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Make Evade A Teensy Bit More Available
#11
I'm personally fine with making evade more available and reliable at the cost of it being less effective (I actually preferred the old evade system even if it was weaker. I really don't like total evasion or being forced to pay skill tax.) Right now it's so polarizing for both parties and nerfs to sources of hit/evade just feel bad in general since evade builders also have to build hit to hit other evaders.

Classes like Ghost are a good example of having little to no evade AND hit buffs (also evoker, hexer, demon hunter, etc.) while classes like Spellthief can cap evade by themselves and have hit buffs through Invisible Weapon.

As it stands right now though tank builds have way more diversity because of things like weapon parts/enchants/skills giving hit and/or not requiring actives (purity edge, archer passives) and evasion ignores, debuffs and active hit buffs being more prevalent across classes (magnetize/glowing/basic attacker skills that give additional hit on attack.) It's also MUCH easier to gear/class for tank than dodge builds since every point of dodge can pretty much mean life or death so you have to squeeze out every little bit of it (forced to use breezecloth, unarmored high evade clothing, rogue main class being the only other source of non-evade cap dodge, etc.) Not to mention skill offers crit/hit/skill pool/ice attack and status inflict which are much more applicable to most classes than celerity's turn order/dodge/wind attack.

Basically: give evade less power and more accessibility. Miragewalk and Windswept Gi, which were two of the main sources of evade for classes that didn't have them have both been hard nerfed, making many class combinations just plain suck or unfeasible for evasion. Build diversity is suffering out here.
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Make Evade A Teensy Bit More Available - by Latto - 11-25-2022, 12:29 PM
RE: Make Evade A Teensy Bit More Available - by Latto - 11-26-2022, 08:24 AM

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