XpoZeD_GoD wrote: »It's painful enough when you play as a magicka melee build as it is, if this were to happen then everyone would be running it whether they are magicka or stamina based as it would be a combination of damage and defense.
TheBonesXXX wrote: »Passive mitigation based off of RNG is a *** design...
Block, Dodgeroll, Bubble, Armor values, Damage values are fine because they can all be calculated, if you block or dodgeroll you actively mitigate damage.
But Evasion is stupid, because it requires you absolutely zero investment for an absurd amount of mitigation in which no one has control over.
A deflect based off of passive RNG is equally ***, because no one has control over it.
The truth is they should turn off the tab assist and make the game 100 aim based, you missed because you lack the dexterity to hit the target.
That's what make the Elder Scrolls franchise so damn good, I could just shoot a mob in the head with a bow and it'd die from a headshot, the way games ought to be.
TheBonesXXX wrote: »Passive mitigation based off of RNG is a *** design...
Block, Dodgeroll, Bubble, Armor values, Damage values are fine because they can all be calculated, if you block or dodgeroll you actively mitigate damage.
But Evasion is stupid, because it requires you absolutely zero investment for an absurd amount of mitigation in which no one has control over.
A deflect based off of passive RNG is equally ***, because no one has control over it.
The truth is they should turn off the tab assist and make the game 100 aim based, you missed because you lack the dexterity to hit the target.
That's what make the Elder Scrolls franchise so damn good, I could just shoot a mob in the head with a bow and it'd die from a headshot, the way games ought to be.
@TheBonesXXX I generally agree with you about excessive use of RNG, however I am trying to offer solutions within the combat design framework ZOS already has. They aren't likely to make many more sweeping changes to combat design. As it stands, Major Evasion is grossly over-performing and has too much control over the outcome of a fight. A minor change to 50% damage reduction would be a massive improvement.
sodantokb16_ESO wrote: »TheBonesXXX wrote: »Passive mitigation based off of RNG is a *** design...
Block, Dodgeroll, Bubble, Armor values, Damage values are fine because they can all be calculated, if you block or dodgeroll you actively mitigate damage.
But Evasion is stupid, because it requires you absolutely zero investment for an absurd amount of mitigation in which no one has control over.
A deflect based off of passive RNG is equally ***, because no one has control over it.
The truth is they should turn off the tab assist and make the game 100 aim based, you missed because you lack the dexterity to hit the target.
That's what make the Elder Scrolls franchise so damn good, I could just shoot a mob in the head with a bow and it'd die from a headshot, the way games ought to be.
@TheBonesXXX I generally agree with you about excessive use of RNG, however I am trying to offer solutions within the combat design framework ZOS already has. They aren't likely to make many more sweeping changes to combat design. As it stands, Major Evasion is grossly over-performing and has too much control over the outcome of a fight. A minor change to 50% damage reduction would be a massive improvement.
Is it tho. Is it really grossly over-peforming? Does it constantly save you from proc sets, that ARE over performing, or from destro ulti that IS over performing or from all the undodgeable attacks (~50% of all used)? Skill alone isnt really overpeforming.
Look what the skill does now and tell me how your idea is not stupid at all:
- Right now: 20% chance to avoid 100% dmg and all effects (cc) for 20s
- Your suggestion: 20% chance to avoid 50% of the damage (but no debuffs, cc, ...) for 6-8 sec
Now tell me, is it really OVERPERFORMING that much that your suggestion is butcher the skill so nobody would even touch it (except stamina medium armor since you know, THEY DONT HAVE ANYTHING ELSE FOR DEFENSE). Do you really see medium armor users running around Cyrodiil winning (not ganking) fights because evasion is over performing?
Im not sure you are even playing real PVP and not some duels.
The only scenarios where evasion is too good is on people with shield, heavy armor or when fighting 1v1.
//EDIT: Dont take it the wrong way tho. I completly agree shuffle isnt ideal. But making it worse isnt solution. Shuffle is barely good if it procs on one hard hitting attack of 5, even worse if none at all. You cannot just lower the floor and ceiling potential of this skill and call it a day because the ceiling was too high. There are people running with shuffle and heavy armor, either they are totally OP and the worst thing in this game, or shuffle isnt that great. In that case, strip the heavy armor and tell me its as good as it was on it.
//EDIT2: Second thing I dont get is why people keep coming here and offering one crazy solution after another without getting the bigger picture and without getting fact that many more reasonable suggestions were made here and none implemented. If ZoS didnt want to even lower CD of shuffle, it wont definitely make shuffle with lower CD and much much worse effect.
Like this solution, many times offered, again now: LINK
It actually makes the effort to make medium armor skill still good on medium armor, not butchering it because its too good on heavy.
Strider_Roshin wrote: »I prefer the term "parry" over deflection, but if we were to do this the proc chance would need to be 30% instead of 20%.
Also no reduction in duration.
XpoZeD_GoD wrote: »It's painful enough when you play as a magicka melee build as it is, if this were to happen then everyone would be running it whether they are magicka or stamina based as it would be a combination of damage and defense.
@sodantokb16_ESO I understand why you would be nervous about nerfing a defensive skill, but this suggestion is not that crazy. Yes, Shuffle dodges are highly unpredictable - this one single skill WILL win or lose fights for you in addition to making some people nigh unkillable. I couldn't even count the number of times I would have killed a player (or maybe just not died) if I had been able to hit them with a CC. Often player skill wasn't even a big factor, somebody just got a lucky dodge proc.
The one big change to the skill that absolutely MUST happen in my opinion is to make it a mechanic that does NOT 100% evade an attack - that's what active dodge is for.
Additionally, Shuffle itself would not be gutted by this change - most people would still slot it for the mobility. This skill does way too much for too little investment, ESPECIALLY when paired with Unchained.
sodantokb16_ESO wrote: »@sodantokb16_ESO I understand why you would be nervous about nerfing a defensive skill, but this suggestion is not that crazy. Yes, Shuffle dodges are highly unpredictable - this one single skill WILL win or lose fights for you in addition to making some people nigh unkillable. I couldn't even count the number of times I would have killed a player (or maybe just not died) if I had been able to hit them with a CC. Often player skill wasn't even a big factor, somebody just got a lucky dodge proc.
The one big change to the skill that absolutely MUST happen in my opinion is to make it a mechanic that does NOT 100% evade an attack - that's what active dodge is for.
Additionally, Shuffle itself would not be gutted by this change - most people would still slot it for the mobility. This skill does way too much for too little investment, ESPECIALLY when paired with Unchained.
So? I couldnt even count number of time I would have killed someone if they didnt used skill X. Avoiding that CC is kinda point of this skill and why any of suggestion that remove it, remove point of the skill all together. Why arent you complaing about people that died instantly to you, not getting any lucky proc at all. That is completly fine by you then, skill that does nothing as often as it does a lot.
While I agree that only active defense should avoid CC, 20% chance to avoid cc is hardly even comparable to always avoiding CC with perma block or Immovable potions (and heavy armor skill).
And if you think shuffle wont be gutted by change that makes it worse by like 75%, it only speak that you really arent up to making changes in this game.
Also I dont get why are you talking about how this skill does too much. Are you even using it actively? Stop offering changes to skill that you dont even see from the other side. Talking how something does too much, because you notice it only if it does too much is easy.
tl;dr
Shuffle is too good when target is lucky, lets change it so its never too good. And when at it, make it absolutely useless when target isn't lucky.
sodantokb16_ESO wrote: »@sodantokb16_ESO I understand why you would be nervous about nerfing a defensive skill, but this suggestion is not that crazy. Yes, Shuffle dodges are highly unpredictable - this one single skill WILL win or lose fights for you in addition to making some people nigh unkillable. I couldn't even count the number of times I would have killed a player (or maybe just not died) if I had been able to hit them with a CC. Often player skill wasn't even a big factor, somebody just got a lucky dodge proc.
The one big change to the skill that absolutely MUST happen in my opinion is to make it a mechanic that does NOT 100% evade an attack - that's what active dodge is for.
Additionally, Shuffle itself would not be gutted by this change - most people would still slot it for the mobility. This skill does way too much for too little investment, ESPECIALLY when paired with Unchained.
So? I couldnt even count number of time I would have killed someone if they didnt used skill X. Avoiding that CC is kinda point of this skill and why any of suggestion that remove it, remove point of the skill all together. Why arent you complaing about people that died instantly to you, not getting any lucky proc at all. That is completly fine by you then, skill that does nothing as often as it does a lot.
While I agree that only active defense should avoid CC, 20% chance to avoid cc is hardly even comparable to always avoiding CC with perma block or Immovable potions (and heavy armor skill).
And if you think shuffle wont be gutted by change that makes it worse by like 75%, it only speak that you really arent up to making changes in this game.
Also I dont get why are you talking about how this skill does too much. Are you even using it actively? Stop offering changes to skill that you dont even see from the other side. Talking how something does too much, because you notice it only if it does too much is easy.
tl;dr
Shuffle is too good when target is lucky, lets change it so its never too good. And when at it, make it absolutely useless when target isn't lucky.
@sodantokb16_ESO - there is no "other side" in this debate. I main a Stamplar and have been using this skill since inception. This skill is SO good that anyone who isn't using it is just plain doing it wrong. The skill is too strong, and there is overwhelming agreement on this amongst everyone who understands the mechanics.
sodantokb16_ESO wrote: »sodantokb16_ESO wrote: »@sodantokb16_ESO I understand why you would be nervous about nerfing a defensive skill, but this suggestion is not that crazy. Yes, Shuffle dodges are highly unpredictable - this one single skill WILL win or lose fights for you in addition to making some people nigh unkillable. I couldn't even count the number of times I would have killed a player (or maybe just not died) if I had been able to hit them with a CC. Often player skill wasn't even a big factor, somebody just got a lucky dodge proc.
The one big change to the skill that absolutely MUST happen in my opinion is to make it a mechanic that does NOT 100% evade an attack - that's what active dodge is for.
Additionally, Shuffle itself would not be gutted by this change - most people would still slot it for the mobility. This skill does way too much for too little investment, ESPECIALLY when paired with Unchained.
So? I couldnt even count number of time I would have killed someone if they didnt used skill X. Avoiding that CC is kinda point of this skill and why any of suggestion that remove it, remove point of the skill all together. Why arent you complaing about people that died instantly to you, not getting any lucky proc at all. That is completly fine by you then, skill that does nothing as often as it does a lot.
While I agree that only active defense should avoid CC, 20% chance to avoid cc is hardly even comparable to always avoiding CC with perma block or Immovable potions (and heavy armor skill).
And if you think shuffle wont be gutted by change that makes it worse by like 75%, it only speak that you really arent up to making changes in this game.
Also I dont get why are you talking about how this skill does too much. Are you even using it actively? Stop offering changes to skill that you dont even see from the other side. Talking how something does too much, because you notice it only if it does too much is easy.
tl;dr
Shuffle is too good when target is lucky, lets change it so its never too good. And when at it, make it absolutely useless when target isn't lucky.
@sodantokb16_ESO - there is no "other side" in this debate. I main a Stamplar and have been using this skill since inception. This skill is SO good that anyone who isn't using it is just plain doing it wrong. The skill is too strong, and there is overwhelming agreement on this amongst everyone who understands the mechanics.
Of course it is good. If it wasnt good, nobody would use it. What you want is make it garbage. There is nothing really more to that. If you think your suggestion is good, I dont believe that you are medium armor user with ~20k HP.
This skill is hardly top problem in current meta and you went out of your way not to change it slightly for worse, you went ahead and suggested one of the biggest nerf this game would have seen.
sodantokb16_ESO wrote: »sodantokb16_ESO wrote: »@sodantokb16_ESO I understand why you would be nervous about nerfing a defensive skill, but this suggestion is not that crazy. Yes, Shuffle dodges are highly unpredictable - this one single skill WILL win or lose fights for you in addition to making some people nigh unkillable. I couldn't even count the number of times I would have killed a player (or maybe just not died) if I had been able to hit them with a CC. Often player skill wasn't even a big factor, somebody just got a lucky dodge proc.
The one big change to the skill that absolutely MUST happen in my opinion is to make it a mechanic that does NOT 100% evade an attack - that's what active dodge is for.
Additionally, Shuffle itself would not be gutted by this change - most people would still slot it for the mobility. This skill does way too much for too little investment, ESPECIALLY when paired with Unchained.
So? I couldnt even count number of time I would have killed someone if they didnt used skill X. Avoiding that CC is kinda point of this skill and why any of suggestion that remove it, remove point of the skill all together. Why arent you complaing about people that died instantly to you, not getting any lucky proc at all. That is completly fine by you then, skill that does nothing as often as it does a lot.
While I agree that only active defense should avoid CC, 20% chance to avoid cc is hardly even comparable to always avoiding CC with perma block or Immovable potions (and heavy armor skill).
And if you think shuffle wont be gutted by change that makes it worse by like 75%, it only speak that you really arent up to making changes in this game.
Also I dont get why are you talking about how this skill does too much. Are you even using it actively? Stop offering changes to skill that you dont even see from the other side. Talking how something does too much, because you notice it only if it does too much is easy.
tl;dr
Shuffle is too good when target is lucky, lets change it so its never too good. And when at it, make it absolutely useless when target isn't lucky.
@sodantokb16_ESO - there is no "other side" in this debate. I main a Stamplar and have been using this skill since inception. This skill is SO good that anyone who isn't using it is just plain doing it wrong. The skill is too strong, and there is overwhelming agreement on this amongst everyone who understands the mechanics.
Of course it is good. If it wasnt good, nobody would use it. What you want is make it garbage. There is nothing really more to that. If you think your suggestion is good, I dont believe that you are medium armor user with ~20k HP.
This skill is hardly top problem in current meta and you went out of your way not to change it slightly for worse, you went ahead and suggested one of the biggest nerf this game would have seen.
You could reduce the skill all the way down to just the snare purge/immunity and stamina users would still slot it. My suggestion would not make it garbage, not even close.
I'm totally up for reducing impact of RNG on combat. This change let's the basic RNG mechanic intact while taking out most of the positive effects when major evasion procs (no cc avoidance, possible (unmitigated) procs by attacks, and higher damage ofc) and crippling Shuffle in particular by reducing the buff's duration.
lolo_01b16_ESO wrote: »I'm a big fan of tanking with tava's and currently major evasion is required for this.
However if active dodging would be changed / improved in a way that allows you to dodge attacks without moving around that much, I wouldn't mind any changes to shuffle.
Strider_Roshin wrote: »I prefer the term "parry" over deflection, but if we were to do this the proc chance would need to be 30% instead of 20%.
Also no reduction in duration.
The 30% chance could work I think, but duration needs to be analogous to shields. Remember this is a defensive ability with incredibly powerful RNG - I think that pre-buffing this skill should be discouraged. 6-8 seconds is plenty long.
I agree with the premise: shuffle is absolutely the best defensive skill in the game. It's so good, in fact, that I use it on my mDK.
I also agree with removing RNG from combat... So I have always suggested a change to major evasion to be a flat 1 in 5 dodge, I.e. you dodged the first of every five. That way it's predictable for the user and the opponent.