the best answer: global overall attack speed increase to all attacks
the issue is that people with agility can just dodge attacks, so why not just make all attacks faster? This comes with the benefit of subtly nerfing attack speed, since it’s not nearly as needed if everything is already pretty fast
i dont think this is really the best answer
you also mentioned an issue (though phrased it like a benefit) of making attack speed less useful
i was thinking one of two things for an answer to this issue:
giving players tools to catch people running away - I remember seeing a suggestion for a spell called “wire” which was basically a grappling hook to pull people in, which would be a good example of this
a punishment to blindly running away
some way to force people running away to actually try and lose and evade their pursuer rather than just running away in effectively a straight line or until they give up
though i think the exhaustion concept was really overcomplicated, it would be an example of this kind of solution
i personally think option 2 is more feasible as theres no guarantee each build could get equally useful options for catching runners (i cant even think of a thing berserkers could have for option 1)
I had an idea to add something like “dodge charges” (could either apply to all dodges or just reflexes) which would limit dodge spamming and force people to use them more wisely, if done right it wouldnt affect people actively engaging in a fight (emphasis “if done right” this could be easy to do wrong)
edit: dodge charges could also just be disabled entirely if youre not combat tagged so travelling doesnt get more inconvenient for no reason
WOW I didn’t expect the Vents of Aeolus to be finished that quickly! Should I be happy? Or nervous they won’t be detailed with anything to explore or any use other than flying