If you nerf dodge, you destroy dodge for anyone except Bosmer Nightblade, because they'll still have enough recovery to keep dodging for a long time despite a nerf. Nerfing dodge itself solves nothing and breaks the game completely. Bosmer NBs have 51% more stamina recovery than other races/classes, so clearly this infinite dodge problem applies only to Bosmer NBs, not to other classes and races.
You can't nerf something just to reduce one single class/race combination. Other stamina builds can't dodge roll anywhere near to infinitely, they will run out of stamina in a matter of 10 seconds.
I suggest change Refreshing Shadows to 15% recovery + another bonus, and change the Yffre passive to 12% recovery + 6% max stamina. 24% less stamina recovery will remove the infinity dodge of that one class/race combination.
If you nerf dodge, you destroy dodge for anyone except Bosmer Nightblade, because they'll still have enough recovery to keep dodging for a long time despite a nerf. Nerfing dodge itself solves nothing and breaks the game completely. Bosmer NBs have 51% more stamina recovery than other races/classes, so clearly this infinite dodge problem applies only to Bosmer NBs, not to other classes and races.
You can't nerf something just to reduce one single class/race combination. Other stamina builds can't dodge roll anywhere near to infinitely, they will run out of stamina in a matter of 10 seconds.
I suggest change Refreshing Shadows to 15% recovery + another bonus, and change the Yffre passive to 12% recovery + 6% max stamina. 24% less stamina recovery will remove the infinity dodge of that one class/race combination.
Lava_Croft wrote: »With a few changes this applies just as well to the Bolt Escape spammers in Cyrodiil.
vortexman11 wrote: »So people are fine with fear dropping block which can be followed up with an unblockable Incapacitating Strike even if the player breaks free instantly, yet two skills that can hit you while you're busy rolling away is a problem.
Blocking does not mitigate 100% of damage yet the game feels like it needs to have a 100% counter to it. Roll dodging in a way mitigates 100% of damage yet the game feels there should be no counter to it?
Roll dodge itself needs a nerf or change of somekind. You can avoid massive amounts of damage, avoiding probably more damage than a sorc which is already a bit unbalanced with how much they can avoid.
Roll dodge itself needs a nerf or change of somekind. You can avoid massive amounts of damage, avoiding probably more damage than a sorc which is already a bit unbalanced with how much they can avoid.
A group gets jump on a NB, NB dodges 20 attacks, and everyone is like, "ohhh, look at all that massive damage he avoided! Nerf!"
A group gets jump on a sorc, sorc bolts away(avoiding the same 20 attacks in the process by simply not being there in the firstplace), and everyone just shrugs and carries on.
Perspective, people.
I have a v14 DK I use to pvp too. I want flame whip fixed because it has brought back the old vampire hold block magicka meta of last year. So many DKs with their right mouse buttons taped down who mistake it as "skill" Fix whip and we might finally have DKs who have to let go of block to dps again.
Septimus_Magna wrote: »Pff, this roll dodge vs shield stacking discussion is getting boring.
They are two completely different ways of avoiding damage.
Attacks dodged do 0 damage and attacks against shields do max damage, which would you prefer?
The rolldodger doesnt care about 20k cfrags because he can completely avoid them.
The rolldodger only cares about a few abilities that ignore his dodge roll but the dps on these abilities tends to be rather low.
The rolldodger cant do high damage while dodging but he can if he stops dodging.
The shieldstacker cares about heavy hits because it means he needs to recast his shields within a second or he's dead.
The shieldstacker also cares about damage type because not all his shields mitigate physical damage, this can be quite confusing because the shield displayed all looks the same.
The shieldstacker can do high damage while his shields last but not when he's casting them.
I sure hope so, it's hard enough to kill those who dodge roll infinitely.
They are also melee range, and not the only melee range abilities that go through dodge roll.
It's hard enough to kill those who Shield stack Infinitely.
Can I get Shield ignoring skills now? Let's begin with surprise attack.
vaclav.tofleb17_ESO wrote: »Those two abilities are buged and the bug should have been fixed. What I dont really understand is, why everyone makes this thread about ROLL-DODGING, while Concealed Weapon and DK Whips ignore ALL dodge mechanics. Including setbonuses (histbark for instance) and abilities like Evasion (and morphs) and Blur (and Morpsh).
Dealing with permarolers is a totaly different story and I dont see any reason why Melee abilities (even magicka ones) should be un-dodgeable
vaclav.tofleb17_ESO wrote: »Its not about Rolling .. they said that its not WAI that these two ignore dodge mechanics ... if it's not WAI then its a bug.
vaclav.tofleb17_ESO wrote: »Its not about Rolling .. they said that its not WAI that these two ignore dodge mechanics ... if it's not WAI then its a bug.
roastedduck wrote: »everyones complaining about nbs sorcs and dks, guess nobody plays templars anymore
vaclav.tofleb17_ESO wrote: »Obviously ....
stop looking down on people that dont agree with you ... you are single mindedly looking at the problem form perspective of, sorry to put it that way. "perma-rollers-hater" .. but its not about only rolldodge, its about the fact that it ignores "passive" dodge chance given by other abilities and item set as well...
There are other abilities that are supposed to have that effect, CW and Whips are not included .. therefore its a bug that should be fixed.
Rolldodge is mechanics available for everyone ... every class can build for samina sustain and therefore so called "permarolling". And there should be and are "counters" available to everyone (more or less efective), its only ones problem if choses not to use them ... chaneled abilities including lightning staff and resto staff heavy attack ... AoE's (Dawnbreaker and Meteor for example) ...
See the pattern there? Obviously singletarget damaging spamable abilities are not supposed to ignore basic defense mechanics that everyone can do ... Name one that ignores blocking ... please ...
Additionally, as a sorc you still can streak over rolling player to stun, with NB you can use gap closer, follow in his direction and fear .... with a DK you can fosilize to stop him ... etc. etc.
not to mention that why would you bother with permaroller anyway ... when permanently rolling he's no thread to you anyway ... its just a rolling goofball
But once again .. this is not about Rolldodge only ... its about buged abilities that ignore ALL DODGE Mechanics, while not intended to do so ... any other MMO I played in the past tended to hotfix bugs like theese .. especially when they aknowledged its a bug
Because stamina NB is balanced 100%
He isnt even a woodelf the point is his weapon damage isnt that bad. Overall point he can give. Up about 1 or 2k stam recovery and then make a viable.build with still massive amounts of stam recovery, thats my friend now me having 2k stam regen and max damage IS possible and thats crazy to anything magicka compares to magic.
Compareing empoweres to this is not the same.
It is possible to reach 4k magicka recovery but bad build and stamina can reach up to 6k before build is bad this pic is still within viable build range. The point is the crazy values and how people say make them run outta stamina but bleh, at this point if pictures wont convince i give up, people will read see people agree and disagree and make their own judgement, the picture should help.
Side note its thoerycrafting 101 seeing how high you can achieve and lower certain things to boost others.
vaclav.tofleb17_ESO wrote: »He isnt even a woodelf the point is his weapon damage isnt that bad. Overall point he can give. Up about 1 or 2k stam recovery and then make a viable.build with still massive amounts of stam recovery, thats my friend now me having 2k stam regen and max damage IS possible and thats crazy to anything magicka compares to magic.
Compareing empoweres to this is not the same.
It is possible to reach 4k magicka recovery but bad build and stamina can reach up to 6k before build is bad this pic is still within viable build range. The point is the crazy values and how people say make them run outta stamina but bleh, at this point if pictures wont convince i give up, people will read see people agree and disagree and make their own judgement, the picture should help.
Side note its thoerycrafting 101 seeing how high you can achieve and lower certain things to boost others.
I dont see a thing that would explain why should CW and Whip ignore dodge ... not a single poit ... just a wall of text about "close to viable build with stam regen overkill"
I can understand how can you connect these two together, but its false reasoning ... CW and Whip will not help a sorc to defeat permarolling templar therefore leaving them undodgeable would not be the right sollution ....
Permarolling and CW / Whip undodgeable are TWO SEPARATE ISSUES ...