Dodge Stat Needs To Be Gone Or Very Heavily Redesigned
This is a complex topic but I'll do my best to fit it into the 1k symbols.
There are two primary kinds of combats in games:
1) You kick a guy in the shins. The guy kicks you in the shins. You kick each other's shins until one of you falls over and dies.
2) You kick a guy in the shins. The guy tries to kick you in the shins. You move out of the way so your shins don't get kicked. You continue this until one of you falls over and dies.
Your combat is the latter. Core Keeper is structured in a way similar to Terraria and Necesse and many other similar games. Not dodging is failure. Losing HP is punishment.
But Dodge, the way it is right now, only works for the former combat system. It's effectively armor that equalizes over the course of a fight.
If you have a game DESIGNED around you NOT being kicked in the shins - a stat that gives you 90% to not be punished for being kicked in the shins is overpowered.
The easiest way to deal with this is removal. Redesign is harder. Much harder.
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17 Mar
JukePlzI wholeheartedly agree. Armor is undervalued because it scales terrible, but boss damage reduction and armor get 10x their value when you max the dodge stat. For ANY game, evasion is usually not an additive multiplication stat because high amounts of it makes game balance incredibly hard, more so when it can evade ANY type of damage, even your own explosion damage.
If it's not removed, it should be be turned into a multiplicative stat calculation instead of an additive one, and even hard-capped at something more reasonable, like 50-70%, to not trivialize other defensive attributes stacking or make stacking those defensive stats completely turn game balance upside down.