Missing Melee and Abilities Isn't Fun!

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dashgalaxy86 a écrit :
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jokulmorder a écrit :
switch evasion to %damage reduction. attacks and spells nick and singe as opposed to gutting or roasting.


I'd like to introduce you to "Armor".
Although most spell damage is only weakened by resistances.


i'm well aware of armor, i'd like to introduce you to effective physical health, the stat which says it doesn't matter if it's armor or evasion, on average, it's the same. in any case, they can say "dex gives +1% to armor and resistances" but it doesn't have a dex feel. adding this relatively pointless trite makes it game more immersive without the need for outdated and unrewarding mechanics like evasion.
Conversely, I find it far more satisfying when 5 monsters miss hitting me in a row. So where does that fit into your "fun" equation?
Leave Evasion alone. I like it, I have a couple builds with it.
Tweak it here and there but don't completely remake it.
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dashgalaxy86 a écrit :
Conversely, I find it far more satisfying when 5 monsters miss hitting me in a row. So where does that fit into your "fun" equation?


well if you want to get technical, there is an amount you value dodging enemy attacks more often than normal and an amount you dislike having enemies hit you more often than not.

what these are is completely up to you. if the difference is negative, you should probably support the removal of evasion. if positive, you should support keeping evasion.

however, consider a battle in which you and an equivalently armored friend are tanking the same boss. on average, you both come out at 50% hp remaining. let's say though that your friend always comes out at 50% hp remaining and you come out at full hp 50% of the time and dead the other 50% of the time (a one stroke battle if you will). you get absolutely nothing for coming out at a higher percentage than your friend, the same loot drops, you might save a couple seconds on regen but that pales in comparison to the cost of dying. dying is extremely unfun and evasion by nature requires that dying occur as often as being extraordinarily lucky.

if you enjoy having your character's life in the hands of the dice roll, that's fine. i can see the merit in it, it can be exciting to gamble. just know that most people dislike losing a lot more than they like winning by more. it's not only in our nature (bad news gets more press than good news, when dealing with random numbers, we remember specifically the times it screws us and generally forget how fortunate we can be) to dislike and remember the bad more than the good, it's in the math.
Dernière édition par jokulmorder#0674, le 5 août 2012 à 09:53:16
Or, you know, have good gear, insta-recover potions, and health passives.
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dashgalaxy86 a écrit :
Or, you know, have good gear, insta-recover potions, and health passives.


and what does this have to do with what i said?
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if you enjoy having your character's life in the hands of the dice roll, that's fine.

Dashgalaxy said it, you don't leave your life in the hands of dice roll with some life and good potions on an evasion character. It is not a gamble then.

I personally don't like missing mobs because of my low accuracy (and I play dex/str char and I did invest in some accuracy nodes, still 79% chance to hit!). But I can't imagine how would evasion work without accuracy. It wouldn't, I guess? Or maybe it would add flat chance to evade and become totally ovepowered?

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I think it would be worth considering adding some sort of passive buff that is applied to characters below a certain level threshold to temporarily increase their accuracy rating until they're high enough to have obtained some on their own via passive tree or gear. a lot of the struggle with melee characters comes early on in the game when you haven't had the opportunity to build up enough armor/resist/accuracy nor have a large selection on effective flasks to be able to do consistent enough damage on targets that hit hard, which is where strings of misses are most important.

i think if each additional level suffered an amount of diminishing returns or similar, for example:

you have a base accuracy rating of 80%

from 1-9 your accuracy rating is buffed multiplicatively to 90%

at level 10, DR starts to kick in and instead of 90% accuracy you're now down to 88%. at 12 you're now at 87%, 14 you're at 86% etc etc

Once you reach say, level 25 your bonus accuracy rating has now diminished

having the ability to toggle this passive accuracy bonus while hostile players are present would also prevent imbalances to pvp and any changes to the passive tree from being required.

just a suggestion
Dernière édition par teek#7649, le 5 août 2012 à 10:42:41
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Softspoken a écrit :
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RustyEyeballs a écrit :
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.
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.


Definately need some Visual confirmation on Crits, Dodges, Misses, Blocks.

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