I’ve brought this up before, but I think this short clip really drives the point home. RNG-based defensives are just not good in a high damage game.
This is basically /random 1
0 = you die
1 = you live
If they want to keep an RNG element to it, then make it /random 1
0 = you get a weaker effect of the defensive
1 = you get a stronger effect of the defensive
darkness is a group cd meant to avoid ticking damage events as a mitigation of of overall damage and to allow healers the time to heal over extended ticking damage. its not meant to avoid a single large damage event or its chance to proc would be much larger. darkness is fine.
blur is also a small damage reduction. the large dodge percent doesn’t apply to ranged attacks as ranged attacks can’t be dodged. it is meant to give survival in melee scenarios where you are being focused or to avoid cleave.
Same DH dodging my explosive shot and rapid fire along with me dodging rapid fire, barbed shot, barrage and demolisher boulder (whew). All I could find relatively quickly with footage I had.
Ah, okay. No problem. As everyone’s versatility increases it actually increases overall damage in the game due to it’s design. It’s more of an offensive stat than a defensive stat, but if there is a huge disparity it causes more damage. However, this late in the season most people are pretty well geared.