You are assuming you wont regen any stamina between rolls. So my maths are right sweety.
Total = 19,355 Stamina. So unless you're Regenerating 9, 355 Stamina in the span of 4 rolls....1) 3000 * .33 = 990
2) 3990 * .33 = 1317
3) 5307 * .33 = 1751
4) 7058
xxslam48xxb14_ESO wrote: »Well the only thing I see wrong with dodge roll is how it dodges literally infinite attacks with one roll. There is nothing more annoying then "that guy" rolling away from a small group as 6 people all miss at once. Maybe they could make it so dodge roll has a max number of dodges before you start getting hit in mid roll. I think 2-3 attacks would be reasonable because when you got a small army chasing you really could not possibly roll out of every single attack. I think the reason why things like roll and streak are so annoying is because of how they are get out of jail free cards alot of times when being out numbered to a ridiculous degree. They both work fine in a 1v1, but when you can get away from a zerg by stringing a few rolls or streaks it gets stupid.
I think that would be the best nerf if it got any, but tbh my only max level character is a stam nb so I don't really want to get nerfed. I know I have managed to roll back to a keep door SO MANY times when I was caught out by a large group just by rolling like three times up to the door. It really shouldn't be that way and we should be punished for bad positioning and not be able to escape unscathed from 10 guys.
kendellking_chaosb14_ESO wrote: »jyates214b14_ESO wrote: »The extra Dodge roll cost hurts magicka builds waaay more than stamina build.
My Sorc gets one Dodge roll, two max, then I'm borderline unable to break CCs.
Just made a stamina DK, he can roll forever with 40k stamina and 1750 recovery. Granted I'm capped for champion points, but I seriously rolled from DC home base in the sewers to the bloodfiend spawn at level 10. Come on now lol.
Yea show me a VR16 DK with 40k stamina and 1750 recovery the voodoo you can do with Battle Level and CP is not admissible for any argument.
xxslam48xxb14_ESO wrote: »Well the only thing I see wrong with dodge roll is how it dodges literally infinite attacks with one roll. There is nothing more annoying then "that guy" rolling away from a small group as 6 people all miss at once. Maybe they could make it so dodge roll has a max number of dodges before you start getting hit in mid roll. I think 2-3 attacks would be reasonable because when you got a small army chasing you really could not possibly roll out of every single attack. I think the reason why things like roll and streak are so annoying is because of how they are get out of jail free cards alot of times when being out numbered to a ridiculous degree. They both work fine in a 1v1, but when you can get away from a zerg by stringing a few rolls or streaks it gets stupid.
I think that would be the best nerf if it got any, but tbh my only max level character is a stam nb so I don't really want to get nerfed. I know I have managed to roll back to a keep door SO MANY times when I was caught out by a large group just by rolling like three times up to the door. It really shouldn't be that way and we should be punished for bad positioning and not be able to escape unscathed from 10 guys.
The_Outsider wrote: »xxslam48xxb14_ESO wrote: »Well the only thing I see wrong with dodge roll is how it dodges literally infinite attacks with one roll. There is nothing more annoying then "that guy" rolling away from a small group as 6 people all miss at once. Maybe they could make it so dodge roll has a max number of dodges before you start getting hit in mid roll. I think 2-3 attacks would be reasonable because when you got a small army chasing you really could not possibly roll out of every single attack. I think the reason why things like roll and streak are so annoying is because of how they are get out of jail free cards alot of times when being out numbered to a ridiculous degree. They both work fine in a 1v1, but when you can get away from a zerg by stringing a few rolls or streaks it gets stupid.
I think that would be the best nerf if it got any, but tbh my only max level character is a stam nb so I don't really want to get nerfed. I know I have managed to roll back to a keep door SO MANY times when I was caught out by a large group just by rolling like three times up to the door. It really shouldn't be that way and we should be punished for bad positioning and not be able to escape unscathed from 10 guys.
Isn't it exactly this line of reasoning that gives us AOE caps? The Zerg already has EVERY advantage. It already has the advantage of, you know, being in a Zerg. Don't Nerf our survivability tools to the point where we have to huddle like penguin balls just to stay alive.
Really your going to cry about dodge rolling whats next you going to complain that people don't stand still and fight back? I know no dodges rolls stand still and when you face someone they need to turn and face away from you with one hand tied behind their back.
xxslam48xxb14_ESO wrote: »
Nah these are totally different issues, aoe cap =/= dodge rolling. Wouldn't even hurt your survivability if you stay smart and don't jump into a zerg expecting to be able to roll to safety. You would just have to adapt that is all or go tank if you want to survive the hordes. Like I said though I don't even want a nerf, but in a hypothetical situation where zos had to take action against dodge rolls a nerf like that wouldn't be so bad and I could live with it. Now some people want no stam regen and things that would KILL the playstyle, so got to offer something as an alternative right?
kendellking_chaosb14_ESO wrote: »jyates214b14_ESO wrote: »The extra Dodge roll cost hurts magicka builds waaay more than stamina build.
My Sorc gets one Dodge roll, two max, then I'm borderline unable to break CCs.
Just made a stamina DK, he can roll forever with 40k stamina and 1750 recovery. Granted I'm capped for champion points, but I seriously rolled from DC home base in the sewers to the bloodfiend spawn at level 10. Come on now lol.
Yea show me a VR16 DK with 40k stamina and 1750 recovery the voodoo you can do with Battle Level and CP is not admissible for any argument.
kendellking_chaosb14_ESO wrote: »jyates214b14_ESO wrote: »The extra Dodge roll cost hurts magicka builds waaay more than stamina build.
My Sorc gets one Dodge roll, two max, then I'm borderline unable to break CCs.
Just made a stamina DK, he can roll forever with 40k stamina and 1750 recovery. Granted I'm capped for champion points, but I seriously rolled from DC home base in the sewers to the bloodfiend spawn at level 10. Come on now lol.
Yea show me a VR16 DK with 40k stamina and 1750 recovery the voodoo you can do with Battle Level and CP is not admissible for any argument.
TheDarkShadow wrote: »xxslam48xxb14_ESO wrote: »
Nah these are totally different issues, aoe cap =/= dodge rolling. Wouldn't even hurt your survivability if you stay smart and don't jump into a zerg expecting to be able to roll to safety. You would just have to adapt that is all or go tank if you want to survive the hordes. Like I said though I don't even want a nerf, but in a hypothetical situation where zos had to take action against dodge rolls a nerf like that wouldn't be so bad and I could live with it. Now some people want no stam regen and things that would KILL the playstyle, so got to offer something as an alternative right?
It's not easy to just roll out of a zerg like you think. If someone build for perma dodge, they won't have enough damage to dive into the zerg and kill someone. If they build for damage to kill someone in the middle of their zerg, they won't have much regen to perma dodge. Also, there is a small vulnerable window between each dodge roll, even if you're spamming dodge roll back to back (unless you wear crusader set). You can be hit, cc, gap close... during that window. That's why people spambush or whatever gap close. There're also channel and AoE that hit thru dodge roll. 30m Radiant Destruction anyone? If the zerg just stand there and spam projectiles because you're all too scared to charge after that guy deeper into the enemy line, then it's your choice. Playing a melee build have their risk. Melee build have to put themselves in the heat of zerg. The moment you show up for a kill, there will be 10 guys target you. Dodge roll is the only way to get out of that. If you ruin melee build only way to survive, everyone will snipe, frag, dark flare, radiant destruction you from 30m away. You kill a play style (melee) and then what? Make more nerf thread to cry about snipe/frag/dark flare/radiant destruction? Because that will be the new meta and that will be the skills that kill you the most, just like the alchemist + gap close + VD + Prox Det into the zerg and kill someone then slip away right now.
caeliusstarbreaker wrote: »This thread is ripe with "video game socialist nonsense." If you have a problem with dodge roll, just put a CC or damage ability that goes through dodge roll.
Meteor
Dawnbreaker
Streak
V-curse
Radiant
Luminous shards
Fear
Invigorating drain
Fossilize
Reverb bash
heystreethawk wrote: »caeliusstarbreaker wrote: »This thread is ripe with "video game socialist nonsense." If you have a problem with dodge roll, just put a CC or damage ability that goes through dodge roll.
Meteor
Dawnbreaker
Streak
V-curse
Radiant
Luminous shards
Fear
Invigorating drain
Fossilize
Reverb bash
Also: sap! Sap will hit through rolls, not to mention the rocks. Sap sap sap. Sap essence.
xxslam48xxb14_ESO wrote: »The_Outsider wrote: »xxslam48xxb14_ESO wrote: »Well the only thing I see wrong with dodge roll is how it dodges literally infinite attacks with one roll. There is nothing more annoying then "that guy" rolling away from a small group as 6 people all miss at once. Maybe they could make it so dodge roll has a max number of dodges before you start getting hit in mid roll. I think 2-3 attacks would be reasonable because when you got a small army chasing you really could not possibly roll out of every single attack. I think the reason why things like roll and streak are so annoying is because of how they are get out of jail free cards alot of times when being out numbered to a ridiculous degree. They both work fine in a 1v1, but when you can get away from a zerg by stringing a few rolls or streaks it gets stupid.
I think that would be the best nerf if it got any, but tbh my only max level character is a stam nb so I don't really want to get nerfed. I know I have managed to roll back to a keep door SO MANY times when I was caught out by a large group just by rolling like three times up to the door. It really shouldn't be that way and we should be punished for bad positioning and not be able to escape unscathed from 10 guys.
Isn't it exactly this line of reasoning that gives us AOE caps? The Zerg already has EVERY advantage. It already has the advantage of, you know, being in a Zerg. Don't Nerf our survivability tools to the point where we have to huddle like penguin balls just to stay alive.
Nah these are totally different issues, aoe cap =/= dodge rolling. Wouldn't even hurt your survivability if you stay smart and don't jump into a zerg expecting to be able to roll to safety. You would just have to adapt that is all or go tank if you want to survive the hordes. Like I said though I don't even want a nerf, but in a hypothetical situation where zos had to take action against dodge rolls a nerf like that wouldn't be so bad and I could live with it. Now some people want no stam regen and things that would KILL the playstyle, so got to offer something as an alternative right?
kendellking_chaosb14_ESO wrote: »jyates214b14_ESO wrote: »The extra Dodge roll cost hurts magicka builds waaay more than stamina build.
My Sorc gets one Dodge roll, two max, then I'm borderline unable to break CCs.
Just made a stamina DK, he can roll forever with 40k stamina and 1750 recovery. Granted I'm capped for champion points, but I seriously rolled from DC home base in the sewers to the bloodfiend spawn at level 10. Come on now lol.
Yea show me a VR16 DK with 40k stamina and 1750 recovery the voodoo you can do with Battle Level and CP is not admissible for any argument.kendellking_chaosb14_ESO wrote: »jyates214b14_ESO wrote: »The extra Dodge roll cost hurts magicka builds waaay more than stamina build.
My Sorc gets one Dodge roll, two max, then I'm borderline unable to break CCs.
Just made a stamina DK, he can roll forever with 40k stamina and 1750 recovery. Granted I'm capped for champion points, but I seriously rolled from DC home base in the sewers to the bloodfiend spawn at level 10. Come on now lol.
Yea show me a VR16 DK with 40k stamina and 1750 recovery the voodoo you can do with Battle Level and CP is not admissible for any argument.
Uhm, My imperial dk at v16 with all gold gear has a full dps set for PvP with 4k weapon damage, 37k stam and around 1.4k stam recovery. Pretty close but Im sure I can get it higher with more CP and if i swap out of engin 2 piece to 1 bloodspawn/1 kena. But I prefer engin very much =D
Therium104 wrote: »Come on man. There is no way the devs will do this.... I mean how is a NB supposed to constantly avoid damage from 10 to 20 people and be unkillable. It would be unfair for them to die like a Magic DK. This is all skill my Brother. You gots to the L to the TWO to the play play. Lets not forget the NB has to kill the players while infinity dodge rolling and never taking damage. Add on VD and bam. The definition of skill. Anything else is bad balance. Small team play my man.
Can you imagine a group of NB colloborating on pvp techniques.
NB #1: "Yea man, I totally dodge rolled all over the place. Hit my stealth button. Spammed Y button and killed this dude with my skill based button spamming. It was totally unfair because he was not close enough for VD to wipe the entire group. Yea man, bummer dude. It was only 10 players"
NB #2: "Dude. I did the same thing but totally spammed the B button. I know man. Totally radical approach. I was worried when my health dropped below 90%. I mean it was only 15 players. I sent in a totally rad suggestion to look at dodge rolling because I took some damage."
Sad but true.....
Is there some kind of roll dodge glitch that doesnt use stam? And im not sure what the hell this reduced offence because you have points in the green tree.