What you may be seeing is the dodges from Greater Evasion, not from dodge roll. This dodge triggers very often, there may be a bug that it triggers on more than 20%.
You can dodge roll once a second. It costs about 2200 stam.
Your regen ticks once every 2 seconds. It ticks for about 3000 stam.
Math tells me that this cannot be infinite if "perma-dodge rolling".
If anything, it's the Mooncalf passive that needs to be looked at, as it is providing the greatest (and newest, as stam cost reduction glyphs have ALWAYS effected dodge roll / break free w/out any issue) reduction in cost.
Also, it's a situation we all saw coming as soon as they removed softcaps. Now everything is out of whack, and they seem reluctant to actually do much about it at this juncture.
/shrug
Pretty much this. Cloak is broken with everyone using detection pots so how else are we NBs supposed to survive anything at all? I have ~3k weapon damage and 55% crit rate with 2k stam regen, I can roll quite a bit but good players can still catch me. If I sacrificed more damage for stam regen I wouldn't do enough damage to kill people considering I can't take a long fight versus someone who uses block etc. Maybe with vigor the situation would be different but the majority of players do not have vigor.So, upped my stam regen to get a better feel for perma dodge rolling. Seems that 1) some players are good enough at timing to hit you between rolls (talked to one guy that could consistently hit with ambush).
2) curse, detonation, meteor, and mages fury/radiant destruction destroyed me. Players with a few of these could insta-gib me while rolling.
I don't think being able to perma dodge roll makes you unkillable, and somewhat disagree with the premise that it should be prevented (by nerfing enchants or changing champion passive effect).
It seems no more survivable than many other playstyles even when spammed indefinitely.
So, I hate to use the often repeated adage, but if you are having trouble dealing significant burst to a perma roller, it really might be a learning to adapt issue on the part of the attacker.
Apologies about doing a 180 from my previous post but, I think we're going to get to the point (rather quickly) that most players will be able to infinately spam the abilities of their choice. Only a drastic change can prevent that at this point.
The question is, how do you line up a burst combo strong enough to make it through their defense in one shot. If you can't, you may as well disengage, or turtle while waiting for reinforcements
So, upped my stam regen to get a better feel for perma dodge rolling. Seems that 1) some players are good enough at timing to hit you between rolls (talked to one guy that could consistently hit with ambush).
2) curse, detonation, meteor, and mages fury/radiant destruction destroyed me. Players with a few of these could insta-gib me while rolling.
I don't think being able to perma dodge roll makes you unkillable, and somewhat disagree with the premise that it should be prevented (by nerfing enchants or changing champion passive effect).
It seems no more survivable than many other playstyles even when spammed indefinitely.
So, I hate to use the often repeated adage, but if you are having trouble dealing significant burst to a perma roller, it really might be a learning to adapt issue on the part of the attacker.
Apologies about doing a 180 from my previous post but, I think we're going to get to the point (rather quickly) that most players will be able to infinately spam the abilities of their choice. Only a drastic change can prevent that at this point.
The question is, how do you line up a burst combo strong enough to make it through their defense in one shot. If you can't, you may as well disengage, or turtle while waiting for reinforcements
You are saying it should be harder (require more opportunity cost in gearing choices) to perma roll than the status quo. If that's not what your intent is, you should reevaluate your suggestion, as that is what it would do.
I am not implying that you believe dodge roll is overpowered, despite the fact that you wish to make it more expensive to do. (Have you considered a career in politics? )
Regarding Mages fury, the low health proc will certainly hit mid roll (will insta gib me at current hp values if paired with a critting detonation and curse). Same with meteor, I haven't found rolling to have much effect on that once it's been applied. (Not sure if I'm dodging initial hits, but given how frequently this was showing up on my recap I'd be surprised)
I think there is nice parity between defensive capabilities, in terms of being able to spam them (if anything, I still believe dodge roll is significantly less useful when spammed than some other options)
I don't understand why you would single out perma dodge roll as the ability which should have more opportunity cost to spec for - especially because (as you have stated multiple times), it is not over powered.
10k curse (though typically more like 6-8k) is not exactly easy to heal through while using every global cooldown to dodge. If I use an ability which heals between dodge rolls, I'm vulnerable for a few frames (correct me if I'm wrong, maybe my timing is just off) to things like mages fury, and every insta cast cc. During the few frames of the subsequent break free, I've usually been 3-shot, or had enough damage applied that I'm not going to outheal it.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
10k curse (though typically more like 6-8k) is not exactly easy to heal through while using every global cooldown to dodge. If I use an ability which heals between dodge rolls, I'm vulnerable for a few frames (correct me if I'm wrong, maybe my timing is just off) to things like mages fury, and every insta cast cc. During the few frames of the subsequent break free, I've usually been 3-shot, or had enough damage applied that I'm not going to outheal it.
Also in my own experience attempting to kill a chain dodge roller, I've found it significantly easier than dealing with magika builds of any class (in cases where the player is trying to survive/escape). All heals at this point are essentially "free" by your definition, as are all damage shieldS, and so is blocking if there are fewer than 3 attackers.
Really, dodge rolling is a self stun, that costs resources, and puts you at a predictable location. Even if resources are no longer a concern, it's not free the way healing springs was, as that continues to benefit you and your party after the cast, while you are free to continue acting while the benefit persists. If a dodge roll granted you and your party additional resources after casting, then I'd agree the two were equivalent. Anyway... in the current meta you can infinitely cast the heal of your choice.... So if it was a problem before it's certainly a problem now.
It's impossible to roll permanently, something always stops you . One stun = dead. If they do somehow change it (which would make sorcs even more op), it will still be possible.
Okay, want to recap/try to find some common ground, so I don't keep repeating the same points.
What exactly do you mean by free?
I assume we can agree that:
If dodge roll were "free of opportunitu cost" I would expect a player could (amongst other things) achieve the same dps weaving instant attacks with rolls, as they could if they just spammed the instant attack.
Since this is definately untrue (even for users of certain 5 piece sets), can we at least agree that dodge rolling has opportunity costs?
If you mean "free" as in, allows the user to regain the cost of the ability during the duration of the ability, then can we at least agree that this also applies to many other abilities?
Could you confirm that we agree on the above two points?
So dodge roll is the stam version of shield spamming. Seems balanced to me at the moment. I hope they get pvp balance much closer to actually balance then it currently is.
LOL this coming from a sorc is hilarious, i can bolt escape 15 meters away for 15 times but you cant roll dodge 3 meters away, right? Dodge roll is also super easy to counter,if you CC them they die, i kill the roll dodgers with lotus fan+ fear since they both cant be dodged, but i have NO WAY of killing a sorc bolt escaping away with shields on, ITS IMPOSSIBLE FOR 90% of the people, infact now good players dont even try to kill a sorc, its a waste of time....but yeah nerf roll dodge
So, upped my stam regen to get a better feel for perma dodge rolling. Seems that 1) some players are good enough at timing to hit you between rolls (talked to one guy that could consistently hit with ambush).
2) curse, detonation, meteor, and mages fury/radiant destruction destroyed me. Players with a few of these could insta-gib me while rolling.
I don't think being able to perma dodge roll makes you unkillable, and somewhat disagree with the premise that it should be prevented (by nerfing enchants or changing champion passive effect).
It seems no more survivable than many other playstyles even when spammed indefinitely.
So, I hate to paraphrase the often repeated adage, but if you are having trouble dealing significant burst to a perma roller, it really might be a learning to adapt issue on the part of the attacker.
Apologies about doing a 180 from my previous post but, I think we're going to get to the point (rather quickly) that most players will be able to infinately spam the abilities of their choice. Only a drastic change can prevent that at this point.
The question is, how do you line up a burst combo strong enough to make it through their defense in one shot. If you can't, you may as well disengage, or turtle while waiting for reinforcements
You can´t dodge:
Jabs, templar heal debuff, Concealed Weapon, Whip, Lightning / Healing Staff Heavy Attacks, Meteors, Curse, Soul Strike, cheesus beam, teleport strike, ground target abilitys, deadric mines and other abilitys i couldn´t think of right now.
Also you can´t dodge stuns like Fear, this templar stun, petrify or BoL.
In addition to that it´s not possible to dodge cancel with high dps at the same time, so you either go half defense / half offense and won´t kill good players or you risk your live since dodge is your ONLY defense, at least for NBs without any shields.
Now tell me about skills ignoring your dmg shields
deepseamk20b14_ESO wrote: »Shields are WAY stronger than dodge. I'm not fighting back while I'm dodging, even if its only for a second at a time, but consecutively. You can have shields up and continue to attack until they are gone and just recast.