One of the core issues with Evade right at this moment is that the cap on Evade/Hit creates a perception that you must hit as near to this cap as possible to be remotely close to optimal. Evade is actually incredibly strong, and so people pursue the options that are given to them in order to stack hit rate and move past it in as efficient a way as possible. It isn't exactly as evade users don't deserve this kind of treatment either since the name of their game is denying their opponent damage in it's entirety. Which I am sure anyone who has had questionable hit rates before thinks that that doesn't feel very good, it's not exactly a healthy gameplay experience.
It makes it quite the problem to balance around, making it too good will just be frustrating for classes that already suffer on hit rates, Ghost coming to mind immediately.
Each time Evade balance is touched upon, it does get harder to simply evade things, or simply hit things, shoehorning people into specific setups and limiting metas instead of creating them, this has been a consequence of nerfs being more prominent than buffs mostly.
It makes it quite the problem to balance around, making it too good will just be frustrating for classes that already suffer on hit rates, Ghost coming to mind immediately.
Each time Evade balance is touched upon, it does get harder to simply evade things, or simply hit things, shoehorning people into specific setups and limiting metas instead of creating them, this has been a consequence of nerfs being more prominent than buffs mostly.