(This is a repost from Ignitice’s excellent breakdown of skulll reduction vs dodge traits)
Dodge exemplifies the worst aspect of GoW: toxic RNG randomly granting a huge advantage to one side and punishing the other for no reason. Removing it from the game would be a major improvement.
My proposed substitute for the Dodge-type traits: allowing the current dodge troops to “avoid” (i.e. take no damage from) a certain number of skull hits per turn.
This would mean:
Troops with dodge, heroes with cunning tree = 100% chance to avoid the first skull match of each turn;
Artema with Dexterous = 100% chance to avoid the first 2 skull matches of each turn.
Strikes me as a more fun and more reliable alternative than the RNG-fest that is the current dodge traits, while creating a new class of front-slot-viable troops.
Thinking ahead, I think it would take some very specific strategies by attacking players to play around this; rather than shooting for one massive explosion on cast by a skull converter, they will need to plan their attacks so the second hit does major damage. Unlike barrier, they won’t be able to rely on on spells/talents/status effects to stop the trait either, creating some unique interplay that we don’t currently have in the game.