Because the goal is to slightly increase battlefield repositioning potential, not give a significant increase to overall traversal speed. Reducing the cooldown on traversal skills would have the intended effect but would also have an unintended downside. This does not share that downside. We also would prefer to have the option of taking a traversal skill or not continue to be an option. It would also require dramatic changes to each traversal skill which would result in the removal of many mechanics that people really enjoyed. I also think that it is a step towards having each ability slot being categorized. If you ever played D3 before you realized that you could put any skill on any slot if you changed your settings, the build restrictions were just savage. It was just a couple days for me but I almost just quit the game over that. Evade is very clearly positioned as not one of your primary abilities and I think that is necessary for it to work long term.
We didn’t make this change because of any other game doing it. I know that might be hard to believe, but we frequently will say in design meetings that it doesn’t matter what they are doing.
I mean, you technically always were in that position, we can add whatever we want really. I do think that would be pretty silly on our part though. I’m not sure how this changes what could be. If it makes you feel any better, we have no plans to do that.
Movement speed scaling is there for 2 reasons. First, because without it, you can get to a point where walking would be faster and that would make the ability obsolete and pointless at top tier content and that’s just a waste. Second, and this applies to CDR too, because we are always on the lookout for ways to make your gearing choices matter.
We are adding interactions with uniques and skill nodes in the future because it would be kinda silly to release Evade with them and then never add more. Having fixed mods that we never update or change is just a bad idea for an evolving gameplay environment like ours. In case I misunderstood that question and you are instead suggesting that the concept of having Evade interact with your gear at all is a bad idea, we think it’s a good idea because it allows us to have the ability progress as you level. It also gives us ways to make Evade be mechanically unique per class in select situations.
I hope that helped to better communicated the reasoning and logic behind this decision.
We are aware the not everyone will enjoy this mechanic (just like every other mechanic in the game really). As usual, I ask that people try it out before making summary judgment on it and also as usual, we will be keeping an eye out after it launches for feedback on it.
Also just as a note, we’re really trying to push the term Evade instead of Dodge because it doesn’t actually grant i-frames and we are also trying to avoid the term roll because it implies that you’ll have the old mage or the heavily armored sentinel rolling, which they won’t. We also already have a mechanic called Dodge in the game and we don’t want them to be conflated.