I was going to post this on my other thread BUT I couldn't find it until now.
I've made many of those points before however, I'll make this one quick. Evasive at the moment needs some type of support. I've already made my points here: https://neus-projects.net/viewtopic.php ... dge#p38711 as the same thing I've mention, is happening at the moment.
With the shift in Meta, it seems the Weapon Scaling as getting out of hand (People are reaching 140-200 SWA casually), With the additions of a lot of Autohits, combine with the SWA stacking, to truly survived, you MUST run certain classes or run a tank. Even through evasion proc, you'll find yourself taking 140-200 damage per hit. Though my points have changed since, and how I view the current state of the meta, I couldn't help but wonder if there's really no way to save evasive builds from completely losing play.
There are many factors to consider when running evasive
- Really high SWA to compete against.
- Abilities that do quite a lot of damage and ignores/bypass Evasion.
- The need to run specific classes such as Ghost, DH, Summoner, and Monk. (Hopefully I'm not missing anything)
- Knockdown while within range of the enemy
- Glowing effect
- Frozen effect
While the evasive build is all about dodge basic attacks, not many people will run that gamble and choose to use auto-hit instead until they've built up enough hit via passives or enchantment to strike basic wise. Cobra helps, however, it's quite easy to work around it (If the ability isn't bugged).
As I've stated in the previous post, Tanks excel in each or just a more safe option. While they have counters, they only well common counters are Vorpal (if RNG is against them) and Rampage/Acidity. The problem with the tank weakness is that they're quite easy to adjust against. From cleansing potion to different abilities that could remove them. As for Vorpal? They can merely build just enough crit-evade lowers that odds even more.
As far as it goes, I'm only aware of Shatian Claws with Grapple and Divine eye (When done right) are the main two abilities that are consistent against them.
With all of that explained, how would I suggest going about this;
I've heard many suggestions and some of them seem quite reasonable. In my case, I'd suggest these two for evasive.
First: While you're building evasive, you'd find yourself putting above the healthy amount of points into Cel and Luck just to reach the standard amount of evade needed avoid basic attacks and trigger evasion. That efforts went to waste whenever someone either bypasses evasion via many different hit stacking methods and the different methods to completely ignore it altogether. How to help with this?
This is a similar suggestion; adjust the amount Cel gives in evade. From 2 evade per 1 Cel to 3 per 1.
This will adjust it a bit, allow people to put their extra points into defensive stats as well. While it won't add it to too much, it will certainly grant evasive build just enough points to add upon their reductions to compete and be considered a viable option outside of the given classes. Of course, players will choose to over stack their Cel or put their points somewhere else however by doing this, they'll merely fall victim to the current reason why this post was made; auto hits and really high SWA.
Now, suggestions to fight against tanks.The second suggestion is similar to the one I've made in the other topic. While this works differently, I'd suggest a chance for damage insurance upon triggering evasion. While Evasion is triggered, via a certain odds (Hopefully not too low), the person has a chance to double the evasion bonus. This will maintain that gambling aspects of building dodgy.
As it stands, tanks are slowly but surely getting a little too out of control. From stacking armor, reduction and so on. You haven't felt despite until your attacks began doing zero-damage, literally. While they have counters, they're easy to bypass/patch. Suggestion to bring them down a little?
Any many more options for such nonetheless but I'd like to see what's on the other's mind about this topic/suggestion.While they are only two consistent way to fight them, I'd suggest the many different classes obtain abilities that grant reduction negating properties. Rough example: Such as a slash attack (Or elemental magical attack) auto-hit, with a fair enough scaling, a cooldown similar to falcon strike but the ability ignores half of the target's armor and base reduction.