Half damage on dodge instead of no damage
I KIND of like this, except if the character model actually visually dodges the entire attack, then it should be 100%. However, I don’t think GW2 has the mechanics to do this like Tera or RaiderZ does.
Sort of like the idea.. Only problem is that ½ of a boss hit often does more damage than my Ele can take. and a few trashmobs can still wipe it out far to easy- using exact right combo of dodges and protective systems is constantly needed.
Dodge, as the name imply, is a mechanism to AVOID DAMAGE, not to reduce it.
Sorry, I don’t want to sound rude but this is the most stupid idea ever.
-ArenaNet
It would make cc and condition dmg way too strong. If you want to fix the zerk pve meta you just simply give boss mobs a knock back when you go into there model so you simply cant pass though them or stack up.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
Half damage on dodge instead of no damage.
The current evade system of dodging for 100% damage reduction in PvE makes DPS the only stat that matters. Support, defensive, etc stats are meaningless since the damage caused by NPC attacks is death regardless if you have 3000 more hit points, heal 25% more, etc. The only option is to kill the NPC faster with more DPS which is the current PvE berserker meta for all classes.
Giving players token abilities such as bonus vitality/hit points, 25% more healing, etc is not addressing the primary issue. The only way to make defensive and support stats mean anything is if they are required to complete PvE content. The most straight forward way to achieve this would be to make successful dodges reduce direct damage by half instead of the current full damage reduction.
Um….no.
This makes no sense at all. Dodging either works or it doesn’t.
Someone suggested this a long time ago and it was shot down simply because it makes no sense. What you really want is dodging to be removed and replaced with blocking to reduce damage, which isn’t going to happen. .-. If you dodge something you’re not getting hit, thus taking no damage because noth… ugh I shouldn’t even have to explain this. >.> What do they teach in school nowadays?
There are damages out there that takes out either all or near all of your health. This wouldn’t be a good game mechanic unless these things are put into perspective. I’ve played guard/warrior builds with high toughness/vitality and still lost a ton of health from certain mobs.
(edited by Fuji.6284)
They need to make special attacks not dodgeable. If an AoE like the aether cannon is going to hit the area, you shouldn’t be able to dodge roll in place to evade it. The prime holo’s PBAoE was like this. The same should be done for blind. It doesn’t really make sense that an area wide AoE attack missed because the target was blinded.
I KIND of like this, except if the character model actually visually dodges the entire attack, then it should be 100%. However, I don’t think GW2 has the mechanics to do this like Tera or RaiderZ does.
The game already does this.
I am not following your train of thought here. What you are suggesting would force everyone to have to make similar builds. While it is true that the dps/zerker classes can output their damage quickly, they are relying on their dodges in lieu of toughness and vitality. If they get hit, you know they are going to seriously feel it. On the other hand, you with your support build, don’t have to worry about timing your dodges just right because you have the stats to take a few hits. The great thing about Guild Wars is that you can play either way and be successful.
As a side note if you are fighting something that can one shot you, regardless of your build, why would you not expect to go down, take some friends next time.