Galefury wrote:Maybe all dodging could be changed to work like the quicksilver potion, stacking up when you get hit and resetting when you dodge. Values would need to be adjusted of course, but this would provide some degree of reliability and allow interesting tactics without too much potential for abuse (desecrating TT's altar or using a really big sword to give low level enemies first strike and using that to stack dodge is the only abuse I can currently think of). Also there would still be some randomness in the mix, because if you don't use the stacked dodge you might lose it when you don't actually need it, and the more reliable it gets the more likely you are to lose it while stacking it up further.
q 3 wrote:Galefury wrote:Heck, maybe just remove dodging as an inherent trait, and have Rogues start out with like three or four quicksilver potions in their inventory. Or to cut out the randomness altogether, quicksilver potions could grant a guaranteed dodge but be made much more expensive, say 75 piety a piece, and Rogues start out with only one potion.
q 3 wrote:I'm warming up to the idea of giving Rogues one or two guaranteed one-time dodges, since that gives them about the same benefit that they currently have but makes the player choose when to use it. More player choices means more player strategizing and less player-cursing-the-RNG, which means more fun.
q 3 wrote:Then you could just keep plinking away at monsters that do minimal damage, until your dodge rate gets up to 100% (or whatever cap is imposed, if any), then hit the boss. If you dodge before you get to 100%, try again. At least with quicksilver potions, you have to spend quite a bit of resources to obtain another one each time you successfully dodge
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