I was definitely thinking of the wrong one. I was thinking about the pistolers… I’ll test it out when I get the chance later and see if the spells are dodgeable.
If you’re trying to make the mages as equivalent in skill to player mages, there definitely needs to be a small lag time between when the target teleports and when the spell moves, along with maximum travel time for each cast spell. I haven’t encountered these in the overworld in this beta yet, so I’m not sure if those have been implemented… But judging from the prior statement, it probably has not.
I mean, the dodge mechanic of the melee enemies (to dodge incoming mage spells) should be about equivalent in capability to people dodging their spells. If an enemy dodges, it’s a last moment split-second thing that almost always results in a miss - excepting only cases where the dodge happens to spin in a lucky way or if the mage is top-tier and has some impressive control…