The biggest issue i see with it is it changes the shortcut that damage calculation do from
- dodge check
- damage calc
- stun check
to
- damage calc
- stun check
- dodge check
I wrote the whole post before realizing how big of a change this would be. Instead of throwing it away I thought it better to leave it while trying to find why I asked for it in the first place.
Why I thought I wanted this change:
Dodge
Dodge is really powerful right now. not only do you negate all damage when you dodge but also avoid all ailments that would be inflicted on you. This goes both ways too when fighting monsters with dodge.
Stuns
Stuns on the other hand feel really weird. As a player inflicting them, they don’t feel great until you fight a big timeline boss and I never felt worth investing in if you are already doing enough dmg to stun. being stunned it somewhat annoying but is fixed by just being tanky.
Now the reason i put these mechanics together is: What if stunning hits bypassed dodge?
This would make slow hitting builds (smelter’s wrath/meteor) have something going for them vs dodge which feels really bad right now. It makes dodge builds scared of stuns and would force stun avoidance to be a really large part of a dodge build. It also makes a stun monolith mod a very scary and notable mod for some builds.
The proposed change I thought would be a fundamental change to game mechanics but it could also be a new keyword that some skills get access to.
What I really wanted out of this change was for really big slow hitting builds to have a mechanism that
- makes stuns worth investment
- changes dodge from absolutely unplayable to something you can overcome with gear
I also saw dodge as a very strong mechanic that bypasses almost all other mechanics. A high dodge character doesn’t care about
- chill on hit
- slow on hit
- armor shred on hit
tl;dr: I want slow hits to feel better when playing against dodge.