AaronAaron
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Why do players get punished for hitting shots? Why are people allowed to be invincible for 2 seconds just by pressing a button? Why does it dodge BLOBS?
Dodge doesn't seem any different from long range than from short range lmao. Totally botched mechanic imo.It's not the devs fault.
They didn't say 'fuck it'.
We made suggestions, they followed through. We didn't test it adequately in beta and that is why it is in the state it is now.
The intention was to weaken it at close range and strengthen it at long range so that classes with dodge could close distance safely against snipers yet not dominate at CQC. I.e, you can dodge more shots at range but not in close proximity. Conceptually, this was better than the previous rendition of dodge.
Dodge is strong now, yes. It will probably be adjusted in the future.
What is considered 'close range' (the least effective range) needs to be lengthened and the amount of shots dodged toned down at further distances.
Shitty suggestions considering this games gameplay-state.It's not the devs fault.
They didn't say 'fuck it'.
We made suggestions, they followed through. We didn't test it adequately in beta and that is why it is in the state it is now.
The intention was to weaken it at close range and strengthen it at long range so that classes with dodge could close distance safely against snipers yet not dominate at CQC. I.e, you can dodge more shots at range but not in close proximity. Conceptually, this was better than the previous rendition of dodge.
Dodge is strong now, yes. It will probably be adjusted in the future.
What is considered 'close range' (the least effective range) needs to be lengthened and the amount of shots dodged toned down at further distances.
@qwerty hahhahaha hes talking about you you little bitch"Why yes I play dodge 2 ET on imps and use the female officer skin, how could you tell?"
Yes! Victor Halcyon telling it how it is!I think part of the issue with dodge in almost all of its implementations is that it's not fun to fight against. There was a time (now long ago) when it felt like it had some counter-play, but now it feels more like an unlimited regenerating health bar that's difficult and costly to punish.
It's particularly egregious when fighting against a good player using a reinforcement class with a dominant gun like the a280, where the solution is to close range against a powerful weapon that's effective at short-range, and it's this combo especially I find to be problematic. The guys who use this build DO tend to be very good players, but I also feel they have survivability and sustainability out-of-proportion to the risks they have to take (basically zero).
I don't mind heroes having a strong dodge because they're a single-life class. I do like the idea of either taking it out entirely or limiting it to disruptor or projectile rifle shots.
Edit: I do remember the counterpoint that the removal of dodge would simply lead to a 25hp buff to the classes who lose it from their ability sheet. I think that's preferable to a perpetually-replenishing 25hp cushion, even if it is boring mechanically.
I like the first suggestion you gave the most. But I'm not an Open player so let me stfu and slide out of hereRemove it and you're just gonna crank up the corner camping with charge shots, burst weapons, snipers, firepower 3 sbd, and so on straight to 11.
The ability needs a heavy nerf/rework/revert to old functionality. Removing it will just bring to the forefront a problem that led to it becoming relevant.
Make no mistake, dodge currently is fucking stupid and should be one of the absolute highest priorities when it comes to balance, but removing it is just going to greatly increase an entirely different issue.
Possible solutions:
A) All headshots work on dodge rather than just ruptor/proj.
B) As is, but remove the ability to dodge regular fire, but continue to dodge all snipers, charge shots, and burst weapons. I.e. some guy trying to run up a corridor can get yeeted by an e-11 despite dodge.
C) Make dodge have a minimum distance i.e. if the dodge user is too close to the player shooting at them, dodge simply won't work at all.
The above are just some ideas. There are other ways to deal with it, and I would say regardless of what is done, the points to purchase it & the drain of dodge points warrant further review as well.