One glaring weakness it has is that there's no magicka version of Shuffle
Strider_Roshin wrote: »Ragnaroek93 wrote: »THEDKEXPERIENCE wrote: »There needs to be a way to make people to want to use light and medium armor and deal with the reprocussions of dying more often. And it needs to be ridiculous, bordering on game breakingly obvious.
For example, add in a 5 piece perk of 20% extra magic for light, and 20% extra stamina for medium.
As of right now all of the bonuses sound cool when on a spreadsheet but that speadsheet doesn't work too well in Cyrodiil.
That's an awesome idea if you want to remove everything except petsorcs from the game. Ressource increase always favour magicka while dmg increase favour stamina.
I think light armor is pretty strong right now. Skeleton Pirate, Shuffle (yes, it's available for magicka builds while Dampen isn't available on stambuilds) and Dampen Magicka turn them into tanks. Only weakness are snares and I agree that they shouldn't suffer that much from it but the other points should get a nerf.
Medium armor is a tough one. Would actually like to see that more stuff becomes dodgeable again. I literally died to my friend on his manablade just to one Soul Strike and one Skoria proc and nothing else while permablocking in medium armor... A 90k tooltip damage skill which ignores dodgeroll is just completely stupid (probably even worse than shieldbreaker and shieldbreaker is already one of the worst designed things in the game).
The main problem I see is what dodgeroll does cost and what it gives actually. As long as I can trust my stamina bar, the first dodgeroll already costs me 2.8k stamina, so almost the same as dampen magicka and much more than hardened ward (not even talking about stacking hardened and harness which costs basically nothing at all if you get hit by magicka damage lmao). I think that this is just way over the top compared to how cheap block and shieldspam is right now. Yes, there is a break even point then dodgeroll becomes better if getting hit by multiple enemies. But at that point you will most likely die anyways so it doesn't matter.
What if they made it so that if a move isn't dodge-able you take partial damage (~50% less damage) rather than the full amount? It still connects, and if there's a CC component or a negative effect in general it still applies. Do you think that would balance out medium armor?
So far it seems like LA doesn't need to be addressed, and it's mainly MA that needs help. Am I incorrect?
Ragnaroek93 wrote: »Strider_Roshin wrote: »Ragnaroek93 wrote: »THEDKEXPERIENCE wrote: »There needs to be a way to make people to want to use light and medium armor and deal with the reprocussions of dying more often. And it needs to be ridiculous, bordering on game breakingly obvious.
For example, add in a 5 piece perk of 20% extra magic for light, and 20% extra stamina for medium.
As of right now all of the bonuses sound cool when on a spreadsheet but that speadsheet doesn't work too well in Cyrodiil.
That's an awesome idea if you want to remove everything except petsorcs from the game. Ressource increase always favour magicka while dmg increase favour stamina.
I think light armor is pretty strong right now. Skeleton Pirate, Shuffle (yes, it's available for magicka builds while Dampen isn't available on stambuilds) and Dampen Magicka turn them into tanks. Only weakness are snares and I agree that they shouldn't suffer that much from it but the other points should get a nerf.
Medium armor is a tough one. Would actually like to see that more stuff becomes dodgeable again. I literally died to my friend on his manablade just to one Soul Strike and one Skoria proc and nothing else while permablocking in medium armor... A 90k tooltip damage skill which ignores dodgeroll is just completely stupid (probably even worse than shieldbreaker and shieldbreaker is already one of the worst designed things in the game).
The main problem I see is what dodgeroll does cost and what it gives actually. As long as I can trust my stamina bar, the first dodgeroll already costs me 2.8k stamina, so almost the same as dampen magicka and much more than hardened ward (not even talking about stacking hardened and harness which costs basically nothing at all if you get hit by magicka damage lmao). I think that this is just way over the top compared to how cheap block and shieldspam is right now. Yes, there is a break even point then dodgeroll becomes better if getting hit by multiple enemies. But at that point you will most likely die anyways so it doesn't matter.
What if they made it so that if a move isn't dodge-able you take partial damage (~50% less damage) rather than the full amount? It still connects, and if there's a CC component or a negative effect in general it still applies. Do you think that would balance out medium armor?
So far it seems like LA doesn't need to be addressed, and it's mainly MA that needs help. Am I incorrect?
That would be ok for me, as long as Soul Strike actually gets reworked, that skill hits just way to hard even with 50% damage reduction.
The main issue remains in my opinion, that dodgeroll is just too expensive for what it actually does. It's hard to justify, that already my first dodgeroll (in 5 medium) is almost as expensive as Dampen Magicka. How many people do actually need to attack me at the same time to make my dodgeroll avoiding as much damage as one Dampen Magicka does with Shuffle and Skeleton active?
I think personally - when only looking at stamina comparing medium armor to heavy there is not enough focus on heavy armor sets:
Fury, Seventh Legion, Veiled Heritance, Truth and ravager are in my opinion more appealing than basically anything medium armor sets have to offer (with the debateable exception of bone pirate).
They´re also way better than most magica focused heavy sets aswell - but thats a different topic.
Medium: + 4200 Physical Penetration
Light: + 12% Spell Damage
But I would still say nothing.
With the changes coming with Morrowind Heavy Armor will be nerfed to the ground and any expert in PvP knows it, without the reduce cost CP Heavy Armor is trash that's why you didn't see a single Heavy Armor user with the double ap event.
What needs to be done to balance things up for Medium and Light users, because what hurts the most those 2 different armors are the current meta.
Permablocking needs to be nerfed, only for PvP by increasing the cost of blocking in PvP by maybe 35%.
Reduce the healing from instant burst heals like Rally, Breath of Life, ect... so you will reward people that actually uses more skills instead of pressing one button and get 10k health back.
Reduce the damage from siege weapons, I 1 shotted 3 light armor templars few days ago with 1 stone trebuchet.
Joy_Division wrote: »The problem with light armor is you are dead wearing it if multiple people attack you unless you have the mobility to kite/evade them.
It's not so much the resistance. It's running out of stamina and in general being unable to dodge or block.
Unless major reforms accompany it, I am never wearing it again unless I have a raid of healers who will enusre I am not constantly pressing E to rez at wayshrine.
I think personally - when only looking at stamina comparing medium armor to heavy there is not enough focus on heavy armor sets:
Fury, Seventh Legion, Veiled Heritance, Truth and ravager are in my opinion more appealing than basically anything medium armor sets have to offer (with the debateable exception of bone pirate).
They´re also way better than most magica focused heavy sets aswell - but thats a different topic.
That's definitely true, but before most of those sets saw any widespread use or were even added to the game heavy armour was already in a comfortable top spot. Pretty sure seventh legion, veiled heritance and truth werent options before One Tamriel, and ravager and fury werent being used as much (yet).
Ragnaroek93 wrote: »THEDKEXPERIENCE wrote: »There needs to be a way to make people to want to use light and medium armor and deal with the reprocussions of dying more often. And it needs to be ridiculous, bordering on game breakingly obvious.
For example, add in a 5 piece perk of 20% extra magic for light, and 20% extra stamina for medium.
As of right now all of the bonuses sound cool when on a spreadsheet but that speadsheet doesn't work too well in Cyrodiil.
That's an awesome idea if you want to remove everything except petsorcs from the game. Ressource increase always favour magicka while dmg increase favour stamina.
I think light armor is pretty strong right now. Skeleton Pirate, Shuffle (yes, it's available for magicka builds while Dampen isn't available on stambuilds) and Dampen Magicka turn them into tanks. Only weakness are snares and I agree that they shouldn't suffer that much from it but the other points should get a nerf.
Medium armor is a tough one. Would actually like to see that more stuff becomes dodgeable again. I literally died to my friend on his manablade just to one Soul Strike and one Skoria proc and nothing else while permablocking in medium armor... A 90k tooltip damage skill which ignores dodgeroll is just completely stupid (probably even worse than shieldbreaker and shieldbreaker is already one of the worst designed things in the game).
The main problem I see is what dodgeroll does cost and what it gives actually. As long as I can trust my stamina bar, the first dodgeroll already costs me 2.8k stamina, so almost the same as dampen magicka and much more than hardened ward (not even talking about stacking hardened and harness which costs basically nothing at all if you get hit by magicka damage lmao). I think that this is just way over the top compared to how cheap block and shieldspam is right now. Yes, there is a break even point then dodgeroll becomes better if getting hit by multiple enemies. But at that point you will most likely die anyways so it doesn't matter.
THEDKEXPERIENCE wrote: »Ragnaroek93 wrote: »THEDKEXPERIENCE wrote: »There needs to be a way to make people to want to use light and medium armor and deal with the reprocussions of dying more often. And it needs to be ridiculous, bordering on game breakingly obvious.
For example, add in a 5 piece perk of 20% extra magic for light, and 20% extra stamina for medium.
As of right now all of the bonuses sound cool when on a spreadsheet but that speadsheet doesn't work too well in Cyrodiil.
That's an awesome idea if you want to remove everything except petsorcs from the game. Ressource increase always favour magicka while dmg increase favour stamina.
I think light armor is pretty strong right now. Skeleton Pirate, Shuffle (yes, it's available for magicka builds while Dampen isn't available on stambuilds) and Dampen Magicka turn them into tanks. Only weakness are snares and I agree that they shouldn't suffer that much from it but the other points should get a nerf.
Medium armor is a tough one. Would actually like to see that more stuff becomes dodgeable again. I literally died to my friend on his manablade just to one Soul Strike and one Skoria proc and nothing else while permablocking in medium armor... A 90k tooltip damage skill which ignores dodgeroll is just completely stupid (probably even worse than shieldbreaker and shieldbreaker is already one of the worst designed things in the game).
The main problem I see is what dodgeroll does cost and what it gives actually. As long as I can trust my stamina bar, the first dodgeroll already costs me 2.8k stamina, so almost the same as dampen magicka and much more than hardened ward (not even talking about stacking hardened and harness which costs basically nothing at all if you get hit by magicka damage lmao). I think that this is just way over the top compared to how cheap block and shieldspam is right now. Yes, there is a break even point then dodgeroll becomes better if getting hit by multiple enemies. But at that point you will most likely die anyways so it doesn't matter.
As one of the foremost users of every beam available in this game, it HAS TO be this way. When you're on my side of the fence, a Magic Templar's only viable option when facing someone who just goes dodge-dodge-dodge-dodge is either a heavy staff attack, Radiant or Soul Assault. You can dodge literally everything else in our arsenal.
Yes, I know it's annoying to you, but the opposite, how it was about 9 months ago, is completely build breaking for any offensive Magplar.
Strider_Roshin wrote: »Ragnaroek93 wrote: »Strider_Roshin wrote: »Ragnaroek93 wrote: »THEDKEXPERIENCE wrote: »There needs to be a way to make people to want to use light and medium armor and deal with the reprocussions of dying more often. And it needs to be ridiculous, bordering on game breakingly obvious.
For example, add in a 5 piece perk of 20% extra magic for light, and 20% extra stamina for medium.
As of right now all of the bonuses sound cool when on a spreadsheet but that speadsheet doesn't work too well in Cyrodiil.
That's an awesome idea if you want to remove everything except petsorcs from the game. Ressource increase always favour magicka while dmg increase favour stamina.
I think light armor is pretty strong right now. Skeleton Pirate, Shuffle (yes, it's available for magicka builds while Dampen isn't available on stambuilds) and Dampen Magicka turn them into tanks. Only weakness are snares and I agree that they shouldn't suffer that much from it but the other points should get a nerf.
Medium armor is a tough one. Would actually like to see that more stuff becomes dodgeable again. I literally died to my friend on his manablade just to one Soul Strike and one Skoria proc and nothing else while permablocking in medium armor... A 90k tooltip damage skill which ignores dodgeroll is just completely stupid (probably even worse than shieldbreaker and shieldbreaker is already one of the worst designed things in the game).
The main problem I see is what dodgeroll does cost and what it gives actually. As long as I can trust my stamina bar, the first dodgeroll already costs me 2.8k stamina, so almost the same as dampen magicka and much more than hardened ward (not even talking about stacking hardened and harness which costs basically nothing at all if you get hit by magicka damage lmao). I think that this is just way over the top compared to how cheap block and shieldspam is right now. Yes, there is a break even point then dodgeroll becomes better if getting hit by multiple enemies. But at that point you will most likely die anyways so it doesn't matter.
What if they made it so that if a move isn't dodge-able you take partial damage (~50% less damage) rather than the full amount? It still connects, and if there's a CC component or a negative effect in general it still applies. Do you think that would balance out medium armor?
So far it seems like LA doesn't need to be addressed, and it's mainly MA that needs help. Am I incorrect?
That would be ok for me, as long as Soul Strike actually gets reworked, that skill hits just way to hard even with 50% damage reduction.
The main issue remains in my opinion, that dodgeroll is just too expensive for what it actually does. It's hard to justify, that already my first dodgeroll (in 5 medium) is almost as expensive as Dampen Magicka. How many people do actually need to attack me at the same time to make my dodgeroll avoiding as much damage as one Dampen Magicka does with Shuffle and Skeleton active?
Soul Assault needs to be interruptible after 2 seconds. Nightblades shouldn't be the only class able to defend themselves against that ultimate.
Strider_Roshin wrote: »THEDKEXPERIENCE wrote: »Ragnaroek93 wrote: »THEDKEXPERIENCE wrote: »There needs to be a way to make people to want to use light and medium armor and deal with the reprocussions of dying more often. And it needs to be ridiculous, bordering on game breakingly obvious.
For example, add in a 5 piece perk of 20% extra magic for light, and 20% extra stamina for medium.
As of right now all of the bonuses sound cool when on a spreadsheet but that speadsheet doesn't work too well in Cyrodiil.
That's an awesome idea if you want to remove everything except petsorcs from the game. Ressource increase always favour magicka while dmg increase favour stamina.
I think light armor is pretty strong right now. Skeleton Pirate, Shuffle (yes, it's available for magicka builds while Dampen isn't available on stambuilds) and Dampen Magicka turn them into tanks. Only weakness are snares and I agree that they shouldn't suffer that much from it but the other points should get a nerf.
Medium armor is a tough one. Would actually like to see that more stuff becomes dodgeable again. I literally died to my friend on his manablade just to one Soul Strike and one Skoria proc and nothing else while permablocking in medium armor... A 90k tooltip damage skill which ignores dodgeroll is just completely stupid (probably even worse than shieldbreaker and shieldbreaker is already one of the worst designed things in the game).
The main problem I see is what dodgeroll does cost and what it gives actually. As long as I can trust my stamina bar, the first dodgeroll already costs me 2.8k stamina, so almost the same as dampen magicka and much more than hardened ward (not even talking about stacking hardened and harness which costs basically nothing at all if you get hit by magicka damage lmao). I think that this is just way over the top compared to how cheap block and shieldspam is right now. Yes, there is a break even point then dodgeroll becomes better if getting hit by multiple enemies. But at that point you will most likely die anyways so it doesn't matter.
As one of the foremost users of every beam available in this game, it HAS TO be this way. When you're on my side of the fence, a Magic Templar's only viable option when facing someone who just goes dodge-dodge-dodge-dodge is either a heavy staff attack, Radiant or Soul Assault. You can dodge literally everything else in our arsenal.
Yes, I know it's annoying to you, but the opposite, how it was about 9 months ago, is completely build breaking for any offensive Magplar.
Your class spammable is undodgeable. If there's one class that has zero room to complain; it's Templars.
@THEDKEXPERIENCE sweeps are undodgeable.THEDKEXPERIENCE wrote: »Strider_Roshin wrote: »THEDKEXPERIENCE wrote: »Ragnaroek93 wrote: »THEDKEXPERIENCE wrote: »There needs to be a way to make people to want to use light and medium armor and deal with the reprocussions of dying more often. And it needs to be ridiculous, bordering on game breakingly obvious.
For example, add in a 5 piece perk of 20% extra magic for light, and 20% extra stamina for medium.
As of right now all of the bonuses sound cool when on a spreadsheet but that speadsheet doesn't work too well in Cyrodiil.
That's an awesome idea if you want to remove everything except petsorcs from the game. Ressource increase always favour magicka while dmg increase favour stamina.
I think light armor is pretty strong right now. Skeleton Pirate, Shuffle (yes, it's available for magicka builds while Dampen isn't available on stambuilds) and Dampen Magicka turn them into tanks. Only weakness are snares and I agree that they shouldn't suffer that much from it but the other points should get a nerf.
Medium armor is a tough one. Would actually like to see that more stuff becomes dodgeable again. I literally died to my friend on his manablade just to one Soul Strike and one Skoria proc and nothing else while permablocking in medium armor... A 90k tooltip damage skill which ignores dodgeroll is just completely stupid (probably even worse than shieldbreaker and shieldbreaker is already one of the worst designed things in the game).
The main problem I see is what dodgeroll does cost and what it gives actually. As long as I can trust my stamina bar, the first dodgeroll already costs me 2.8k stamina, so almost the same as dampen magicka and much more than hardened ward (not even talking about stacking hardened and harness which costs basically nothing at all if you get hit by magicka damage lmao). I think that this is just way over the top compared to how cheap block and shieldspam is right now. Yes, there is a break even point then dodgeroll becomes better if getting hit by multiple enemies. But at that point you will most likely die anyways so it doesn't matter.
As one of the foremost users of every beam available in this game, it HAS TO be this way. When you're on my side of the fence, a Magic Templar's only viable option when facing someone who just goes dodge-dodge-dodge-dodge is either a heavy staff attack, Radiant or Soul Assault. You can dodge literally everything else in our arsenal.
Yes, I know it's annoying to you, but the opposite, how it was about 9 months ago, is completely build breaking for any offensive Magplar.
Your class spammable is undodgeable. If there's one class that has zero room to complain; it's Templars.
What? Are you referring to javelin? That can be dodged. So can dark flare. Even the triple fireball that no one past Champion Point 1 uses can be dodged. The only things we have that can't be dodged is Radiant and whatever we pick up from other skill lines.
Until you have thrown, and missed, 5 consecutive javelins you have no idea how annoying dodge-dodge-dodge-dodge-dodge really is.
THEDKEXPERIENCE wrote: »Strider_Roshin wrote: »THEDKEXPERIENCE wrote: »Ragnaroek93 wrote: »THEDKEXPERIENCE wrote: »There needs to be a way to make people to want to use light and medium armor and deal with the reprocussions of dying more often. And it needs to be ridiculous, bordering on game breakingly obvious.
For example, add in a 5 piece perk of 20% extra magic for light, and 20% extra stamina for medium.
As of right now all of the bonuses sound cool when on a spreadsheet but that speadsheet doesn't work too well in Cyrodiil.
That's an awesome idea if you want to remove everything except petsorcs from the game. Ressource increase always favour magicka while dmg increase favour stamina.
I think light armor is pretty strong right now. Skeleton Pirate, Shuffle (yes, it's available for magicka builds while Dampen isn't available on stambuilds) and Dampen Magicka turn them into tanks. Only weakness are snares and I agree that they shouldn't suffer that much from it but the other points should get a nerf.
Medium armor is a tough one. Would actually like to see that more stuff becomes dodgeable again. I literally died to my friend on his manablade just to one Soul Strike and one Skoria proc and nothing else while permablocking in medium armor... A 90k tooltip damage skill which ignores dodgeroll is just completely stupid (probably even worse than shieldbreaker and shieldbreaker is already one of the worst designed things in the game).
The main problem I see is what dodgeroll does cost and what it gives actually. As long as I can trust my stamina bar, the first dodgeroll already costs me 2.8k stamina, so almost the same as dampen magicka and much more than hardened ward (not even talking about stacking hardened and harness which costs basically nothing at all if you get hit by magicka damage lmao). I think that this is just way over the top compared to how cheap block and shieldspam is right now. Yes, there is a break even point then dodgeroll becomes better if getting hit by multiple enemies. But at that point you will most likely die anyways so it doesn't matter.
As one of the foremost users of every beam available in this game, it HAS TO be this way. When you're on my side of the fence, a Magic Templar's only viable option when facing someone who just goes dodge-dodge-dodge-dodge is either a heavy staff attack, Radiant or Soul Assault. You can dodge literally everything else in our arsenal.
Yes, I know it's annoying to you, but the opposite, how it was about 9 months ago, is completely build breaking for any offensive Magplar.
Your class spammable is undodgeable. If there's one class that has zero room to complain; it's Templars.
What? Are you referring to javelin? That can be dodged. So can dark flare. Even the triple fireball that no one past Champion Point 1 uses can be dodged. The only things we have that can't be dodged is Radiant and whatever we pick up from other skill lines.
Until you have thrown, and missed, 5 consecutive javelins you have no idea how annoying dodge-dodge-dodge-dodge-dodge really is.
THEDKEXPERIENCE wrote: »Strider_Roshin wrote: »THEDKEXPERIENCE wrote: »Ragnaroek93 wrote: »THEDKEXPERIENCE wrote: »There needs to be a way to make people to want to use light and medium armor and deal with the reprocussions of dying more often. And it needs to be ridiculous, bordering on game breakingly obvious.
For example, add in a 5 piece perk of 20% extra magic for light, and 20% extra stamina for medium.
As of right now all of the bonuses sound cool when on a spreadsheet but that speadsheet doesn't work too well in Cyrodiil.
That's an awesome idea if you want to remove everything except petsorcs from the game. Ressource increase always favour magicka while dmg increase favour stamina.
I think light armor is pretty strong right now. Skeleton Pirate, Shuffle (yes, it's available for magicka builds while Dampen isn't available on stambuilds) and Dampen Magicka turn them into tanks. Only weakness are snares and I agree that they shouldn't suffer that much from it but the other points should get a nerf.
Medium armor is a tough one. Would actually like to see that more stuff becomes dodgeable again. I literally died to my friend on his manablade just to one Soul Strike and one Skoria proc and nothing else while permablocking in medium armor... A 90k tooltip damage skill which ignores dodgeroll is just completely stupid (probably even worse than shieldbreaker and shieldbreaker is already one of the worst designed things in the game).
The main problem I see is what dodgeroll does cost and what it gives actually. As long as I can trust my stamina bar, the first dodgeroll already costs me 2.8k stamina, so almost the same as dampen magicka and much more than hardened ward (not even talking about stacking hardened and harness which costs basically nothing at all if you get hit by magicka damage lmao). I think that this is just way over the top compared to how cheap block and shieldspam is right now. Yes, there is a break even point then dodgeroll becomes better if getting hit by multiple enemies. But at that point you will most likely die anyways so it doesn't matter.
As one of the foremost users of every beam available in this game, it HAS TO be this way. When you're on my side of the fence, a Magic Templar's only viable option when facing someone who just goes dodge-dodge-dodge-dodge is either a heavy staff attack, Radiant or Soul Assault. You can dodge literally everything else in our arsenal.
Yes, I know it's annoying to you, but the opposite, how it was about 9 months ago, is completely build breaking for any offensive Magplar.
Your class spammable is undodgeable. If there's one class that has zero room to complain; it's Templars.
What? Are you referring to javelin? That can be dodged. So can dark flare. Even the triple fireball that no one past Champion Point 1 uses can be dodged. The only things we have that can't be dodged is Radiant and whatever we pick up from other skill lines.
Until you have thrown, and missed, 5 consecutive javelins you have no idea how annoying dodge-dodge-dodge-dodge-dodge really is.
Sweeps is undodgable. For ranged builds, RD is a must to remain undodgable in order to provide consistent anti-dodge roll dmg across builds. Also explosive charge is undodgable due to it being an AOE attack.
THEDKEXPERIENCE wrote: »THEDKEXPERIENCE wrote: »Strider_Roshin wrote: »THEDKEXPERIENCE wrote: »Ragnaroek93 wrote: »THEDKEXPERIENCE wrote: »There needs to be a way to make people to want to use light and medium armor and deal with the reprocussions of dying more often. And it needs to be ridiculous, bordering on game breakingly obvious.
For example, add in a 5 piece perk of 20% extra magic for light, and 20% extra stamina for medium.
As of right now all of the bonuses sound cool when on a spreadsheet but that speadsheet doesn't work too well in Cyrodiil.
That's an awesome idea if you want to remove everything except petsorcs from the game. Ressource increase always favour magicka while dmg increase favour stamina.
I think light armor is pretty strong right now. Skeleton Pirate, Shuffle (yes, it's available for magicka builds while Dampen isn't available on stambuilds) and Dampen Magicka turn them into tanks. Only weakness are snares and I agree that they shouldn't suffer that much from it but the other points should get a nerf.
Medium armor is a tough one. Would actually like to see that more stuff becomes dodgeable again. I literally died to my friend on his manablade just to one Soul Strike and one Skoria proc and nothing else while permablocking in medium armor... A 90k tooltip damage skill which ignores dodgeroll is just completely stupid (probably even worse than shieldbreaker and shieldbreaker is already one of the worst designed things in the game).
The main problem I see is what dodgeroll does cost and what it gives actually. As long as I can trust my stamina bar, the first dodgeroll already costs me 2.8k stamina, so almost the same as dampen magicka and much more than hardened ward (not even talking about stacking hardened and harness which costs basically nothing at all if you get hit by magicka damage lmao). I think that this is just way over the top compared to how cheap block and shieldspam is right now. Yes, there is a break even point then dodgeroll becomes better if getting hit by multiple enemies. But at that point you will most likely die anyways so it doesn't matter.
As one of the foremost users of every beam available in this game, it HAS TO be this way. When you're on my side of the fence, a Magic Templar's only viable option when facing someone who just goes dodge-dodge-dodge-dodge is either a heavy staff attack, Radiant or Soul Assault. You can dodge literally everything else in our arsenal.
Yes, I know it's annoying to you, but the opposite, how it was about 9 months ago, is completely build breaking for any offensive Magplar.
Your class spammable is undodgeable. If there's one class that has zero room to complain; it's Templars.
What? Are you referring to javelin? That can be dodged. So can dark flare. Even the triple fireball that no one past Champion Point 1 uses can be dodged. The only things we have that can't be dodged is Radiant and whatever we pick up from other skill lines.
Until you have thrown, and missed, 5 consecutive javelins you have no idea how annoying dodge-dodge-dodge-dodge-dodge really is.
Sweeps is undodgable. For ranged builds, RD is a must to remain undodgable in order to provide consistent anti-dodge roll dmg across builds. Also explosive charge is undodgable due to it being an AOE attack.
Ahhhh ... yes ... pokey sticks. Sorry, I should have said ranged ability.
This right here is the reason why I wouldn't switch from heavy back to medium.If they keep making abilities undodgeable why run medium?Strider_Roshin wrote: »
If they were to make this change it would help bridge the gap would it not? I still think "dodge" rolling needs reworked in order to avoid neutering MA's main defense mechanism.
This right here is the reason why I wouldn't switch from heavy back to medium.If they keep making abilities undodgeable why run medium?Strider_Roshin wrote: »
If they were to make this change it would help bridge the gap would it not? I still think "dodge" rolling needs reworked in order to avoid neutering MA's main defense mechanism.
Medium: + 4200 Physical Penetration
Light: + 12% Spell Damage
But I would still say nothing.
With the changes coming with Morrowind Heavy Armor will be nerfed to the ground and any expert in PvP knows it, without the reduce cost CP Heavy Armor is trash that's why you didn't see a single Heavy Armor user with the double ap event.
What needs to be done to balance things up for Medium and Light users, because what hurts the most those 2 different armors are the current meta.
Permablocking needs to be nerfed, only for PvP by increasing the cost of blocking in PvP by maybe 35%.
Reduce the healing from instant burst heals like Rally, Breath of Life, ect... so you will reward people that actually uses more skills instead of pressing one button and get 10k health back.
Reduce the damage from siege weapons, I 1 shotted 3 light armor templars few days ago with 1 stone trebuchet.
Joy_Division wrote: »Medium: + 4200 Physical Penetration
Light: + 12% Spell Damage
But I would still say nothing.
With the changes coming with Morrowind Heavy Armor will be nerfed to the ground and any expert in PvP knows it, without the reduce cost CP Heavy Armor is trash that's why you didn't see a single Heavy Armor user with the double ap event.
What needs to be done to balance things up for Medium and Light users, because what hurts the most those 2 different armors are the current meta.
Permablocking needs to be nerfed, only for PvP by increasing the cost of blocking in PvP by maybe 35%.
Reduce the healing from instant burst heals like Rally, Breath of Life, ect... so you will reward people that actually uses more skills instead of pressing one button and get 10k health back.
Reduce the damage from siege weapons, I 1 shotted 3 light armor templars few days ago with 1 stone trebuchet.
As a non-expert PvP player, I would say the following.
When Morrowind comes out, I most likely still will be wearing heavy armor. Much of my sustain comes independent of the CP system. I hate to burst the bubble of all of those people who hate heavy armor tanks, but the good ones, i.e. the ones that prompt people to come on these forums and whine to ZOS, are going to do fine next patch if all ZoS does is remove CP from battlegrounds and get rid of the cost reduction CP star. Until I see substantive changes that doesn't make wearing light armor AP defenseless aside from shield spamming, I will not be wearing it. But we have no idea what ZoS will do with any of the armor.
During the double AP event, I wore the same setup and did just fine.
You want to increase the block cost in PvP by 35%? You ever try blocking in light armor in Azura Star? I can most assure you that is not that way to make Light Armor more appealing.
But what do I know? I'm not an expert and I lack the clairvoyance to know that changes ZoS is making in the next patch.