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However, I don't disagree with the principle - if you want to play an "out of the box" Templar with its default Counter command, it's not really useful to the Templar's strategy. Evade Melee in general isn't a great Counter option, honestly, past a certain point in the game. But since Counters are still optional, their unlock pacing and flavor tie in are (probably) considered more important to their end-performance when used by their unlocking class. Eg, like you said, Scoundrel would get a lot more mileage out of it - but being available that early would cause balance issues as the AI won't have many answers unless the player's overleveled. Plus, then there's the issue of there being no intuitive class to inherit Counter: Steal, as all classes only have one Counter Ability. Etc.
I'm pretty sure this is just one of those times where the flavor and game-balance needs win out.
You're right with that, but not sure if that still works like that. Most if not all enemys have some basic skills and they would surely use them.
Even with all your characters using Evade:Melee, just a few level after the new game it is not relevant anymore.
So giving the scoundrel the Evade:Melee counter (maybe about level 5 in the skilltree?) wouldn't change much.
But overall, yeah, what Raven said.
It also causes enemy [Counterattacks] to miss, so you can hit someone with that counter and face no consequences.
Choose Chivalry as your second ability and 'Protect' another toon in your party. You'll evade the hit they'd take!