Now this is something thats been bugging me a very long time and I personaly think should be tweaked;
Dodging and dodge chances.
Now as you all know, side stepping, zig zagging, are suppoused to lower the chance to get hit when moving towards enemies.
Run state gives it a high increase, Hellrunner increases this dodge chance even further, dodgemaster ensures them.
But yet it feels broken.
Try dodge without run state, even against one former human. See what happens, you're most likely gona get loaded by its full clip. Even with a trait of hellrunner, you're most likely going to get hit 5/6 of the clip of the former.
Then put on run state, what do you know, all of those shots miss. Hell even without actually dodging, half of them are gona miss.
The big secret of survival, run state. Easily available, easily reliable. And it feels lame.
It also feels wrong how you can't dodge a basic monsters fireing without investing on an advanced trait or using your run state immidiatly.
It feels extreemly reduntant to constantly rely on the run state, specialy in the early game.
This also reflects on the berserk state, and how those chaingunners in chained court suddenly turn so much more deadlier without your run state if you go too far from your precious globes or how those itty bitty spiders end up burning more healthkits on a cave when you engage them during berserk rather than running.
I personaly think there should be a bit of a need to rebalance thise dodge chances, to really check more on the actual "where are you moving" rather than "what is your state when moving". Have more base dodge and less dodge from the run state. Make the run less like "I'm now a half ghost" button.