Dark Souls is a completely different type of PvP, from the PvP done in an MMO like ESO.
You can attack three times in Dark Souls, and be out of stamina and unable to dodge right away. The balance is that your opponent isn't going to be spamming infinite attacks and gap closers on you during this with infinite sustain, as Kena mentioned in his post. You cannot compare Dark Souls PvP to ESO PvP, especially post 1.6.
The only solution ESO needed, was higher costs of everything after the removal of softcaps and no nerfs to active defense and burst damage output.
Dark Souls is a completely different type of PvP, from the PvP done in an MMO like ESO.
You can attack three times in Dark Souls, and be out of stamina and unable to dodge right away. The balance is that your opponent isn't going to be spamming infinite attacks and gap closers on you during this with infinite sustain, as Kena mentioned in his post. You cannot compare Dark Souls PvP to ESO PvP, especially post 1.6.
The only solution ESO needed, was higher costs of everything after the removal of softcaps and no nerfs to active defense and burst damage output.
ESO PvP has been the most balanced when resources are a prominent concern. A decrease in Recovery would be more beneficial than an increase in cost. Increasing cost decreases the number of abilities any player can cast consecutively, but with recovery left as high as it is, the resources will be returned relatively quickly. This effectively imposes a cooldown on abilities. Reducing Recovery on the other hand allows for more consecutive uses but once the resource is out, it is out. Players who do not focus on Recovery cannot count on that resource returning for the remainder of the fight, keeping all combatants mindful of how much is left. Similar to Dark Souls PvP, it is paramount to ensure the resource(s) do not run out.
ESO PvP is not like Dark Souls PvP, but is it wrong to take inspiration from another resource based combat system?
What we need also is lower sustain overall. We all have infinite sustain right now, so fights are relegated to burst damage, and we have to have balance bandaids like these stacking costs. That's the real crux of the issue.
PvP is much more balanced on Azura's where we don't have CP.
That's really the aim of the replacement nerf. Cost increase can be somewhat overcome if cost reduction and recovery are stacked high enough. As mentioned above, fights can last up to 10 minutes or longer between optimized and skilled players. The goal of resetting recovery ticks when dodging is to reduce the penalty we have now while still making infinite rolls impossible. No, this nerf will not stack with the current one, it would replace it.Forestd16b14_ESO wrote: »Ok you magicka users just need to stop posting.
I'm surprised @Forestd16b14_ESO You know from your own threads I am a front line charging warrior in platemail.
This poll comes from seeing perma-dodge threads resurface and playing Dark Souls recently. This solution is almost a rip of how FromSoftware handles roll dodging: Stamina regeneration stops until the roll is complete.
I will need to rephrase the OP as lack of sleep + stress has put my writing toward the terse side. I always handle one issue in a discussion though, despite wanting to handle several or several other issues being related. Discussions on balance have a hard time going anywhere (turns into "nerf me? nerf you!") when multiple facets of the game are involved. Assuming other facets are balanced alongside this (i.e. ignoring them) helps expedite discussion about the topic at hand.
Perma-rolling threads have been resurfacing of late so the cost reduction might not be enough. However compounding a nerf with the cost reduction is overkill. Period. So this solution would replace it entirely ingame.
Inspired by other action games with resource based combat, the proposed solution is to stop Stamina Recovery for the duration of the roll. Whether this be stopping recovery for 1 second (ticking 3 seconds after rolling) or resetting the tick timer (ticks 2 seconds after rolling), by cutting off resource regeneration while performing an action guarantees it cannot be spammed excessively -- we all have limited Stamina pools that will run out sooner or later. This solution is more punishing to roll spammers, as while not a continuously increasing cost, they have a very real limit on the number of consecutive rolls; for players that roll periodically, rolling every 2 (or 3, depending) seconds incurs no penalties.
Please keep discussion focused on this aspect/solution, assuming all other areas of the game are balanced or being balanced. If we dive into things such as block nerf or damage shields, the discussion will go in circles with a "Why nerf me when that's clearly broken/badly designed still?!"
When mag builds get 0 mag recovery when shields are on, we can get stam builds to not have regen during roll....
When mag builds get 0 mag recovery when shields are on, we can get stam builds to not have regen during roll....
Shields are not the equivelant to rolling, bolt escape and things like that are. Shields are equivelant to blocking, which already has o regen when being used and its cost has been magnified over and over for some reason.
When mag builds get 0 mag recovery when shields are on, we can get stam builds to not have regen during roll....
Shields are not the equivelant to rolling, bolt escape and things like that are. Shields are equivelant to blocking, which already has o regen when being used and its cost has been magnified over and over for some reason.
No thyre not as you pointed out. The only thing mag builds are penalised for is streak pretty much. Mag builds don't rely on block or dodge rolls. My mag builds only dodge roll occasionally even tho i run 13-15k stam on them. For stam;
Block = 0 stam regen
Sneak = 0 stam regen
Dodge roll = increasing cost
Keep this up and we going to have 0 stam regen for pretty much taking a fart.
I don't see why people have no problems with builds spamming shields over and over and over with no penalty but have a problem with builds rolling and rolling. Cc you say? Well you can cc someone who's dodge rolling too. Off the top of my head;
1. Fossilize
2. Encase
3. Streak
4. Fear
Etc etc. If someone is spamming dodge roll, it means they are doing 0 damage. Exactly the same as a sorc who is spamming hardened ward over and over again. Cc and proceed to kill. Calling the waahmbulance isn't the solution.
When mag builds get 0 mag recovery when shields are on, we can get stam builds to not have regen during roll....
Shields are not the equivelant to rolling, bolt escape and things like that are. Shields are equivelant to blocking, which already has o regen when being used and its cost has been magnified over and over for some reason.
Threads have resurfaced because people come to the forums and whine when someone rolls away from them.Perma-rolling threads have been resurfacing of late so the cost reduction might not be enough.
nordsavage wrote: »PvP Stamina nerfs are messing up PvE for stamina builds. Enough is enough. Dodge rolling already has a penalty. Maybe you magicka builds should not regenerate magicka for 1 seconds after casting a spell. See how you like it.
You dont get a penalty for casting a stam based attack. Magicka classes do on the other hand get penalties for escapes ( IE bolt escape ). The problem with the roll is you can literally dodge 1000 attacks if they all attack you at once, negating all that damage. There needs to be a limit, or there needs to be a penalty. Why should block get shafted that hard when you dont even block all the damage, and roll is ok?
nordsavage wrote: »nordsavage wrote: »PvP Stamina nerfs are messing up PvE for stamina builds. Enough is enough. Dodge rolling already has a penalty. Maybe you magicka builds should not regenerate magicka for 1 seconds after casting a spell. See how you like it.
You dont get a penalty for casting a stam based attack. Magicka classes do on the other hand get penalties for escapes ( IE bolt escape ). The problem with the roll is you can literally dodge 1000 attacks if they all attack you at once, negating all that damage. There needs to be a limit, or there needs to be a penalty. Why should block get shafted that hard when you dont even block all the damage, and roll is ok?
Stamina attacks and defense come from the same pool where every defensive action stops regen. Sneak no regen, block no regen, sprint no regen. Magicka gets use of both pools for defensive measure and shield stacking and high out put ranged attacks.
I still see plenty of people dodge rolling 10+ times in a row. Just yesterday I saw 10+ EP chasing one DC dude who was dodge rolling around a tree backwards and then dodge rolled backwards up a staircase. Lols @ the people who say this doesn't happen anymore.
I still see plenty of people dodge rolling 10+ times in a row. Just yesterday I saw 10+ EP chasing one DC dude who was dodge rolling around a tree backwards and then dodge rolled backwards up a staircase. Lols @ the people who say this doesn't happen anymore.
I still see plenty of people dodge rolling 10+ times in a row. Just yesterday I saw 10+ EP chasing one DC dude who was dodge rolling around a tree backwards and then dodge rolled backwards up a staircase. Lols @ the people who say this doesn't happen anymore.
And was he able to actually attack you and do anything about it? Plus, he could be a magicka user, and the benefit there is that's what stamina is for. I'm guessing 10+ is an exaggeration since it was 10+ dodge rolls and 10+ EP chasing. I dodge roll a few times to get away from people, at the risk of having no stamina to perform any attacks or run away further. I can probably perform 5 before I'm tapped. Considering there is also the champion point passive to help, some people would want to use that since it's a top-level skill to have.
I still see plenty of people dodge rolling 10+ times in a row. Just yesterday I saw 10+ EP chasing one DC dude who was dodge rolling around a tree backwards and then dodge rolled backwards up a staircase. Lols @ the people who say this doesn't happen anymore.
When mag builds get 0 mag recovery when shields are on, we can get stam builds to not have regen during roll....
Shields are not the equivelant to rolling, bolt escape and things like that are. Shields are equivelant to blocking, which already has o regen when being used and its cost has been magnified over and over for some reason.
No thyre not as you pointed out. The only thing mag builds are penalised for is streak pretty much. Mag builds don't rely on block or dodge rolls. My mag builds only dodge roll occasionally even tho i run 13-15k stam on them. For stam;
Block = 0 stam regen
Sneak = 0 stam regen
Dodge roll = increasing cost
Keep this up and we going to have 0 stam regen for pretty much taking a fart.
I don't see why people have no problems with builds spamming shields over and over and over with no penalty but have a problem with builds rolling and rolling. Cc you say? Well you can cc someone who's dodge rolling too. Off the top of my head;
1. Fossilize
2. Encase
3. Streak
4. Fear
Etc etc. If someone is spamming dodge roll, it means they are doing 0 damage. Exactly the same as a sorc who is spamming hardened ward over and over again. Cc and proceed to kill. Calling the waahmbulance isn't the solution.
Yeah, I do NOT understand the 0 regen for sneaking now. That is just ridiculous. I can MAYBE understand zero regen for blocking, but then WHY in sanguines name INCREASE its cost?!
I have been complaining about shields ( NOT DK shields, because they are awwwwwwwwwwwwwwwwwwful ) for a while now. Sorceres should be limited to ONE shield. End of story, same with all classes. Shield stacking should not even be a thing. That right there would be a good start.
Since when is there no stam regen when sneaking?
Latest patch?
Like do you mean by even just standing still in stealth, your stamina won't regen?