Suggestion: Attribute bonus from Dexterity to stun and block recovery instead of accuracy rating
It's been some time now, but I still remember Jonathan mentioning they are not entirely happy with Dexterity providing accuracy rating, but couldn't figure out anything else for it to do. GGG views this as a problem, because it is not beneficial to spellcasters. If GGG isn't yet set to adding a hit chance to spells, I have a proposition: Instead of dexterity giving accuracy rating, dexterity could give stun and block recovery speed.
# Accuracy rating vs maximum life vs maximum mana as an attribute bonus Accuracy is like resistances: You only need to get enough of it to cap the percentage values. Not counting overstacking or spell builds. When talking about the benefits of maximum life and maximum mana, you can't really get enough of them, par for builds that discards them. So there is some disparity in their effectiveness. # Dexterity archetypes and benefits of stun recovery Dexterity is viewed as a characters nimbledness and speed in addition to accuracy. But in game mechanical terms, accuracy does not help spellcasters, and adding speed haphazardly to movement or skill speed would make dexterity overly sought after. That leaves nimbledness, which could be evasion to avoid hits. But there is another mechanic that plagues players, and it's stuns. Be it light or heavy stun, players die because of it. Which is why I would suggest pairing the nimbledness and speed from dexterity to stun and block recovery speed. It is something observable, and can stack high enough so that players might not feel obligated to investing into stun immunity. Stun and block recovery speed stacks infinitely, and has diminishing returns. For example if 1 point of dexterity would provide 1% stun and block recovery speed, at 100 dexterity points we would get 100%. At 100% it halves (0,5) the stun duration, but at 200% it would be a quarter (1/4) of the duration. Reaching 100 is really easy for a character that does not invest heavily into dexterity skills, be it a melee or a spell caster. And 200 dexterity is trivial for many builds. Light stun lasts for a fraction of a second, but heavy stun lasts for 3 seconds on a player, preventing evasions and blocks for the whole duration. For an evasion based character, a heavy stun is a death sentence. But if instead the duration was easily 0,75 seconds on a high end character, there would be more chances of recouping. # Some utilization examples Stacking high amounts of stun and block recovery speed would allow dexterity characters to play with their Rhoa mount and active block builds safer, as the heavy stun inflicted from these would be reduced by a substantial amount. A warrior does not spend points into stun recovery speed, for he does not realize he needs it. Then he feels really weak, when he cannot move because of the stuns. But he does need dexterity for some skills, and is happy to meet the attribute requirements. Now with the change, the warrior feels he can act more between stunning hits. An elementalist has a similar problem to the warrior, except she has an additional fear: skills with 2 seconds base cast speed. To be honest, I do not have a solution to this, unless we add notables that gives a chance to avoid interruptions from stuns based on dexterity or stun recovery speed. It was just something I wanted to mention, in case it gives some ideas. # Closing statement Maximum life from strength is good at withstanding hits, and is good for everybody. Maximum mana from intelligence is good at helping players utilize their skills, and is good for everybody. Making dexterity provide stun and block recovery speed would be good for everybody to recover from the inevitable stunning hit. Last bumped on Jun 28, 2025, 9:41:30 AM
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Why not Evasion
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Such drastic changes should only be a thing with the timeless jewels. Period.
HC SSF. What else? Ruthless when?
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" For it to work, it would need to be effective with low values. For example if we got 5 Evasion per dexterity, a level 80 warrior, or an elementalist, with 100 dex would only have 500 evasion. Basically no noticeable effect. I did toy with the idea though before deciding what to post. In it, evasion and armour would be a lot more effective at the very low values. For example 500 armour to give 10% physical damage reduction, and 500 evasion to give 10% evade chance. But basically these would ignore the math in place that is already scaling from low to high. I think the correct term would be shoehorning, in other words, trying to fit the extra rule into a tight place. | |
" My take it that you like the accuracy from dexterity. Can you elaborate? | |
Do we want warriors to miss even more with their attacks? Why even have Accuracy at all if Dexterity isn't the source of it?
Notables that incentivize dexterity for spellcasters (i.e., bonus Cast Speed/chance for multiple projectiles/multi-casting) is probably the way to go. |
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" Simple. If you don’t stack accuracy on fighter classes, you will miss. A lot. HC SSF. What else? Ruthless when?
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" Sorry, didn't know I had to specifically mention for readers to derive the missing information from the given information. Don't worry, GGG knows to fix that accuracy slot for every class, even if I do not mention it. I'll just keep my posts short, so they are easier to digest. | |
" Meh, I'm assuming GGG would do their thing, and balance test things out after the change, so I do not bother mentioning it. It's not like things happend in a vacuum, and overexplaining things makes posts like mine way too long to read. Even now I'm finding it challenging to keep things short when trying to explain current state, desire, new change, goal for the change, and use examples. :D |