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Rebalancing flee and evasive skill

Posted: Tue May 19, 2020 11:04 am
by CKork
Hi all,
just a thought.

I think the base chance to flee is too high. 75% gets you out of most nasty situations easily. The chance to get preliminary strike is nice, but is it really worth investing skillpoints?

Also, hit and run tactics are too easy with this high base flee chance. I think it is a viable fighting style, but should require more invest (e.g. in the evasive skill).

Idea: Get base flee chance down to 45% and up chance increase of the skill to 12.5% per level.
That way the skill becomes more meaningful and hit and run more balanced.

On top, I could imagine that some mobs (like boses and uniques) have a lower flee chance, and the skill gives an even higher bonus for those mobs (e.g. base flee 15%, bonus from skill 20% per level).
Or alternatively, make it impossible to flee from them at all, unless you have at least 1 skill point invested in this skill (and have chances similar to other mobs).

What do you think?

Re: Rebalancing flee and evasive skill

Posted: Tue May 19, 2020 11:48 am
by rijackson741
I see where you are coming from, but what you suggest would make the game harder than it is now, especially in the early stages. I don't think we want to do that.

Re: Rebalancing flee and evasive skill

Posted: Tue May 19, 2020 6:50 pm
by JaSP
The game would be far more interesting if monster attack and flee fail chances were 1/10000 instead of 0.

Re: Rebalancing flee and evasive skill

Posted: Tue May 19, 2020 8:10 pm
by rijackson741
1/10000 is not very far from 0. Or maybe I misunderstand what you are suggesting?

Re: Rebalancing flee and evasive skill

Posted: Tue May 19, 2020 8:25 pm
by Nut
I think I understand. If you are sure that you won't be attacked, you play different than if there is a chance - no matter how small - to be attacked.
Humans are not reasonable in such matters.

Re: Rebalancing flee and evasive skill

Posted: Thu May 21, 2020 8:54 am
by CKork
rijackson741 wrote: Tue May 19, 2020 11:48 am I see where you are coming from, but what you suggest would make the game harder than it is now, especially in the early stages. I don't think we want to do that.
True. In regular game mode, though, it does not matter, als you can die as often as you do.
In the limited save ones, a little survivability is needed. Flee helps, but only if you try to tackle mobs you shouldn`t go for at your current level. Hit and run should have a higher risk in such encounters.
Risk vs. reward.

That is even more true for permadeath mode.

Yet again, the flee I used very seldom, even in permadeath mode. You should generally avoid fights where you need that anyhow, or your game ends sooner than you wish for.

If you are truly worried about survivability and difficulty in early game, then the one thin you should look into and focus on is critting mobs!
There are so many of them, with a factor of 2 or 3! That`s insane! Many mobs can one shot you, no matter what you do end where you go, unless you solely focus on pups...
It gets a bit better after lvl 10, but still quite a challenge until lvl 15+ and you getting better skills and equipment.

Sorry, don`t want to sound harsh or over intensly fighting over this. Just my view and experience.