Dodge is Broken

Discuss pet battles, strategy and theorycrafting.
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Shaytan
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Dodge is Broken

Post by Shaytan » June 1st, 2013, 5:55 pm

I've noticed in pet battles, that dodge is a completely broken tool.

Take this scenario -

Player A has a Humanoid with high speed.
Player B has an Elemental with medium speed.

Round 1
Player A, goes first and casts Dodge
Player B casts his attack and it is instantly Dodged

Round 2
Player A casts his attack, damaging Player B
Player B casts his attack and it is instantly Dodged

For a 1 round ability to have the chance to dodge 2 sets of attacks is a bit over the top.

I believe Dodge should be triggered once the player actually dodges an attack.


Example

Player A has a Humanoid with high speed.
Player B has an Elemental with medium speed.

Round 1
Player A, goes first and casts Dodge
Player B casts his attack and it is instantly Dodged

Round 2
Player A casts his attack, damaging Player B
Player B casts his attack, Damaging Player A

But for a Slower Pet.

Player A has a Humanoid with Slow speed.
Player B has an Elemental with medium speed.

Round 1
Player B, goes first and attacks Player A
Player A casts Dodge

Round 2
Player B casts his attack and it is instantly Dodged
Player A casts his attack, damaging Player B

I find this to be an acceptable compromise, instead of higher speed players getting 2 free dodges out of the ability.

Opinions?
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Yellowlab
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Re: Dodge is Broken

Post by Yellowlab » June 1st, 2013, 6:08 pm

I don't know, I think if they changed dodge, it would make all those pets useless. They hit like weaklings. There are a lot of ways to get around dodges, use an aoe, a heal, a buff, or swap out a better pet for the fight. Surge type abilities will always hit before they can dodge the first one.

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Luciandk
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Re: Dodge is Broken

Post by Luciandk » June 1st, 2013, 6:20 pm

Not a problem, really. Its just a perk of being a fast creature.

On the other hand undead wants to be as slow as possible to have an extra turn of immortality.

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