Just . no . The main purpose of government is collective defense against foreign and internal threats . <| sep |> I was just trying to give an example of how raising TTL alone is pointless , because it will reduce your TTK . If the point is to kill the enemy before you die , then raising defense at the expense of offense is rarely a useful prospect . High defense builds really only make sense in games with dedicated tank roles , where someone else will be doing the damage , and this is not one of those games . If you can ' t use active defenses , and have to rely on stats for defense , then you have no choices . If they build characters to be glassy , so that you MUST put a bunch of points into defense to survive , then that just creates a false choice . You don ' t have the option to stay that way , you MUST pump your defense to a specific level , so basically they make some characters 73 and others 37 and others still 55 , but it doesn ' t actually matter because that means you MUST drop four defense into the first , four offense and into the second , and two of each into the third , otherwise you won ' t be able to survive OR you won ' t be able to keep up . Active defense gives you options , because it allows you to choose whether to rely entirely on skill , or to provide a cushion of statbased defenses , so that if your skill fails it doesn ' t kill you . As for active defense , if you can ' t use a defensive tool to react to a tell , then what ' s the point of having the tell in the first place ? Oh , the enemy ' s going to hit me . . . and he did . Yay . If they are going to provide tells , then the entire point is that you should avoid that move , that is the gameplay mechanic . If you just let yourself get hit anyway , then they may as well not have any tells and just use white damage . Everything should be avoidable , it should be your own reflexes that allow you to do so . Standing in the fire is not actually playing the game . The further issue is screen clutter , far too much happens on screen at once to track it all , especially with network and display lag factored into it . When the ground is covered in loot , and there are six different bosses moving around , each with their own tells , you need every dodge you can find to avoid three simultaneous and completely uncoordinated OHKO attacks . In this game , the problem was NEVER dashes . Never . The problem was Invulnerability cores that allowed you to become IMMUNE to damage even while sitting in it , and it was that ranged characters had a much easier time avoiding attacks than melee characters . Neither of these things seems to be going anywhere . Adding charges to dashes causes no beneficial change .