Missing Melee and Abilities Isn't Fun!
I can't even comprehend why a chance to miss is in the game. I would rather take a 20% reduction in power than a 20% chance to miss any day. With chance to miss you have a chance to string misses together which feels AWEFUL. No feedback when an ability misses feels like lag caused me to miss click or the game bugged out or something. Even a whiff sound would be a taunt to me that I just lost power due to a dice roll. Losing the mana cost for missed abilities just multiplies my frustration.
This mechanic is like nails on a chalkboard for me and the only thing preventing me from playing the game. Ce fil de discussion a été automatiquement archivé. Les réponses ont été désactivées.
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"While I don't agree with the removal of the accuracy & evasion mechanic, I agree that missing with an attack needs more visual or audio feedback. It's kind of silly if you're using a bow, because you can actually see the arrow sticking out of your opponent who has lost 0 life because they 'evaded' the attack. |
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I currently can't tell whether I'm missing or I've desynced through FPS loss or lag. Definitely agreed there.
Anyway, with even light investment into some accuracy items or passives, you can get an accuracy rating of 85% or so pretty easily, and that's enough for me to very, very rarely see significant miss streaks. Removing it would be kind of a bad idea. Ancient and unwise, SSF only since 2012 Dernière édition par Caiada#0297, le 4 août 2012 à 23:48:53
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Accuracy doesn't feel right in this game, it's basically a pointless mechanic. I would just remove it entirely from monsters and buff their armor accordingly.
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" That's not really feasible, since accuracy and evasion are tied so closely. Evasion is grafted into about half the builds in the game atm. Can't just remove it. However, I agree, the fact that only 2 classes in the game need to carry acc rating really blows. Without carrying accuracy on several items, you're really pretty screwed (even with %acc bonuses in passives). A weapon could have great dps but at 25% miss it'll just feel really horrible. Much harder to roll a weapon with good dps AND accuracy, than just any decent combination of DPS stats. Haste builds don't REQUIRE +%attack speed on their weapons, but non-RT temp/mara builds absolutely do require acc on theirs. Not for character-sheet dps, but for straight up playability. Becomes less of an issue in the late game for sure, but early on (progressing through difficulties 2-4) it's a pretty huge roadblock. This problem is mirrored in the evasion problem. -- I don't have alpha access, that was a LONG time ago. Dernière édition par Zakaluka#1191, le 5 août 2012 à 01:09:08
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Having to worry about hitting adds stat complexity by making you worry about Accuracy as well as damage. This makes multiple build-routes viable, and creates trade-offs in gearing and passive choices.
Removing this would destroy build and itemization depth. |
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@Zakaluka
I suggested to remove evasion from monsters, not from PvP. Dernière édition par TYRI_#6409, le 5 août 2012 à 01:56:02
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" you can't do it. monsters still follow the evasion/accuracy rules. removing accuracy removes evasion. Either that or fake it. And if you don't remove evasion from PvP, you still need an accuracy mechanic in the game. Gotta be consistent. If you just set it up so that all mobs have 0 evasion and only armor/ES as defense, now the passive skill tree has to be reworked. Every node with %eva needs rebalancing, and now you've also got a much larger disparity between pvp builds/non pvp builds. For instance, dex needs a PvE buff, making it even more powerful in PvP. The rebalancing effort is pretty staggering to pull this off. I'm agreeing with you, high miss rate blows. Non-dex melee being the only ones requiring accuracy blows. But erasing accuracy from PvE isn't a viable solution. Quite simply, that'd take too much work, so it's not going to happen. How it works now isn't inherently broken - all it does is add one more DPS stat. What I'm suggesting is that, as an alternative, the underlying system needs a bit of a rework to make "missing" a little bit less noticeable/punishing. If I didn't completely whiff quite so often, it wouldn't feel so suck. I'd be more inclined to max my DPS even at the loss of some hit%. Overall, system fixed, without removing accuracy from PvE. -- I don't have alpha access, that was a LONG time ago. Dernière édition par Zakaluka#1191, le 5 août 2012 à 03:05:35
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switch evasion to %damage reduction. attacks and spells nick and singe as opposed to gutting or roasting.
change accuracy to increased projectile damage or something. no frustrating and unrewarding RNG while retaining unique characteristics. plus, this puts dexterity's defensive skill in line with strength and ES; all 3 now help against all offensive skills but do so in their own way (as opposed to evasion only providing effective reduction to weapon skills). obviously iron reflexes, (phase) acrobatics, resolute technique, unwavering stance, and arrow dodging have to be changed, but most of these were pretty shallow keystones to begin with (especially both acros and arrow dodging were pretty boring as keystone abilities). |
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" I'd like to introduce you to "Armor". Although most spell damage is only weakened by resistances. |
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