Even before I read your reply, I already took a break from work to walk and to ponder how to put it into different words.
However, I doubt that the next segment statisfies you - so you might want to jump right to the 'examples & result' section.
Examples & result:
Even games like LoL or D.o.t.A have difficulties to differentiate between skillshots and other attacks, although both are heavily centered around manually-aimed, well-timed attacks, movement-alterating skills and 'collision-detection' in general.
The reason is because aiming the mouse to 'select' a target isn't that different from moving a mouse over a designated spot or in a certain direction. So it's more a matter of how fast an effect hits. That determines, how quick the opponent has to be. Some skills won't get listed as a skillshot, because they are a bit faster than others (although still aimed manually & timed).
But still, all the other game mechanics apply. This means that you might still get some sort of stacks, bonus damage... and this means damage can still be reduced or prevented by any means. But how this is actually implemented doesn't matter. Some heroes might prefer an immunity, whereas others 'dodge' or even lunge for a riposte.
But back to RO2:
Parry, dodge, damage reduction, etc. all have the same intention, just different names & flavors.
- Now why should a Battle Leap be an automatic hit, but should still allow Parry?
- Is it easier for those to have chosen dodge over parry to evade such a Battle Leap?
- Now why should a manual-aimed attack punishing a single flavor more than others?
And even beside that:
- where's the conecptual difference between a jump or charge that deals damage right away and a Wizard's Teleport followed up by a Frost Nova or another fast attack (Sadly Wizards have none, but just assume he would use Brandish Storm, Beast Tornado or Wild Impact)?
Auto-aim skills can be interrupted as well, so that doesn't count. A priest can stun a charging bear, an opponent might interrupt a fireball in mid-flight or during the cast-time.
So my point of view is:
You're right that the possibility to evade a certain attack might cause balance issues. How severe this is depends on very specific things: In case of Battle Leap, it's the question how fast an opponent is (how many (stackable) speed boosts there are).
BUT - I wouldn't balance them by excluding dodge (or any other flavor-specific aspect) that would punish only a subset of players.
And in case of a Battle Leap, I explained that the possibility to stun & damage multiple targets IS the chosen compensation for the manual aiming. Whether this is enough or 'balanced' is surely questionable though.
Edited by Greven79, 05 March 2015 - 10:01 AM.