just a thought about some weapon skill
The reason there is perma dodge is because of :
- Traits (Thief)
- Utilities that refill endurance (Signet of Agility)
- Food (Bowl of Orrian Truffle and Meat Stew)
- Sigils (Sigil of energy)
The traits are enough to make Thief OP, but when you add food, utilities and sigils, you have a recipe for disaster. Currently, thief is the noobs choice. I started playing thief about 1 month ago and it is the easiest class to play.
All I have to do is stealth, dodge and hit. I have killed countless people in WvW with my thief and I am a complete noob with thief.
I like the idea of making some skills not dodge-able, everyone has access to blocks and immunities, so if you don’t want to get hit by an un-dodge-able skill then use a block or damage immunity.
(edited by Hitman.5829)
Unblockable/Unevadable are bad game design.
Why?
They put the burden of knowledge on the opponent to know what they can and can’t do to defend. I mean, GW2 has already gone down that road with Unblockable, and it was a terrible decision. As it stands now, a player must know almost every skill and trait commonly played in the game to be confident in their defense. They need to know which classes have unblockable attacks, what the animations look like, how long they take, their cooldowns, etc.
I would prefer we not add to the problem by introducing more things like that.
Outside of thief, I don’t see any permanent evading going on. If it’s deemed a problem for that class only, I’d favour a change specific to that class. At most, a minor tweak to reduce endurance refunds from traits and maybe foods.
Also, whirlwind attack is waaaaay too powerful to not allow an evade. I’ve outright killed glassy builds from full with that skill.
Ehmry Bay | Omg Brb Icecream Truck (ICEE)
(edited by Choppy.4183)