Ok, I’m no super elite player, but I have some positive and negatives observations on Daredevil, based on my brief play and reading some other reviews.
Stealth: A lot of people have complained about the fact that the trait line makes stealth nearly impossible. I would like to point out this is kind of the point of daredevil. It’s meant to take away from stealth and focus on evades. I would have suggested a stealth field on the staff somewhere but you can’t use the staff if you aren’t in daredevil trait line so… kinda pointless. I don’t think the trait line, or staff, need any access to stealth and are fine as is in that sense.
Staff: A lot of people also complaining about the staffs lack of damage, but I found it’s auto attack chain to be highly effective against groups. Skill 4 is a little useless and skill 3’s evade does seem a little off. I would say skill 3 and 4 need some serious modifications/rethinking, and maybe skill 2 needs a little tweaking in terms of its movement. Skill 5 is awesome, I love it.
Utils: I have no real issues with the physical skills and I don’t have a lot to say about them. They’re not really amazing, perhaps a little lackluster, but they aren’t terrible. The Impairing Dagger skill (throw 3 daggers for slow/poison/immob) is awesome though, and by far the best. Will be using this one a lot.
Traits: I’ve seen a lot of complaints about the dodge traits feeling clunky, which I tend to agree with. They don’t really feel like a “dodge”, more like a “dodge type skill”. The biggest thing I have found, however, that I think needs a change is the Bounding Dodger trait. Apart from being clunky, the other 2 are decent traits.
The “damage on landing” dodge I find very hard to use. It has a movement range of 300 and whenever you use it in a melee situation you just end up dodging out of melee range and not landing the impact damage. Unless you back off a bit first (I found staff 3 skill followed by dodge into mob worked alright), but this kind of defeats the purpose of melee.
I think this dodge needs a range decrease. Though this makes the dodge no good for mobility, mobility is not really the purpose of this trait, that’s what Unhindered Combat is for. The purpose of this trait is to have a brief evade, while landing and dealing a massive blow to the enemy. It’s kind of hard to do this when you dodge out of range and miss them entirely.
Perhaps drop the movement range down to 240 or 200 instead of 300. Or, as an alternative, if nerfing the mobility of the dodge makes people unhappy, make the radius of impact bigger, say 300, that way when you dodge out of melee range you still at least hit the mob.
Lotus Training is amazing because you can dodge away from your opponent and still hit them. Throw in the caltrops on dodge trait and you can build a tonne of bleed, but Bounding Dodger is pretty much useless as you can’t dodge into or away from the mob without missing the landing impact entirely.
If I had to pick one thing to change it would be the Bounding Dodger trait. The rest I could live with, but that trait definitely needs a tweak.
Thanks for reading.