now where an evade character can throw sustain to the wind and gamble on their evade to see them to the other side.
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8 hours ago
(This post was last modified: 8 hours ago by the REAL Minos Prime.)
(09-02-2025, 06:34 AM)Lolzytripd Wrote: I don't think that's the right solution at all
If you change evade to be another layer of DR people will instead shift to a method that pushes that dr as close to 90% and it will just become the latest iteration of the doom wall.
the answer is a curve, a distribution curve, a bell curve, a log curve, you factor in diminishing returns in gasp.....two directions.
in pvp you have the curve on both ends so that from a median range it begins to diminish on how far the hit rate can fall towards 0 and 100, you make it impossible to hit negative or above 100 unless certain checkboxes are filled such as "a minimum evade investment threshold", "a minimum hit investment threshold", blind, immobilized, frozen, ect.
in pve you favor the system to the player because look, doomwalls have magnitudes more effective hp than dodgies and they succeed at pve by out sustaining the enemy. In pve dodgies survive by not getting hit, even at 60% dr that still means every enemy action will do damage, that means there is a threshold where a dodgie will buckle under the volume of attacks. In that end with a diminishing system only the player would have a minimum hit rate to hit dodge monsters and only the monsters would face a maximum hit rate curve.
the outcome of evade becoming DR would be that only evade builds with extra layers of DR attached on and a large shift to more effective hp scaling and sustain would succeed instead of the world we have now where an evade character can throw sustain to the wind and gamble on their evade to see them to the other side.
Oh no, my point was that it
shouldn't be a chance for DR, sorry if that wasn't clear. I was just offering alternatives to the Chance for DR argument, be it either through buffing Guile builds back to or beyond their Pre-D2 state or simply making it a battle circle setting.
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.... ay so I ...I blame this on the overtime and ptsd from the last time we had the evade wars. I should have re read the whole thing before crashing out