[Balance for Evasion classes] Proposal for more melee class diversity
Charge autohits, that is why armor is better for it. On the other hand those explosive arrow archers in act 2 destroy no evasion all armor builds and evasion/arrow dodging builds laugh at them. If the game had no desyncs charge mobs would not be that hard to avoid (except the faster movement versions). Desyncs are biggest enemy of evasion builds, not evasion.
BTW with evasion you need lots of movespeed and not stand in one place and exchange blows with enemies. It is just a different way to play. Also as I said, evasion characters are meant to be played with shield or shield and acrobatics. Last edited by Torin#1843 on Jan 31, 2013, 12:19:35 PM
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The problem isn't randomness (since Evasion doesn't have any randomness). The problem isn't even the lack of, for lack of a better word, transparency surrounding it (since you can't know an enemy's exact hit chance and make judgements based on that information).
The real problem is much simpler, and you actually mentioned it. It scales badly. Or better stated, it is far more gear-dependent than the other versions. By the time Merciless starts you pretty much need to have one or two pieces of 1000+ evasion equipment, otherwise your chance to evade plummets below 50% and you'll be very vulnerable to the dreaded back to back large hits. And there's nothing you can fall back on. Blocking and Acrobatics are great, but those two are actual RNG and won't save you from every situation. Armor can get away with being a bit undergeared by playing safer. ES can get away with TERRIBLE gear by playing really safe. Evasion-based builds, when undergeared, inevitably die, no matter how safe you play. | |
" Yea...so with 99% dodge facing a single mob and the game roll me a entropy value of 99...guess that means I'm still dead right? Evasion still looks pretty random to me. Last edited by DrkZeraga#2769 on Jan 31, 2013, 12:39:04 PM
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Evasion is not substitute to life. If you one shotted it is time to get more life or ES, armor also not substitute of life. There is no reason to take more then 50% evasion bonus really. After thaat point enfeeble curse and blind support give more evasion. Evasion is pretty good as long as you have enough HP/ES, you just don't need to run in pack of frenzied monkey with evasion build and hope to survive for long. Entropy system only guarantees you that you wouldn't hit more then average on low number of hits.
P.S. Spells can't be evaded anyway so life is way to go. Last edited by B_TAHKE#5476 on Jan 31, 2013, 1:06:45 PM
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Thanks for the feedback guys, I learned a lot of new things just by reading these replies.
Honestly, I love the entropy randomness thing, however the problem at the core still persists: it's still based on random chance. You can make it based on entropy but that won't change the fact that you can still get one shot by something (or a lot of things) that still wouldn't touch an armor (or IR) build. Most people are talking about a "different" playstyle, and I agree, however let's not forget that what I'm going for here is a viable melee build, not a ranged build. Playing a shadow/ranger with flicker strike/whirling blades, critting everywhere and jumping in and out of groups of characters... this would be great and a good source of nice DPS (it actually is still now) but the thing is that you won't survive. In a game like this, sometimes going for the glass cannon approach would be great (and provide more varied builds) but as of now there's no simple way of doing this, especially in HC. Yes, I'm not asking for a way to have an "easy to play" glass cannon character, but at least don't make it based on chance. Having such a simple talent (which in my opinion isn't that overpowered) would make for a lot of varied builds and still be viable for HC |
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"Armor is actually a (partial) substitute for life. Taking less and more consistent damage means you have more time to react to damage spikes say by popping granite flasks or running away. The main purpose of raising max life early on is to survive damage spikes, so armor and life match in this respect. Less consistent damage from Evasion means you need more life than an armor build would in order to keep from taking too much burst damage, and can't effectively leverage other sources of mitigation like flasks and escape abilities since you don't know when you're in danger until it's too late. Last edited by Strill#1101 on Jan 31, 2013, 1:17:18 PM
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I think the solution you are looking for is already in the game and you have mentioned it several times, its called iron reflexes.
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" Until you meet brutus and armor shatters in pieces and reduces damage like by 4%-20%. It is 1-2 life passives. Last edited by B_TAHKE#5476 on Jan 31, 2013, 1:27:10 PM
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" That is one solution, it just transforms evasion into armor. It's not adding much depth to the skill tree, it's just an alternative to stacking armor nodes + armor gear and in the end you'd just be pretty much the same as everybody else stacking armor. The playstyle wouldn't change that much either. |
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" I had a fairly high level melee evasion high life shield acrobatics ranger in HC. Died to desync and shock stacks in act 1 ruthless. Never had problems with physical attacks. |
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