Yup, I agree I don’t want it to be too zoomy either, hence why my initial suggestion was to remove the target requirement from lunge so we could have a short, fast reposition on a reasonable cooldown for avoiding mechanics you’re supposed to avoid for 0 skill investment like every other class has.
Reworking charge would do this as well, but without changing how charge works currently this would also give the sentinel insane mobility as they’d be faster than basically everyone just zooming everywhere.
I’d say there isnt a defined single way that the game is meant to be played… Its a combination…
There has been a player that got past EoC (quite a few patches ago now) wearing only boots, belt and weapon… So skill is definitely an important part of the game… Julra is without a doubt skill based… so its obvious the devs want skill to play a major part of the game.
Its also definitely easier with better gear… until empowered mono levels, you can actually facetank most bosses with a well geared build - especially sentinel and some of the other tanky builds like Lich etc… If I recall correctly, before the regen set gear nerf, I was able to facetank EoC on sentinel even in empowered using Boardmans Regifter Paladin… I think I even facetanked him in a spellblade a long time ago.
Build designs also play a part - there are many builds that are perfectly fine through the campaign that suffer in end game content because they are not properly balanced or taking advantage of the right mechanics and def/dam passives/nodes etc… This didnt matter in the campaign, but it becomes critical if you push end-game content successfully…
So, skill, gear and build design are all important in my mind and I have often thrown away a build when I have been unable to get all three working… sometimes I just cannot get my mind around a skill rotation, other times I cannot find that one piece of gear with the affix needed to make it work… sometimes I f…d up and chose the wrong passives / bad combination of skills that prevent the build from actually performing against harder content…
I dont play the game (or any game) in hardcore mode and I believe that dying is just part of learning what you need to, to get further… If I were to play hardcore now, I would probably playtest everything many times over with a similar build just to be sure I knew what was coming and how to survive… But thats a different way of playing entirely that has its own requirements…
If its just EoC that you are struggling with, then Heavy has a decent vid about it (and all the other bosses) - I confess to have watched it many times if I was struggling… might be dated, but should still be ok. (sorry too lazy to search for it now) … maybe you even need to put up your build (via Dammits build planner) to see if anyone can suggest an improvement to your setup that might help…?
I’m not looking for build guidance man. There’s a clear outlier in the tools available to the classes and I was pointing it out. Whether you have other work arounds or whatnot is basically irrelevant to the point that one class is pointedly lacking in mobility. That’s all there is to the discussion. Every other class has a mobility skill usable to avoid mechanics with 0 skill point or specialization investment, I was pointing out that it feels bad for sentinels to lack that.
Now if we want to have another discussion about the various forms of mitigation available to the classes and whether or not they’re sufficiently powerful to survive while also being cheap enough in cost to allow for sufficient DPS, I feel like most classes are in a fine place with that, obviously with notable exceptions where balance still is not complete, but I don’t think that’s relevant to the discussion I was trying to have here, which is why I really have tried not to engage with those points when people bring them up.
Edit: Anyways, I’m muting this now, I have been getting emails about this and I’ve said all I have to say on the subject, and really I don’t feel like arguing with other players in my feedback to the devs.
No one is arguing (at least I am not), I just dont agree with you that this problem is as bad as you make it out to be… but hey, pretty sure the devs have your feedback and everyone elses… cheers…