Rebalancing flee and evasive skill
Posted: Tue May 19, 2020 11:04 am
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?
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?