Monster dodge chance (one of worst features in game)

After extensively playing LE after 0.9 patch, I found this one of most unjustified, unexplainable, and out of place “features” in entire game.

Simply because there is no accessible invest options of “counter stats” to it, in majority of builds. Counter options are present only in few skills, which either kills builds diversity, or is just unusable for majority of builds. And this mod is at very least annoying to big portion of builds, and completely or semi bricking for other part.

As for person who played only rpg games since 90’s, it is completely impossible for me to understand this game design decision. I can’t think of other at least known arpg game that would have that impactful monster mod\stat without giving players option to invest in counter stat by price of reducing investment in something other (health, tank, damage, whatever).

I hope I am not alone who feel this way, and there is a chance that developers will rethink and rework this “feature”.

2 Likes

i don’t have a strong opinion as to whether these changes are absolute necessary, but i will say this. I noticed very early on that the corrupted monos which gave me the most trouble were monos where the mobs had dodge.

it makes them noticeably, obviously harder.

add to this that some builds are slow hit based, some are completely built around on-hit effects, and some are even combo of both. for them this mod is just pure nightmare, nothing but frustration :slight_smile: This is why im saying to be following principals of RPG genre players should be able to make thoughtful and conscious choices in character building, such as giving up some of other stats in favor of counter-dodge stats, just makes sense, imo.

I agree, it’s very frustrating when you want to move on but have to spend extra seconds in every single encounter because 1 or 2 mobs dodged the attack. It’s just not fun and the counter choices are very limited.

I wonder how the NPCs feel about players running a dodge build.

Just to state some skills (void cleave, judgement, and upheaval) have nodes that make the skill undodgeable. Could introduce more nodes like these (typically they’re attached to more damage multipliers as well) or an affix that has chance for hit to be undodgeable or something.

Agree. IMO, skills having any chance to miss (outside of literally missing with the hitbox) is one of the lamest features that keeps ending up in ARPGs.

They do, but skill points are a very precious resource and blowing them on nodes that effectively just say “Make skill actually work” feels crappy.

1 Like

I agree thankfully for two of those skills they’re mostly considered pathing nodes for key build types. I think there should be some tradeoff just like other counter-stats. So having the option to spend skill points on getting undodgeable attacks should remain, and probably be more frequent in trees.

In addition they need to add an affix that either is “Chance for hits to be undodgeable” where t5 is 100% at max. Probably also an idol affix that has the same stats.

This would turn it into something you build in every build just like crit strike avoidance, but isn’t actually necessary to play. You will then have many options to avoid dodge, whether it’s through skill node pathing, affixes on your gear, or avoiding those modifiers entirely.

Don’t worry, it felt really bad pre-0.9 as well.

2 Likes

doesn’t have to be overcomplicated like this, making it much harder and longer to implement, but it must be there, to make sense from RPG perspective.

most common sense option would be to add a node to every archtype base passive tree, and every player will have to decide to invest precious points in that node instead of more damage(health, block, tank etc) - or not.

or even better - to just remove that mod from game, as it is making no much sense, except annoying :smiley: it is like “create problem, and then search ways to create solution”

it feels really out of place, like fifth leg on a dog, in a general picture of Last Epoch

1 Like

To be fair, that’s gearing and skill trees in arpgs in general & why we play the game, to solve the various challenges/problems that the devs have set us.

You’re not the only one. I definitely feel the same.

They do, but skill points are a very precious resource and blowing them on nodes that effectively just say “Make skill actually work” feels crappy.

I totally agree with this one. I think these nodes should be removed and have the chance to hit be placed somewhere else like the other people’s suggestion in this thread so far.

I wonder how the NPCs feel about players running a dodge build.

I think this won’t be an issue at all. I don’t think this is a matter of what enemies and players can do equally. I mean, if a boss have hundreds and thousands of HP, why can’t players? If a boss have a 1HKO attack, why can’t players have some ultimate skill too? Get what I mean? Also, I don’t mean this in any offensive way, please don’t misunderstand.

Or just totally remove the dodge chance of enemies and just have them balanced out with other stats like maybe slightly more HP. Or just reduce the damage by certain % if a skill normally would miss instead of a complete dodge. Idk… I just hate enemy dodge mechanic in general.

Peace!

edit: I replied here instead of OP. woops

but here we have created problem but not solution :smiley: exactly what I meant when I wrote this dodge thing makes no sense from arpg perspective. because counterstat is missing :slight_smile:

well imo you can read the buff that is going to be applied on mobs prior doing the echo, therefore the tradeoff comes in choosing if the reward is worth the hassle or not, or unsuitable for your build.

Yeah the suffix is pretty rough for some builds, if you don’t hit 5 times a second, and you don’t have a special node of “hits cannot be avoided”, you’re in a bad trip for sure. There’s a meme dodge debuff effect in Marksman, but only works for rares+, so… well, almost anything Marksman-related is a meme by now, so no surprises on that front.

The usual counter mechanics, actually is a entire micro-system: precision vs dodge. In LE dodge doesn’t have a counter stat, just exists.

Dodge is bad on player because mostly comes from suffixes, and these are already very tight, on top of that, is hard to build into it, and is unreliable. Exceptions is the mantis getting max dodge because of a single mechanic.

Dodge on enemies can mess with your build if it happens to work under cooldowns or a setup, so… yeah.

Please, no… suffixes are already pretty tight. Why suffixes? because reasons, like cooldown. Expect anything interesting going into suffixes.

This topic was automatically closed 90 days after the last reply. New replies are no longer allowed.