#LVL1 Escape Death Adjustment

1 messages · Page 1 of 1 (latest)

viscid drum
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I havent seen any other post about this, but why is LVL1 Escape Death just....mid? Like the difference between 1 and 2 is night and day. LVL1 just does a stun that only works on normal/elite mobs but even if you reset its CD with Viscious Combos its not gonna save you from dying exactly and the majority, if not all bosses and minibosses in Monumenta have stun immunity.

Meanwhile LVL2 gets absorption that can save you from death, speed and jump boost??? Cant we give like 1 of those things to L1? Even just the speed boost would give L1 a bit more usage. There is no reason to pick up escape death as an ability at LVL1 due to the effect being mostly worthless.

odd granite
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umm i use l1 escape death to avoid oneshots to cleave when kauling it up

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i also use it on swordsage

viscid drum
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It doesnt have the absorption

odd granite
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i don't think i use l2 actually only 0 or 1

fiery shale
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Looks inside skill called "Escape Death"
No "escape", only "death"

odd granite
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i figure stun is escapey enough tbh but i get the point

viscid drum
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The stun doesnt even work on bosses

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Like, dont get me wrong, the stun is good

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But like

odd granite
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free ronde stack tbh

viscid drum
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You have no defence once it procs

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Ranged enemies can still get you

fiery shale
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it doesn't even work on most high priority mobs

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wamp wamp

viscid drum
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Enemies outside of stun range can still chase you and you probs wont even have enough time to kill the mobs you stunned

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L2 fixes that problem for the most part

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You get movement, and some absorption

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Even if the mob that triggered ED is stun immune, at L2 you at least can get away easier

inland ridge
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Shot from 16 blocks away? Throw a paralyzing grenade straight into the ground, this will help

inland ridge
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rogue gets paralyzed and can't move

viscid drum
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Like

fiery shale
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ed is just hilarious

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ancient skill

viscid drum
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At least at L2, if a ranged mob procs it, you gain better movement to dodge arrows

fiery shale
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even the l2 bonuses aren't useful

inland ridge
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five heart threshold sadmouse

viscid drum
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No the L2 is nice

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L2 is actually good

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Speed and jump boost?

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Legit goated

fiery shale
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jump boost to ruin your bhop, speed on a class with multiple movement cooldowns, and a stun that does nothing because CC evidently is not allowed to be useful in Monumenta

viscid drum
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I mean, the point is to get away

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Thats why the speed and jump boost are there

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So you can run away and jump to higher ground if needed

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Thats what ED is for

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A getaway tool

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Kinda like BD but less on the offense

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Imo they should buff L1 escape death

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Or move some L2 stuff to L1

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Anyways

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I wanted to talk about this bc of the enhancement rework

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And also bc smokescreen got reworked and might actually be usefull now

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Leaving ED as the only ability in rogues kit that is kinda mid (in r1/r2 at least, r3 has the enhancement)

dawn mist
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agreed, level 1 of the skill is miserable and gives ED a bad reputation when the skill is pretty okay at level 2 (as long as you turn off the jump boost in the settings which not everybody knows you can do)

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I think level 1 could gain the lifeline function and its fine, keep level 2 as the upgrade you get for more absorption and more stats (maybe even slightly buff the absorption to incentivize it more since main use of level 2 is to get the life save).

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could also just delete the jump boost from the skill to simplify it while your at it

wispy robin
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Idk
Yes ed1 is a joke compared to ed2
But I'm not sure its a good thing to be able to spend 1 less skill point to get a lifeline

fiery shale
fiery shale
rapid copper
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e2 is is much better than e1... as it should be for a 1sp investment

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esp since rogue skills are so contested

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ed1 stun actually saves u quite often

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its good enough to get away and heal

wispy robin
rapid copper
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i think i only ever used ed1

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unless going for boss solo attempts, where the lifeline-iness of ed2 proves useful (and i dont need skirm)

blazing wasp
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ED is very powerful idk what yall are on. Dodging blocks singular ranged hits frequently, ED blocks grouped melee hits semi-infrequently. Now that's not to say implementing sug-10404 would not be amazing QoL, but I don't think it needs anything else lol, an aoe stun gives you options to finish the fight or retreat without needing the absorption/speed the majority of the time

wispy robin
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Does abs health charm work at level 1 btw? Because now it is much more feasible to use one of those charms at 2 stars to try to save a skill point if that's the case

rapid copper
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probably doesnt, but who charms ed anyways

wispy robin
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If it did 2 stars would be worth it

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We didnt charm it because it costed 5 stars before this update

rapid copper
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no we didnt cuz ssage is rondestack dependant and assassin is stealth stack dependant

wispy robin
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Maybe we will still but 2 stars to emulate a skill point is tempting

wispy robin
rapid copper
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on assassin maybe, i dont actually play it often

wispy robin
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I feel that people see a much narrower viable charm space than there actuslly is

rapid copper
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but not rondestacked ssage is just yikes

blazing wasp
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the lower charm cost make them possible to use, but it's likely still better to just charge your offense than spend on defense tbh

wispy robin
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Who knows

rapid copper
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also going off most other charms in the game it likely doesnt work

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(imagine ww1 aether turbine 🙏🏻 )

wispy robin
# wispy robin Who knows

Of course we all know since offense being better than everything else is basically monumenta in a nutshell

gray wave
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I find the stun very useful from ED level 1, and I say that having always ran ED 1

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It gives you a moment to relax for Assassin and acts as a Ronde Stack giver as SSage

quartz mist
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Would it be bad for ED L1 to have a little more survivability (at least 2 absorbtion health)? When you think about it, ED L1 is a uncontrollable 5 block 3s stun on a 60s CD, and that is all it is. We can discuss the intent behind the skill and how well it executes the intent, but I think it's best to look at the two levels and note that there is a massive difference between L1 and L2 in terms of survivability.

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Poked my head into here having played rogue off and on, but I have a rogue friend who basically never runs ED L1 and either does ED L2 or no ED.

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And he loves complaining about ED L1. Especially when comparing it to mage's prismatic

rapid copper
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considering rogues skillpoints are so contested and you could be getting a whole extra skill for that sp, i feel like the very big difference is justified

viscid drum
# rapid copper considering rogues skillpoints are so contested and you could be getting a whole...

Putting 1SP into ED is just pointless. I would rather have 2SP on any other ability (even smokescreen) than have ED1 and another lvl 1 ability. Getting another ability is not justified for having a lvl 1 ability that is near useless. I can understand having like DT lvl 1 and using that SP somewhere else bc even at lvl 1, DT still applies vulnerability, not as much as lvl 2, but its still worth running at lvl 1.

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ED1 has no survivability besides the stun and if a ranged enemy procs it then you dont have it for a melee fight

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at least ED2 can actually help you escape with the movement & the stun and it gives absorption as well.

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and that movement from ED2 can allow you to dodge projectiles easier or even close the distance on ranged enemies, giving it use incase its proced by one

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the only other time running ED1 is good is if you also get ED(u)