They havenât though, itâs just a discussion weâre doing on the forums. Devs are only using Stagger for bosses and thatâs it. Theyâre also using a âbreak weaponâ or âdisable X attackâ mechanic but only vs world bosses like Ashava (but Iâd personally prefer they consider using it for some types of more regular mobs as well, for example the drowned with big logs, when the log is on the ground being able to break it )
As for the topic itself, as mentioned before my starting point comes from the following issue: D3 had one problematic massive discrepancy of Ranged and Melee classes being sunrise and midnight in terms of survivabilit⌠Nothing âsharedâ i.e. nothing common for both, and a complete 100% total opposite of what the classes are doing based on whether theyâre ranged or melee
I guess itâs a deliberate design to make the âimpressionâ differ as much as possible but ended up bad cause literally pigeonholes the classes into a certain type of gameplay with no alternatives possible
So, how did the melee vs ranged classes work in D3 ?
1 - Melee = endless sustain but die to interruptions
2 - Ranged = endless damage but die to being surrounded
So how did that problem get dealt with when in trouble ?
1 - Get EVEN MORE sustain lol
2 - EVEN MORE damage so that almost nothing touches you yet alone worrying about getting surrounded
So THAT is bad, and some might wonder whatâs the connection with the topic ?, well easy:
IF you make the Dodge as a mobility spell by default then Melee classes will have the advantage and better usage, means they can stick to a target and deal more damage longer until a very last moment and deal damage⌠Ranged on the other hand wonât get much usage cause they are in a maneouver anyway so chances that an extra dodge does something that another skill they could use are relatively slim
THATâs why Iâd suggest 2 types of âfree spellsâ
1 - Dodge/Roll
2 - Kick/Roundhouse
That would give greater diversity to gameplay but also not force players use dodge if they already have mobility
Now whether or not itâs feasible/possible not sure but Iâd imagine that Ranged classes would benefit more from a Roundhouse/Knockback type of ability rather than YET ANOTHER dodge/roll
HOWEVER, D4 seems to have changed this quite a bit, itâs the ranged classes (Sorc/Human-druid) that doesnât seem to have the mobility, and itâs the MELEE ones that have a sh*t-ton (Barb for ex. has 3 moblity abilities lol: Leap, Leap-attack, Charge)
OVERALL:
Would prefer all classes have every type of ability just different in power or frequency (for example give the Barb a Spine-launch i.e. bone-spear-like ability where s/he takes a corpse from the ground, gets the spine and launches a piercing high-damage attack with some small chance of Fear as cc for ex., or ShieldWall ability where the goal is to prevent incoming masses of projectiles temporarily, think thatâs kinda better in a way than give him, again, 3 mobility abilities and dodge being 4th )
On the other hand Sorc should have a few more melee-like abilities (for ex. Levitation from up close or a coil that jumps lightning sparks between the player and the coil and the closer the both the higher the frequency i.e. damage)
Regardless, you get the idea, classes should be versatile (along with the âneutralâ abilities like the dodgeroll) and differ on the THEME and type of damage/encounter, NOT based upon literal categories (Barb should also have some rudimentary but still useful ranged ability, even if itâs to throw a rock to make an unpassable dent on the ground, and so should the Sorc have some rudimentary but still possible to pull off melee-ranged skills)
And having that in mind, there should be more than one âneutralâ ability to choose from (probably 3 should suffice IMO, dodge/roll, kick/roundhouse, and maybe some sort of short lasting shield timed effective vs projectiles but not vs AoE/DoT or melee maybeâŚ)