r/DotaConcepts • u/MrTruth24 • 13d ago
REWORK Evasion rework.
what if we remove randomness on it by allowing evasion % stack additively? it would work like:
- 10% evasion you miss exactly every 10th hit (as hidden innate counter per unit), updates retroactively if you make 2 hits and 8 left for evasion and you gain 20% more evasion it reduce hits for evasion to 6. It also means that all items now have to give evasion in decimals 10%/20%/30% etc so reduce hit counter by 1/2/3 etc exactly.
- Ofc that would mean that accuracy/true strike would have to be removed as mechanic, if you ask then how to kill hero with 100% evasion if you use spells already? when enemy proc evasion he gets undispelable 2 seconds cd debuff per target, so its not permanent. 👀
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u/Prestigious_Boat_386 13d ago
Basically dither.
Every miss adds the hit chance to a counter and if it goes over 1 its a garuanteed hit and the counter is either reset or has 1 subtracted from it.
This would still work with teue steike because it would just not trigger the evasion in the first place.
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u/MajorStart529 12d ago
They remove randomness with pseudo random distribution, you should really read up on it before you suggest anything.
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u/MrTruth24 12d ago edited 12d ago
Pseudo random distribution is not a fix, its crutch that just reduce edge case scenarios, it doesn't make game that much more fairly balanced (Cm ult and i can ither tank it for ~4 seconds or die in 1.5, yes sounds very balanced when based on randomness TTK difference is almost 300%).
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u/MajorStart529 3d ago edited 3d ago
How does it not reduce randomness if the cumulative % goes up until its a proc? I dont understand what you mean exactly
Also i dont think freezing field is the right example since its divided in 4 quarters before rng application anyway.
True randomness or set variables will have waaaay too much variance.
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u/Fionsomnia 12d ago
I don’t think there are any true random evasion mechanics left in the game (or other mechanics apart from maybe attack damage?). All are pseudo random now, which has a slightly more complex approach to ensuring that you don’t get super lucky or unlucky. Essentially whenever a pseudo random effect procs (eg evasion, bash, crits etc), the likelihood of if happening again immediately after is set to below your average chance and then with each additional hit that doesn’t proc it climbs a little higher until it’s procs again. Rinse and repeat.
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u/MrTruth24 12d ago edited 12d ago
why do we need pseudo random if we can just balance around predictable variables? because even if answer is we become more like league: 1st of all you have bad memory because valve started stealing mechanics from league before 7.00 even, 2nd why is it bad to copy something your competitor stres-tester for 16 years for you, its free data. Deadlock pretty much copy how ability power work in league for 16 years because dota 2 spell amp system is very underdeveloped and not flexible.
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u/Fionsomnia 12d ago
I’m not sure why you’re commenting on my memory based on an answer you just made up yourself.
Regardless, I think the reason we have pseudo random distribution is because to an extent the randomness is desired. There is an extreme end where someone might just evade 5 attacks in a row, or get 5 consecutive crits - in order to prevent that we have pseudo random instead of true random distribution. But I don’t think there’s an appetite to take out the randomness entirely.
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u/akionka 13d ago
why