RandalMarrs wrote: »Ahh leave it alone. PvP mechanics cannot determine everything. Tanks use this in PvE because they have to block pretty often.
Not every buff has an associated debuff. Some examples are savagery/prophecy which increase critical ratings (no skill/ability reduces crit chance). Also intellect/fortitude/endurance buffs which give bonuses to resource regen, afaik no abilitys reduce regen only some ways to reduce resource pools (some siege weapons for example).
Evasion is sort of a utility buff like the others I just mentioned, it would feel strange to me to debuff someones dodge chance or crit chance.
That said, I do feel like the dodge roll mechanic/dodging in general in this game is not very reliable. Way too often it seems to be caused by the target having simply moved just a meter or so outside of your abilitys range between the split second you activate the ability, rather than the targets evasion (or even dodge rolling) buff/dodge chance resulting in the "dodged" mechanic. This is almost entirely a PvP problem though, and I dont think increasing your "accuracy" or decreasing anothers dodge ratio would fix the real underlying issue there...
RandalMarrs wrote: »Ahh leave it alone. PvP mechanics cannot determine everything. Tanks use this in PvE because they have to block pretty often.
RandalMarrs wrote: »Ahh leave it alone. PvP mechanics cannot determine everything. Tanks use this in PvE because they have to block pretty often.
I'm not suggesting mobs/bosses be able to debuff a PvE tank using evasion in this PvP forum.
Why can't shuffle remove snares and grant minor expedition? This would keep in line with the idea of medium armor players being agile in combat.
Evasion is a vestigial RPG stat that has no place alongside an active dodge roll mechanic.
Not every buff has an associated debuff. Some examples are savagery/prophecy which increase critical ratings (no skill/ability reduces crit chance). Also intellect/fortitude/endurance buffs which give bonuses to resource regen, afaik no abilitys reduce regen only some ways to reduce resource pools (some siege weapons for example).
Sure, give me a 15k stamina shield since u mag users have harness now and Ill let u take shuffle away.
Sure, give me a 15k stamina shield since u mag users have harness now and Ill let u take shuffle away.
Hmm interesting points.Its one of those very few skills that work better in outnumbered situations than in outnumbering situations, yet you want to nerf it and promote numbers further more. Thank you for showing what kind of player you are.
Not every buff has an associated debuff. Some examples are savagery/prophecy which increase critical ratings (no skill/ability reduces crit chance). Also intellect/fortitude/endurance buffs which give bonuses to resource regen, afaik no abilitys reduce regen only some ways to reduce resource pools (some siege weapons for example).
Evasion is sort of a utility buff like the others I just mentioned, it would feel strange to me to debuff someones dodge chance or crit chance.
That said, I do feel like the dodge roll mechanic/dodging in general in this game is not very reliable. Way too often it seems to be caused by the target having simply moved just a meter or so outside of your abilitys range between the split second you activate the ability, rather than the targets evasion (or even dodge rolling) buff/dodge chance resulting in the "dodged" mechanic. This is almost entirely a PvP problem though, and I dont think increasing your "accuracy" or decreasing anothers dodge ratio would fix the real underlying issue there...
Thanks for sharing your thoughts. This is indeed a pvp problem which is why I have posted it in the pvp section.
The game now has poisons introduced which increase magicka/stamina cost of abilities, which is more or less the same thing as a debuff to resource regeneration. So I don't think your example fits.
I would say that dodge chance is more akin to physical/spell resist, both of which can be buffed and countered.
I've also never heard of anyone ever saying the enemy had too much crit, whereas dodge chance seems to be a very common complaint.
Its one of those very few skills that work better in outnumbered situations than in outnumbering situations, yet you want to nerf it and promote numbers further more. Thank you for showing what kind of player you are.
The_Outsider wrote: »Magicka builds are able to build for maximum damage and maintain high survivability due to shield mechanics. Stamina builds having access to Shuffle is one way that they can achieve some semblance of the same.
heystreethawk wrote: »Sure, give me a 15k stamina shield since u mag users have harness now and Ill let u take shuffle away.
In order to rock 15k harness you would need like
64,500 magicka to get a 21,500 base shield outside of Cyrodiil, but factoring in 3% bonus to shield per LA pieces, assuming 5 light, 15% bonus brings you to 24,725
Then 100 points into Bastion -> 25% extra shield -> 30,906 shield -> 15,453 shield in Cyrodiil
It's probably easier to get a 15k bone shield honestly since I don't recall it ever being hit with battle spirit xD
Remember how Cinderstorm was stripped off its dodge chance because magicka DKs having a small stationary evasion move is way more OP than stamina DKs and NBs having a completely mobile one with snare immunity?
xD
Balanced by Wroebel!
Love that guy!
xDDD
SupremeTravie wrote: »Remember how Cinderstorm was stripped off its dodge chance because magicka DKs having a small stationary evasion move is way more OP than stamina DKs and NBs having a completely mobile one with snare immunity?
xD
Balanced by Wroebel!
Love that guy!
xDDD
It's interesting to see that this is automatically an NB fault like everything else. If you are referring to shuffle its clearly not an NB skill while the NB skill double take lets you have a dodge chance and increased movement speed its not snare immune. So in my book its completely fair seeing how shuffle is available to all classes.
This must be joke or smth.
more than 5 of my 10 fragments go to space and float in there