Anyone else noticing more and more people catching on to this and Perma-rolling yet?
Anyone else noticing more and more people catching on to this and Perma-rolling yet?
For stamina specs there is no other escape tool, not to mention many skills hit thru dodge, its so easily countered.
You sorcs dont understand how lucky u are being able to spam damage shields and bolt to safety.
Dodge rolling isn't "Easily" countered any more than Bolt Escape and damage shields are easily countered. Everything has a counter true. The issue isn't the effectiveness of the ability but the complete lack of an appreciable cost for the ability itself for no small number of players.
Wreuntzylla wrote: »It is only going to get worse! I don't have enough CP to dodge roll for more than a couple minutes yet!
Sure lets nerf Dodge roll and then lets nerf Blocking and Damage Shields.
Dodge rolling isn't "Easily" countered any more than Bolt Escape and damage shields are easily countered. Everything has a counter true. The issue isn't the effectiveness of the ability but the complete lack of an appreciable cost for the ability itself for no small number of players.
I hate to turn this into another sorc comparison or complaint so i will just respond to how dodge rolling is easily countered.
Going on only class skills players have on there bar 90% of the time, DK whip hits u while roll dodging, sorc daedric curse, templar radiant destruction and biting jabs, nb not to sure about, ambush and concealed weapon ? and im sure there are more class skills and plenty of weapon skills.
I can usually roll dodge thru a bunch of not so talented players or thru a train of 1 button aoe spammers but when u come across someone who knows what to do(which is very common) its not a valid escape tool.
Those abilities are not primary damage abilities with the exception of whip but DKs appear to have abilities to counter or destroy practically any class or build. Nothing new there.
Ambush shouldn't be able to hit through dodge roll but most gap-closer abilities have a bug associated with them that apparently allows it at times.
Daedric curse is on a timer and it can't be spammed enough to kill someone who has any type of heal on their bar. Same with Mana Detonation except it requires you to stand still to cast it.
Dodge roll isn't an escape, it *is* counterable yes, but you can't deny that it isn't a very powerful ability and as such it should have be easily reduced to be a "free" ability.
cozmon3c_ESO wrote: »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.
the difference that you dont seem to see is that while roll dodging you can weave in abilities and still take almost no damage, but with a Damage Shield you cannot weave in abilities but have to eat up the global cooldown while still eating all incoming damage.
big difference, putting roll dodge a head of shields.
Anyone else noticing more and more people catching on to this and Perma-rolling yet?
For stamina specs there is no other escape tool, not to mention many skills hit thru dodge, its so easily countered.
You sorcs dont understand how lucky u are being able to spam damage shields and bolt to safety.
Dodge rolling isn't "Easily" countered any more than Bolt Escape and damage shields are easily countered. Everything has a counter true. The issue isn't the effectiveness of the ability but the complete lack of an appreciable cost for the ability itself for no small number of players.
Anyone else noticing more and more people catching on to this and Perma-rolling yet?
For stamina specs there is no other escape tool, not to mention many skills hit thru dodge, its so easily countered.
You sorcs dont understand how lucky u are being able to spam damage shields and bolt to safety.
Dodge rolling isn't "Easily" countered any more than Bolt Escape and damage shields are easily countered. Everything has a counter true. The issue isn't the effectiveness of the ability but the complete lack of an appreciable cost for the ability itself for no small number of players.
Bolt Escape + Shields is definitely harder to counter than dodge rolling by itself.
There is also pretty much no cost for constant shielding.
What's good for the goose, right?
Anyone else noticing more and more people catching on to this and Perma-rolling yet?
For stamina specs there is no other escape tool, not to mention many skills hit thru dodge, its so easily countered.
You sorcs dont understand how lucky u are being able to spam damage shields and bolt to safety.
Dodge rolling isn't "Easily" countered any more than Bolt Escape and damage shields are easily countered. Everything has a counter true. The issue isn't the effectiveness of the ability but the complete lack of an appreciable cost for the ability itself for no small number of players.
Bolt Escape + Shields is definitely harder to counter than dodge rolling by itself.
There is also pretty much no cost for constant shielding.
What's good for the goose, right?
Actually if anyone here ever read my posts or anything I've been saying you'd see I'm calling for an adjustment to magicka and stamina regen which would make perma-shielding as impossible as perma-rolling.
In conjunction with bolt escape permanently shielding is not possible due to the cost of bolt escape. Permanent shields however is possible but you can't move in any way while doing this and the damage eventually piles up and overcomes your shields (if you don't run out of stamina first from CC).
Anyone else noticing more and more people catching on to this and Perma-rolling yet?
For stamina specs there is no other escape tool, not to mention many skills hit thru dodge, its so easily countered.
You sorcs dont understand how lucky u are being able to spam damage shields and bolt to safety.
Dodge rolling isn't "Easily" countered any more than Bolt Escape and damage shields are easily countered. Everything has a counter true. The issue isn't the effectiveness of the ability but the complete lack of an appreciable cost for the ability itself for no small number of players.
Bolt Escape + Shields is definitely harder to counter than dodge rolling by itself.
There is also pretty much no cost for constant shielding.
What's good for the goose, right?
Actually if anyone here ever read my posts or anything I've been saying you'd see I'm calling for an adjustment to magicka and stamina regen which would make perma-shielding as impossible as perma-rolling.
In conjunction with bolt escape permanently shielding is not possible due to the cost of bolt escape. Permanent shields however is possible but you can't move in any way while doing this and the damage eventually piles up and overcomes your shields (if you don't run out of stamina first from CC).
Anyone else noticing more and more people catching on to this and Perma-rolling yet?
For stamina specs there is no other escape tool, not to mention many skills hit thru dodge, its so easily countered.
You sorcs dont understand how lucky u are being able to spam damage shields and bolt to safety.
Dodge rolling isn't "Easily" countered any more than Bolt Escape and damage shields are easily countered. Everything has a counter true. The issue isn't the effectiveness of the ability but the complete lack of an appreciable cost for the ability itself for no small number of players.
Bolt Escape + Shields is definitely harder to counter than dodge rolling by itself.
There is also pretty much no cost for constant shielding.
What's good for the goose, right?
Actually if anyone here ever read my posts or anything I've been saying you'd see I'm calling for an adjustment to magicka and stamina regen which would make perma-shielding as impossible as perma-rolling.
In conjunction with bolt escape permanently shielding is not possible due to the cost of bolt escape. Permanent shields however is possible but you can't move in any way while doing this and the damage eventually piles up and overcomes your shields (if you don't run out of stamina first from CC).
Thankfully, there's rarely a case where you actually NEED to permanently shield unless you are simply outnumbered, because you can actually create distance.
Anyone else noticing more and more people catching on to this and Perma-rolling yet?
For stamina specs there is no other escape tool, not to mention many skills hit thru dodge, its so easily countered.
You sorcs dont understand how lucky u are being able to spam damage shields and bolt to safety.
Dodge rolling isn't "Easily" countered any more than Bolt Escape and damage shields are easily countered. Everything has a counter true. The issue isn't the effectiveness of the ability but the complete lack of an appreciable cost for the ability itself for no small number of players.
Bolt Escape + Shields is definitely harder to counter than dodge rolling by itself.
There is also pretty much no cost for constant shielding.
What's good for the goose, right?
Actually if anyone here ever read my posts or anything I've been saying you'd see I'm calling for an adjustment to magicka and stamina regen which would make perma-shielding as impossible as perma-rolling.
In conjunction with bolt escape permanently shielding is not possible due to the cost of bolt escape. Permanent shields however is possible but you can't move in any way while doing this and the damage eventually piles up and overcomes your shields (if you don't run out of stamina first from CC).
And yet, Ezareth, you have labeled this thread "rise of the perma-dodger". You continue to make the case that you are arguing against excessive resource regeneration and reduced cost, and yet you present this argument in a form that is perceived (not wrongfully) as biased and self-serving, all the way down to the title of your thread and " research" you did with stamina regeneration. So please, excuse me while I don't immediately buy what you're selling, especially considering the fact that if all regen and cost reduc received equal nerfs, then magicka would be at a unique advantage due to it's numerous ways of being recovered that stamina does NOT have.
What I'm getting at is that I see you haven't changed your thread title to something more befitting your current argument, like: Rise of the Endless Resources, or Perma-Dodging and Perma-Shielding need to be looked at.
This was clearly in response to all of the complaints about perma-shielding, and the vast majority of your tact is focused solely on stamina builds (who have weaker heals and FAR less utility w/out access to shielding WHILE they are making an escape).
And yes, you're right, BE and shields are linked together on ability gcd, but shields last for MUCH longer than the GCD.
It's quite possible to shield (take a hit, shield not broken) -> BE for breathing room -> Re-shield -> BE. Or in my case, it's really going to be Shield -> Dodge Roll -> Shield (if I actually took damage during the roll) -> BE -> offensive.
Due to the long-lasting nature of many shields, you have a lot more margin for error than a dodge roller and if somebody DOESN'T break your 8k+ shield in a single attack (extremely common unless you're eating back-to-back WBs), then you have an opportunity to turn the tables.
The real issue is those two very strong stamina attackers could indeed also be perma-dodge rollers and they are given the ability to do this with no real decision on their end to support that. As I said before it isn't really a decision for a stamina build player to choose stamina -cost reduction, even the most ludicrous weapon damage build players are using it. That should tell you something if you think about it.
Anyone else noticing more and more people catching on to this and Perma-rolling yet?
For stamina specs there is no other escape tool, not to mention many skills hit thru dodge, its so easily countered.
You sorcs dont understand how lucky u are being able to spam damage shields and bolt to safety.
Dodge rolling isn't "Easily" countered any more than Bolt Escape and damage shields are easily countered. Everything has a counter true. The issue isn't the effectiveness of the ability but the complete lack of an appreciable cost for the ability itself for no small number of players.
Bolt Escape + Shields is definitely harder to counter than dodge rolling by itself.
There is also pretty much no cost for constant shielding.
What's good for the goose, right?
Actually if anyone here ever read my posts or anything I've been saying you'd see I'm calling for an adjustment to magicka and stamina regen which would make perma-shielding as impossible as perma-rolling.
In conjunction with bolt escape permanently shielding is not possible due to the cost of bolt escape. Permanent shields however is possible but you can't move in any way while doing this and the damage eventually piles up and overcomes your shields (if you don't run out of stamina first from CC).
And yet, Ezareth, you have labeled this thread "rise of the perma-dodger". You continue to make the case that you are arguing against excessive resource regeneration and reduced cost, and yet you present this argument in a form that is perceived (not wrongfully) as biased and self-serving, all the way down to the title of your thread and " research" you did with stamina regeneration. So please, excuse me while I don't immediately buy what you're selling, especially considering the fact that if all regen and cost reduc received equal nerfs, then magicka would be at a unique advantage due to it's numerous ways of being recovered that stamina does NOT have.
First, there is nothing "self-serving" or "biased" about my post. Putting through these changes would not severely impact the people who are currently exploiting it and it certainly wouldn't end up with me getting more kills or having an easier time killing people. I've said multiple times over these changes would hurt *me* the most, but I'm fine with that because from a balance perspective the changes need to be made. In case you missed the several times I mentioned this I'm currently running triple stamin-reduction enchants and exploiting absurd regeneration bonuses (I spend most of my time in PvP with over 3000 magicka regen and 1300 stamina regen).
This thread is directed mainly at dodge rolling since it is currently a very powerful ability that a growing number of people are able to use with no cost using the methods I've explained. My suggestions were designed to curtail that unless you really thing combat in cyrodiil is going to be enjoyable where everyone who is attacked just starts rolling around on each other. Every action should have a consequence and for a powerful action that consequence should have significance.
Lastly your belief that somehow magicka cost reduction and regeneration is somehow superior to stamina cost reduction you would be incorrect.
Currently stamina weapon abilities all receive a 20% cost reduction to these abilities while there is no equivalent magicka cost reduction Since cost reduction is *multiplicative* not additive stacking these makes the abilities far more powerful.
To counter this there currently is no stamina regen mundus (although Gina Bruno said they'd correct this in their review of mundus stones), but there are passive alternatives that don't have a magicka alternative like Bosmer Racial and Shadow NB passive. Additionally there are many class abilities that further increase stam regen or stam recovery but none as powerful or equivalent on the magicka side.
All in all I'd say from a cost/regen perspective the opportunities to leverage both magicka/stamina are balanced with the exception of the dodge roll/break free cost reduction mechanism being thrown in with the stamina cost reduction enchant.
The stamina/magicka regen options need to be reduced across the board and this is nothing new to what I've been saying.
bloodenragedb14_ESO wrote: »Truthfully, what i really want is all these 'the rise of' or 'nerf this' threads to be ignored, and instead zos focus on informing us about new content
i would rather have more content, more things to do, dailies and such, new lands, more immersion, id rather have all that rather than a perfectly balanced game. you nerf criers are ruining this game by stunting its growth.
[
Then you need to reword your title and your post. Maybe you didn't notice, but the reason you keep having to "clarify" your argument is because you have basically presented it as "dodge roll is too strong, please Nerf cost reduction", and not " all of these defensive abilities are too strong, please Nerf cost reduction". It does not matter what you think your argument is, it only matters what others think it is.
Your "main" point, is also one I would consider invalid. 1v1 TTK is absurdly low in PvP, and nerfs to regen and reduction affect defense more than offense; thus there is the possibilty that the cumulative effect of what you propose would encourage even *more* large grouping. ZOS has publicly stated they want players to spread out, which is a behavior that is discouraged by low survivability.
Also, your "abuse" stacking 2 regens I would not consider abuse at all, given how low your other stats would need to be to accommodate that ("low" in this context is relative, as compared to other players). Which, lo and behold, ZOS explicitly stated as a goal with 1.6. Revert back to the audio recordings of the guild summit: they wanted players to have that ability to focus on a couple things and really push the envelope with those stats, but it would take limiting one's self in other areas to do so, which was a compromise we did not have with soft caps.
Now, all that being said, there is one nugget of truth in what you say, though you never explicitly stated it, and I believe is the real long term solution: there needs to be some sort of champion point cap. Whether it's in limiting earned, or active, or whatever, that is the real problem. Because being able to eventually fulfill all champion points directly counters the philosophy of their give/take dream.
The real issue is those two very strong stamina attackers could indeed also be perma-dodge rollers and they are given the ability to do this with no real decision on their end to support that. As I said before it isn't really a decision for a stamina build player to choose stamina -cost reduction, even the most ludicrous weapon damage build players are using it. That should tell you something if you think about it.
It tells me that stam regen enchants on jewelry is terrible, which is WHY everybody stacks stamina cost reduction. You should know this.
The alternatives are terrible, even IF stamina cost reduction didn't apply to defensive moves (which it ALWAYS has, btw).
xsorusb14_ESO wrote: »The real issue is those two very strong stamina attackers could indeed also be perma-dodge rollers and they are given the ability to do this with no real decision on their end to support that. As I said before it isn't really a decision for a stamina build player to choose stamina -cost reduction, even the most ludicrous weapon damage build players are using it. That should tell you something if you think about it.
It tells me that stam regen enchants on jewelry is terrible, which is WHY everybody stacks stamina cost reduction. You should know this.
The alternatives are terrible, even IF stamina cost reduction didn't apply to defensive moves (which it ALWAYS has, btw).
Everyone stacking Stamina/Magicka Cost reduction on their Jewelry because ZOS came in and absolutely gutted every other Enchant.
I'd actually use Stamina Recovery Enchants if they weren't gutted.
xsorusb14_ESO wrote: »The real issue is those two very strong stamina attackers could indeed also be perma-dodge rollers and they are given the ability to do this with no real decision on their end to support that. As I said before it isn't really a decision for a stamina build player to choose stamina -cost reduction, even the most ludicrous weapon damage build players are using it. That should tell you something if you think about it.
It tells me that stam regen enchants on jewelry is terrible, which is WHY everybody stacks stamina cost reduction. You should know this.
The alternatives are terrible, even IF stamina cost reduction didn't apply to defensive moves (which it ALWAYS has, btw).
Everyone stacking Stamina/Magicka Cost reduction on their Jewelry because ZOS came in and absolutely gutted every other Enchant.
I'd actually use Stamina Recovery Enchants if they weren't gutted.
xsorusb14_ESO wrote: »The real issue is those two very strong stamina attackers could indeed also be perma-dodge rollers and they are given the ability to do this with no real decision on their end to support that. As I said before it isn't really a decision for a stamina build player to choose stamina -cost reduction, even the most ludicrous weapon damage build players are using it. That should tell you something if you think about it.
It tells me that stam regen enchants on jewelry is terrible, which is WHY everybody stacks stamina cost reduction. You should know this.
The alternatives are terrible, even IF stamina cost reduction didn't apply to defensive moves (which it ALWAYS has, btw).
Everyone stacking Stamina/Magicka Cost reduction on their Jewelry because ZOS came in and absolutely gutted every other Enchant.
I'd actually use Stamina Recovery Enchants if they weren't gutted.
Absolutely agreed. That's what I'm saying.
@Ezareth points to this "exploit", as he calls it, as the reason that people are stacking cost reduction. I'm merely pointing out that there AREN'T any good alternatives that are even remotely comparable, even IF they unlinked dodge / break free from cost reduction.