""Dodger back"" u still have MoBlock and MoParry ingame,. dont punish evaders

Started 29 Jan 2019
by cocio_dk
in Suggestions
Hi, dev team, I suggest that assassins get access to RA Dodger again, the ONLY defensive mech we have is evade, and its now not even possible to spec for a more defensive line in Realm Abilities. take fx Reaver, not a tanks, but a hybrid with amazing dps .. has access to MoBlock, MoParry, IP, and so on, at least give infils , sbs and NS the option to pick Dodger again . (for ppl who stealth zerg dodger is most likely shit, but solos would like the opion to go more defensive.. TY in advance

All Dodger classes miss Dodger
Tue 29 Jan 2019 6:00 AM by imamo
i would like to see dodger as friar.
i wonder how they decided to remove and what kind of tweaking they made to compensate it.
Tue 29 Jan 2019 8:55 AM by inoeth
If assassins get it, i want it for hunters too!
But imo i dont see the need of it since assassins alrdy have like 45% evade
Tue 29 Jan 2019 11:01 AM by cocio_dk
45% evade vs a blue mob maybe, not vs a weapon specced class (aka any non caster)
Tue 29 Jan 2019 4:03 PM by Draygon
I will also agree that Dodger should be reinstated in the game. As a friar you are reliant on dodging for 1 of your main style chains. The increase in dodge chance greatly improves your survivability. As a stealth class, if you are stealth zerging it is not needed. If you are a stealther that doesnt like to group though Dodger is another great tool to be able to take on the harder targets such as tanks.
Tue 29 Jan 2019 6:25 PM by florin
Yes - assassins without dodger are lacking their defensive abilities. Let's do it.
Tue 29 Jan 2019 6:25 PM by Dimir
I to would like Dodger back!
Tue 29 Jan 2019 6:27 PM by Animosity
Agree. Dodger is essential for solo stealthers in pvp. Would love to see it back.
Tue 29 Jan 2019 6:56 PM by chryso
I would be ok with giving dodger only to friars.
Tue 29 Jan 2019 7:14 PM by Quik
Aren't NS/Inf/SZ already in a very good place with how powerful poison is?

I'm not sure they need any more help...
Tue 29 Jan 2019 7:52 PM by jhaerik
Then my Savage should have it too.

I mean yall already get to pick your fights, get the first hit, deal a silly amount of damage, and have high natural evade that you didn't have to spend a single damn spec point for.

Hell you start every fight with your opponent at 40% HP how much more help do you need?
Tue 29 Jan 2019 8:28 PM by Horus
I would say wait and see until there is more data on how assassins are doing. Versus the targets you should be picking you should not need dodger anyway...except for against each other..then it just negates itself.
Tue 29 Jan 2019 9:00 PM by cocio_dk
this is not only assassins that miss dodger, any class with evade
Tue 29 Jan 2019 9:57 PM by Foofmonger
chryso wrote:
Tue 29 Jan 2019 6:56 PM
I would be ok with giving dodger only to friars.

I'm ok with Dodger going to the hyrbids who could use it, but not "just the friar". If the Friar gets it why shouldn't the Valewalker and the Savage?

I do think that overall, the Dodger removal was not a good decision as per blanket balance, as it didn't effect all classes the same (a larger nerf to Friars and VWs then to stealthers for instance). I think potentially capping the levels different archetypes can go up to (so assassins can only go up to level X, where the hybrids and go up higher to level Y), or something like that would have been better.

Generally, when balancing, if you are trying to tweak a certain class/archetype but your change impacts un-intended classes/archetypes because its a blanket change, that's not good balancing. This could of course be a technical limitation, I don't know how the code works, it may just be easier to turn it off then tweak it for certain classes.
Tue 29 Jan 2019 11:22 PM by Festers
I find it strange how they have already mixed some of the old RA system with the new - one should be chosen and stuck with imo.

If sins get granted dodger, archers will start shouting for PD and so on...

The less RNG in the game the better, sins certainly don't need dodger to compete and this is coming from someone who plays an infil.
Wed 30 Jan 2019 12:23 AM by gruenesschaf
The only old passives we have are those that were superseded by toa item bonuses (buff bonus, cast / melee / archery speed). Dodger will not make a come back.
Wed 30 Jan 2019 12:51 AM by Cirath
gruenesschaf wrote:
Wed 30 Jan 2019 12:23 AM
The only old passives we have are those that were superseded by toa item bonuses (buff bonus, cast / melee / archery speed). Dodger will not make a come back.

What? last I checked Mastery of parry and Mastery of blocking were still in game....
Wed 30 Jan 2019 1:06 AM by Cirath
Yes that is what I mean. Seems strange to keep RAs that boost block and parry but not evade. Dodger wasn't that great for assassins anyways, at least with old RAs. Although now since assassin RA's have been gutted with these NNF ones I guess a lot of folks might go dodger, because there isn't much else to spend the points on.
Wed 30 Jan 2019 3:49 AM by jhaerik
Horus wrote:
Tue 29 Jan 2019 8:28 PM
I would say wait and see until there is more data on how assassins are doing. Versus the targets you should be picking you should not need dodger anyway...except for against each other..then it just negates itself.

Well current data shows the 6 stealthers, mini and skald as top on solo kills.

It ain't like they are picking fights and losing, lol.
Wed 30 Jan 2019 3:52 AM by jhaerik
Cirath wrote:
Wed 30 Jan 2019 1:06 AM
Yes that is what I mean. Seems strange to keep RAs that boost block and parry but not evade. Dodger wasn't that great for assassins anyways, at least with old RAs. Although now since assassin RA's have been gutted with these NNF ones I guess a lot of folks might go dodger, because there isn't much else to spend the points on.

Again you guys still have more RA's to choose from than my savage does.
Wed 30 Jan 2019 9:36 AM by Festers
Cirath wrote:
Wed 30 Jan 2019 1:06 AM
Yes that is what I mean. Seems strange to keep RAs that boost block and parry but not evade. Dodger wasn't that great for assassins anyways, at least with old RAs. Although now since assassin RA's have been gutted with these NNF ones I guess a lot of folks might go dodger, because there isn't much else to spend the points on.

Isn't much to spend the points on? Purge, MoP, MoA, aug str/qui/dex should keep you busy for a fair few RRs
Wed 30 Jan 2019 10:56 AM by cocio_dk
jhaerik wrote:
Wed 30 Jan 2019 3:49 AM
Horus wrote:
Tue 29 Jan 2019 8:28 PM
I would say wait and see until there is more data on how assassins are doing. Versus the targets you should be picking you should not need dodger anyway...except for against each other..then it just negates itself.

Well current data shows the 6 stealthers, mini and skald as top on solo kills.

It ain't like they are picking fights and losing, lol.

Because we actually care to solo, and not zerging
Wed 30 Jan 2019 4:04 PM by cocio_dk
if dodger is gone you should also remove MoParry MoBlocking
Wed 30 Jan 2019 10:31 PM by Draygon
I agree if Mastery of Blocking and Mastery of Parry are in game then Dodger should be in as well. It should t allow buffs of other defenses but not all. One of the Friars main style change comes from evade, and if others can increase their party and block rates, then a friar should be able to increase its evade rate as well.
Thu 31 Jan 2019 5:20 AM by Cirath
Festers wrote:
Wed 30 Jan 2019 9:36 AM
Cirath wrote:
Wed 30 Jan 2019 1:06 AM
Yes that is what I mean. Seems strange to keep RAs that boost block and parry but not evade. Dodger wasn't that great for assassins anyways, at least with old RAs. Although now since assassin RA's have been gutted with these NNF ones I guess a lot of folks might go dodger, because there isn't much else to spend the points on.

Isn't much to spend the points on? Purge, MoP, MoA, aug str/qui/dex should keep you busy for a fair few RRs

Exactly. So now every assassin in all three realms will have purge and the same 3-4 passive RAs. Who would ever want variety and options when we can all be the same right?
Thu 31 Jan 2019 7:37 AM by Dacht
Dodger would be a welcome addition, though if it remains out, Mo block/party should be removed as well.
Thu 31 Jan 2019 10:13 AM by Festers
Cirath wrote:
Thu 31 Jan 2019 5:20 AM
Festers wrote:
Wed 30 Jan 2019 9:36 AM
Cirath wrote:
Wed 30 Jan 2019 1:06 AM
Yes that is what I mean. Seems strange to keep RAs that boost block and parry but not evade. Dodger wasn't that great for assassins anyways, at least with old RAs. Although now since assassin RA's have been gutted with these NNF ones I guess a lot of folks might go dodger, because there isn't much else to spend the points on.

Isn't much to spend the points on? Purge, MoP, MoA, aug str/qui/dex should keep you busy for a fair few RRs

Exactly. So now every assassin in all three realms will have purge and the same 3-4 passive RAs. Who would ever want variety and options when we can all be the same right?


How would dodger change this exactly?

There are plenty more RAs to spend our points on once we have the luxury of a few RRs under our belt, I only listed a few.

The less RNG in the game the better, you dont want this to turn in to live where assassin fights are RNG fests.

Sounds like the devs have already made their mind up on this matter anyway.
Thu 31 Jan 2019 10:54 AM by Druth
Dodger was a bad RA which made assassins not only have crazy burst dmg. (PA+poison cycling) but also be hard to kill.

Give dodger to friar, bers, and VW, but please keep it away from anything that can stealth.
Thu 31 Jan 2019 12:26 PM by cocio_dk
lets remove all RAs then Det tanks to OP. nah lets remove all CC, oh wait lets make all mirror .. give Dodger back
Thu 31 Jan 2019 3:20 PM by Cirath
Festers wrote:
Thu 31 Jan 2019 10:13 AM
Cirath wrote:
Thu 31 Jan 2019 5:20 AM
Festers wrote:
Wed 30 Jan 2019 9:36 AM
Isn't much to spend the points on? Purge, MoP, MoA, aug str/qui/dex should keep you busy for a fair few RRs

Exactly. So now every assassin in all three realms will have purge and the same 3-4 passive RAs. Who would ever want variety and options when we can all be the same right?


How would dodger change this exactly?

There are plenty more RAs to spend our points on once we have the luxury of a few RRs under our belt, I only listed a few.

The less RNG in the game the better, you dont want this to turn in to live where assassin fights are RNG fests.

Sounds like the devs have already made their mind up on this matter anyway.

Assasin v assassin fights have been and always will be RNG fests. It all comes down to who lands an evade (or positional stun, which is even easier on Phoenix) and who's purge is up. Dodger being in or out of the game doesn't change this one bit. what it DOES do is allow a choice between focusing on offensive RAs, defensive RAs, or a balance between the two. currently there is very little choice. Its just one RA, but losing one here and one there adds up.

This isn't an issue only for assassins. Most classes have seen their RA options decrease significantly. Whether this is good or bad in the long run I don't know, it certainly seems alot less interesting at the moment however and appears that classes from the three realms are losing their uniqueness as they all shift towards some middle ground.
Thu 31 Jan 2019 3:25 PM by Pao
Stealther are good enough. They dont need more evade. Grp play dodger doesn't matter at all. No dodger is the right choice.

/close tread
Fri 1 Feb 2019 3:46 PM by cocio_dk
have to be page1 material. we need dodger
Fri 1 Feb 2019 3:56 PM by Niget
Bring dodger back!
If I remember right, at this patch level archers has pd, ap, and dodger. With all of that gone and pretty much everything that isn't a caster able to block or evade arrows. Archers need a little help on the melee side.
Fri 1 Feb 2019 3:58 PM by Luluko
I could see it available for friars but assassins have 3min disease and snare poisons to switch they dont need more defense when they can reset fights
Fri 1 Feb 2019 6:27 PM by inoeth
Give dodger to shamans plzzzz
Fri 1 Feb 2019 6:55 PM by Ashenspire
Assassins don't need more defense options. Your defenses are literally "I don't have to pick this fight."

If you pick a bad fight, you deserve to die. Assassins with dodger could avoid melee damage better than fully defensive specced tanks.
Fri 1 Feb 2019 8:55 PM by Fooj Fujiyama
If people are saying friars should get dodger than so should bards because it's important for battle bards!
Fri 1 Feb 2019 9:14 PM by Isavyr
No, assassins shouldn't get dodger. Assassins already start with roughly 35% dodge chance. In addition, they have stealth.

Why should they be given higher dodge? To allow them to solo even the toughest of tanks? Fight multiple players at once? This thread seems to argue for power creep for assassins, without presenting a need, or an explanation of how this would enhance the game.

Dacht wrote:
Thu 31 Jan 2019 7:37 AM
Dodger would be a welcome addition, though if it remains out, Mo block/party should be removed as well.


The classes that receive these abilities are primarily tanks. They are there to protect themselves and others. The above realm abilities enhance that function. Not so with assassins, which are designed as single-target damage-dealers. Having realm abilities that helps the classes goal is design-oriented. Having realm abilities that helps them remove their weaknesses with no regard to the class philosophy is classic power creep.
Fri 1 Feb 2019 10:46 PM by boom-mug
Light tanks have 360 evade, would be funny.
Fri 1 Feb 2019 11:14 PM by Niget
Isavyr wrote:
Fri 1 Feb 2019 9:14 PM
No, assassins shouldn't get dodger. Assassins already start with roughly 35% dodge chance. In addition, they have stealth.

Why should they be given higher dodge? To allow them to solo even the toughest of tanks? Fight multiple players at once? This thread seems to argue for power creep for assassins, without presenting a need, or an explanation of how this would enhance the game.

Dacht wrote:
Thu 31 Jan 2019 7:37 AM
Dodger would be a welcome addition, though if it remains out, Mo block/party should be removed as well.


The classes that receive these abilities are primarily tanks. They are there to protect themselves and others. The above realm abilities enhance that function. Not so with assassins, which are designed as single-target damage-dealers. Having realm abilities that helps the classes goal is design-oriented. Having realm abilities that helps them remove their weaknesses with no regard to the class philosophy is classic power creep.

It really wouldn't help assassins all that much.
It would help classes with lower evade, archers, friar, bard. More or less allowing them to fight assassins, stand half a chance against a heavy.
Even an assassin with 50% evade won't have better defenses than heavys, or any class that can have 2 or more defenses.
Maybe exclude classes that can spec a defense, but also have evade. Light tanks, skald, vw.
There are already RAs to help them.

Last note, the weakness of assassins is their armor.
15% evade won't make them unstoppable.
Really it will eat up some points they would otherwise have in MoP.
Sat 2 Feb 2019 12:15 AM by Dacht
Isavyr said:

"The classes that receive these abilities are primarily tanks. They are there to protect themselves and others. The above realm abilities enhance that function. Not so with assassins, which are designed as single-target damage-dealers. Having realm abilities that helps the classes goal is design-oriented. Having realm abilities that helps them remove their weaknesses with no regard to the class philosophy is classic power creep."

To your points:

1. I would argue that tanks spend alot more time on the melee train in rvr than they do blocking for realm mates, so I think that is a weekend argument. Also, bear in mind I think all three options should be on the table.

Further, tanks are more frequently in a group, so they probably spend less time in a melee on melee confrontation than your typical stealther does.

Finally, tanks have speccable defense and still have the ability to enhance their defense through these RAs. Assassin's and archers (minus scouts shields) have no such defense. Having the ability to augment their defense, even if by a marginal amount would be positive.

Dodger does not remove our weakness, and I don't want to see the days of 90% evade, but throwing in a 3 tiers of 5% is not unreasonable. For me, styling off of evade is a big part of my class design and a huge component of my viability in any encounter that ends up in melee.
Sat 2 Feb 2019 8:25 AM by Foadon
"The classes that receive these abilities are primarily tanks. They are there to protect themselves and others. The above realm abilities enhance that function. Not so with assassins, which are designed as single-target damage-dealers. Having realm abilities that helps the classes goal is design-oriented. Having realm abilities that helps them remove their weaknesses with no regard to the class philosophy is classic power creep."

this makes no sense, none what-so ever. And even taking in this explenation, doesn't even cover ALL the classes that also miss dodger - like some have said friar, but also savage, berserker (LA evade stun), pierce/thrust specced tanks who focused on high dex races or wanting thrust damage and getting the "assasin" styles with em. Is that also against class philosophy?

all offensive tanks (aka light-tanks) have access to parry and block, some classes even have shield spec purely as an offensive line, is that also class philosophy?
Dodger allowed for all 2handed classes to add an extra RA of defense, and was used for distributing RA points instead of having to get the expensive levels of their main defense (being block or parry) - is this also class philosophy?

just say that evade-classes shouldn't get f'all because off-evade styles are too powerful and you chose this solution as a shitty bandaid when people abused dodger RA to increase their dps too much... this is the only reason i see for this illogical way of thinking. Either tell us the real reason for the changes or adjust your thinking based on the communities' arguments, cause repeating a hollow statement that doesn't hold any truth is only going to antagonise people more
Sat 2 Feb 2019 9:22 AM by Druth
I play caster this time, so should be glad if assassins spend RA's on dodger.

But I've played melee, and especially 2-hander melee, and dodger is such a crazy skill to give a class that already has evade 7, it's already infuriatingly hard to hit assassins and they return very high dps while you miss half your hits due to evade.
Friars have evade 5, just to compare, and have no stealth or anytime snare.

Stealth+vanish should be enough for assassins to both pick fights, and exit really bad inc's, getting dodger would make high RR assassins into monsters even with a bad inc.
The game needs MoS, that would give assassins more points to spend, but it also needs stealth toned down so...
Sat 2 Feb 2019 7:13 PM by Exploder
My lord, the assassin community is almost as cancerous as 8 man's. What's next? Full effectiveness Viper? Mez poison? Sorry, but assassin's weren't designed to be untouchable, killing machines. They should have counters like every other class in the game. If anything mastery of stealth needs to be an RA so you guys can't focus on high levels of Purge so quickly.
Sun 3 Feb 2019 6:20 AM by Niget
This ra made many classes more viable. Assassins used it, as did skalds. Neither really need it.
On the other I feel the other classes in this patch level could use it and in some cases need it.
Archers- in this patch and this ra set they don't really have much in the way of defense. Their arrows are evaded and blocked frequently leading to a melee encounter. At this time they had dodger, pd, and ap to help them there.
Without any of this they are weak. Dodger would help a great deal.
Bards- evade 2 and base block are their only defense. In this patch they had AM (that healed them), ap, and dodger. Without that they will fall hard!
Friars- they can spec parry and with the damage increase simply don't need it.
Minis - similar to bards. Low evade and base block.
Could definitely use dodger.
The list goes on.
My point is not all evade classes need it, but some do. The ra change hurt some classes chances in 1v1 or 1vx. Assassins don't need it, nor do friars, vw, or skalds. On the other hand some really do!
Couldn't we look at giving it to the classes that need it.
Sun 3 Feb 2019 2:46 PM by Druth
Niget wrote:
Sun 3 Feb 2019 6:20 AM
This ra made many classes more viable. Assassins used it, as did skalds. Neither really need it.
On the other I feel the other classes in this patch level could use it and in some cases need it.
Archers- in this patch and this ra set they don't really have much in the way of defense. Their arrows are evaded and blocked frequently leading to a melee encounter. At this time they had dodger, pd, and ap to help them there.
Without any of this they are weak. Dodger would help a great deal.
Bards- evade 2 and base block are their only defense. In this patch they had AM (that healed them), ap, and dodger. Without that they will fall hard!
Friars- they can spec parry and with the damage increase simply don't need it.
Minis - similar to bards. Low evade and base block.
Could definitely use dodger.
The list goes on.
My point is not all evade classes need it, but some do. The ra change hurt some classes chances in 1v1 or 1vx. Assassins don't need it, nor do friars, vw, or skalds. On the other hand some really do!
Couldn't we look at giving it to the classes that need it.

The thread was started with giving assassins dodger in mind.
Some classes might need dodger, but I really only think friar and VW actually really needs it.
The rest either have easy access to groups (bards), or are already strong enough (assassin, minstrel).

It would not be horrible to give archers dodger.
Sun 3 Feb 2019 4:59 PM by Isavyr
Archers defense is their range.
Bard's defense is their speed.
Friars are perfectly fine with their defense--they have absorb buff in addition to Evade V, in addition to self buff d/q to enhance the evade function.
Skalds are a chain-wearer, why would they need defense--they wear it constantly, and have snares/mezz to peel targets off themselves.

Yes, shields are offensive--thank you Mythic. But that doesn't change the fact the shield is a defensive tool, and the characters with MOB/MOP are mostly all tanks with the highest hitpoints & defense in game. The fact they have higher DPS than assassins is oversight, imo. But this thread isn't about that.
Sun 3 Feb 2019 5:38 PM by Horus
Draygon wrote:
Wed 30 Jan 2019 10:31 PM
I agree if Mastery of Blocking and Mastery of Parry are in game then Dodger should be in as well. It should t allow buffs of other defenses but not all. One of the Friars main style change comes from evade, and if others can increase their party and block rates, then a friar should be able to increase its evade rate as well.

I will say from a Ranger perspective, it is a bit unfair that scouts have access to MoB where as Dodger is unavailable for rangers.
Sun 3 Feb 2019 11:24 PM by Emeryc
Dacht wrote:
Sat 2 Feb 2019 12:15 AM
Isavyr said:

"The classes that receive these abilities are primarily tanks. They are there to protect themselves and others. The above realm abilities enhance that function. Not so with assassins, which are designed as single-target damage-dealers. Having realm abilities that helps the classes goal is design-oriented. Having realm abilities that helps them remove their weaknesses with no regard to the class philosophy is classic power creep."

To your points:

1. I would argue that tanks spend alot more time on the melee train in rvr than they do blocking for realm mates, so I think that is a weekend argument. Also, bear in mind I think all three options should be on the table.

Further, tanks are more frequently in a group, so they probably spend less time in a melee on melee confrontation than your typical stealther does.

Finally, tanks have speccable defense and still have the ability to enhance their defense through these RAs. Assassin's and archers (minus scouts shields) have no such defense. Having the ability to augment their defense, even if by a marginal amount would be positive.

Dodger does not remove our weakness, and I don't want to see the days of 90% evade, but throwing in a 3 tiers of 5% is not unreasonable. For me, styling off of evade is a big part of my class design and a huge component of my viability in any encounter that ends up in melee.
Well said.
Mon 4 Feb 2019 4:19 AM by cortexqc
the more punished class are hybrid like friar / VW cause their old style skill style are based on evade/parry...
on actual game this class don't have dodger but their skills line are revamped...
really think dodger need to be back to this hybrids.
Assassin don't really need it actually. they are very good without.
Mon 4 Feb 2019 2:09 PM by Niget
cortexqc wrote:
Mon 4 Feb 2019 4:19 AM
the more punished class are hybrid like friar / VW cause their old style skill style are based on evade/parry...
on actual game this class don't have dodger but their skills line are revamped...
really think dodger need to be back to this hybrids.
Assassin don't really need it actually. they are very good without.

Both of those classes get evade 4-5 and parry.
Both also have good parry chains.
It's not really needed, but wanted.
Mon 4 Feb 2019 2:39 PM by cortexqc
Niget wrote:
Mon 4 Feb 2019 2:09 PM
cortexqc wrote:
Mon 4 Feb 2019 4:19 AM
the more punished class are hybrid like friar / VW cause their old style skill style are based on evade/parry...
on actual game this class don't have dodger but their skills line are revamped...
really think dodger need to be back to this hybrids.
Assassin don't really need it actually. they are very good without.

Both of those classes get evade 4-5 and parry.
Both also have good parry chains.
It's not really needed, but wanted.

Assassin are not based on reactive + positional style only to deal big damage they can destroy you even without evading.
They have Stealth opening + anytime crit line chain and poison.

For VW or friar is different.
Both of them don't have enough point up parry if you make a correct build.
Both of them are fully based style on long chains parry evade.
The issue is not they dont' have good parry /evade chains (VW chain ultra long and in much case never reach the end),
the issue is you have really too low chance to start it.
On live these class have lost dodget but gained "correct" anytime chain
holy staff (anytime) + Excommunicate for friar
Grasping Roots (front) + Conflagration for VW

This is not hard to understand old RA = old skills line (help with passive dodger ability)
NRA = nerfed/removed dodger but make classe less depending on this.
If you only take 1 change and don't adapt the second ...

you don't want a return of dodger for all i understand but Friar and VW is different.
Thu 7 Feb 2019 10:11 AM by cocio_dk
its pretty simple. Add dodger back or remove mastery bloc/parry
Thu 7 Feb 2019 10:17 AM by XomBiE4K
Was wondering the same thing only just punishing the evaders when removing the dodger RA
Sun 10 Feb 2019 9:34 PM by cocio_dk
bring dodger back
Sun 10 Feb 2019 9:39 PM by Niget
cocio_dk wrote:
Sun 10 Feb 2019 9:34 PM
bring dodger back

Pretty please, with sugar on top!!!
Sun 10 Feb 2019 9:54 PM by Draygon
Personally, and this is off topic, but we have 1.65 with QoL changes, we shouldn't even have new RAs, should be on the old RAs at this patch level. They were not thoroughly tested during beta and pretty much just thrown in at the end of beta without any notice it was coming.

That said VW and Friar need Dodger at the very least.
Sun 10 Feb 2019 10:35 PM by Niget
Draygon wrote:
Sun 10 Feb 2019 9:54 PM
Personally, and this is off topic, but we have 1.65 with QoL changes, we shouldn't even have new RAs, should be on the old RAs at this patch level. They were not thoroughly tested during beta and pretty much just thrown in at the end of beta without any notice it was coming.

That said VW and Friar need Dodger at the very least.

Add archers to that list
Sun 10 Feb 2019 11:26 PM by yasow
gruenesschaf wrote:
Wed 30 Jan 2019 12:23 AM
The only old passives we have are those that were superseded by toa item bonuses (buff bonus, cast / melee / archery speed). Dodger will not make a come back.

With the dev giving an answer and explanation a few pages ago, I’ll lock this thread now.
This topic is locked and you can't reply.

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