Given the fact there's a specific passive in the Bow skill line that gives you a movement speed buff after a dodge roll, I think it's safe to say that it also is intended as an escape mechanic.You think dodge roll is an "escape mechanic"?
Lava_Croft wrote: »
Lava_Croft wrote: »
I don't think so, the bow passive is what gives the speed, so you could call the bow passive something that would help you escape. Speed buffs (or debuffs), bolt escape, and cloak are what allows players to escape, roll dodge just keeps them from dying while trying to escape.
FriedEggSandwich wrote: »As a sorc there is an easy counter to dodge roll in the form of streak. You can't block while rolling so streak will stun a roller 100% of the time assuming they have no immunity, and if you spec right will also take a sizable chunk of their hp off. This gives you time to put a frags in their back and assuming you have a curse up also they should be nearly dead by now, just a wrath to finish them off. Or if they dodge the wrath then execute with streak
Lava_Croft wrote: »
Both are escape mechanics yet one has only penalties for using it and the other has buff after buff for using it.
Sure I'm a sorc and the stam players will just hide behind the "oh you can just BE and stack shields" argument, but BE got a severe nerf early on in the game when the stam players weren't getting there way and we just dealt with it, and still get asked for nerfs. Shields are just spells, if i get knocked down i can't cast them but at the same time I don't think they should stack like they do currently, have a major shield(hardened ward OR harness magicka) and a minor shield(healing ward) not all 3. And i do not take claim to that shield idea, somebody else suggested it.
This has more to do with ANY class roll dodging, roll dodging through damage, roll dodging through CC, roll dodging anything that anyone does and when the get CC'd or knocked down they just roll dodge straight out of it. Why is there no penalty for roll dodging? Or why is there no extra reduce cost for streaking(just a 50% extra magicka penalty for using it more than once). Roll dodgers can spec into Tumbling which gives the biggest reduction to roll dodge along with mooncalf which increases stam regen so they can roll dodge more often, they also have warlord which reduces the cost of stam abilities so they are getting more pool to roll dodge with AND they can STACK evasion with roll dodge. Then lets look at the shiny CP passives that buff the tactic even more so, Phase - your armor and spell resistance increased by X amount for 3 seconds after roll dodging, ok it's not much but it's still a buff, and Tactician - sets enemies off balance when you successfully roll dodge to avoid their attack, probably one of the most OP CP passives in the game at the moment while people just roll around the map looking like a circus act(no offence intended, people will abuse broken mechanics while they are there).
Yeah some skills exist in game that cannot be roll dodged but if i understand correctly people asked for that not to happen, why? So the only viable way to pvp would be to go all out stam and just roll zerg? That only attracts the stam players and would certainly kill off any magicka lover.
Roll dodge needs to exist for sure, it's a worthy mechanic, but that's exactly just what it should be, worthy. Not so OP that a fully DPS stacked stam build can pretty much tank a zerg while putting out enough AOE damage to kill them. If a sorc BE's across the map that's pretty much all they can do, they will have a large mana pool and some spell damage from that but will need to stack regen to replace all the extra 50%'s lost, losing the ability to fore off 15-20k frags.
This is just my opinion, I am probably wrong, but something about roll dodge just seems off at the moment and half of my pvp guild isn't having any fun due to this and the lag. So would it hurt if roll dodge became percent based? or had an increased cost if used consecutively? Sorcs survived our changes, adapted and became even more fun to play due to having to put more skill into the class, isn't this what players want, a game built around your own intellectual skill rather than how many times you can press the same key in a row?
If I am wrong, or am missing something, tell me. But I don't see why shield stacking classes should take another nerf(need to mention the nerf to crit surge's healing ability which caused all the shield stacking in the first place) while roll dodging goes unchanged. It's one or the other, silly shields and rolley polley's or both take a hit to provide some fairness.
Lava_Croft wrote: »
I don't think so, the bow passive is what gives the speed, so you could call the bow passive something that would help you escape. Speed buffs (or debuffs), bolt escape, and cloak are what allows players to escape, roll dodge just keeps them from dying while trying to escape.
Dodge roll in its current meta is used as an escape mechanic quite regularly. An appropriately specced player can dodge roll to the friendly zerg or a nearby keep. It's used as a defensive ability in the same way as bolt escape. The difference is that bolt escape has a penalty for repeated use and you can still get hit by a lot of abilities (gap closers for instance). Not so with dodge roll... And with the changes to whip and concealed weapon, dodge rolling is about to get a whole lot more ridiculous.
Wrong, both have a penalty and dodge penalty is bigger. You cannot activate an ability or block while in the dodge animation. BE is instant and as such has not the same restriction.Both are escape mechanics yet one has only penalties for using it and the other has buff after buff for using it.
If I get knocked down, I can't roll dodge, same as you I need to break free first and roll then.Sure I'm a sorc and the stam players will just hide behind the "oh you can just BE and stack shields" argument, but BE got a severe nerf early on in the game when the stam players weren't getting there way and we just dealt with it, and still get asked for nerfs. Shields are just spells, if i get knocked down i can't cast them but at the same time I don't think they should stack like they do currently, have a major shield(hardened ward OR harness magicka) and a minor shield(healing ward) not all 3. And i do not take claim to that shield idea, somebody else suggested it.
Bonus points for trying to stop a roll dodge with soft CC, the one thing that roll dodge is meant to be the counter to. Try streaking instead of using BoL and stun players - no more roll dodging.This has more to do with ANY class roll dodging, roll dodging through damage, roll dodging through CC, roll dodging anything that anyone does and when the get CC'd or knocked down they just roll dodge straight out of it.
See my first comment, the penalty for dodging is there and it's bigger than the BE penalty.Why is there no penalty for roll dodging? Or why is there no extra reduce cost for streaking(just a 50% extra magicka penalty for using it more than once). Roll dodgers can spec into Tumbling which gives the biggest reduction to roll dodge along with mooncalf which increases stam regen so they can roll dodge more often, they also have warlord which reduces the cost of stam abilities so they are getting more pool to roll dodge with AND they can STACK evasion with roll dodge.
While phase is a buff that a dodge roller will have more use from than others, it is still only ~2% of the maximum value. If I remember correctly, Tactician has already been proven to not work in PvP.Then lets look at the shiny CP passives that buff the tactic even more so, Phase - your armor and spell resistance increased by X amount for 3 seconds after roll dodging, ok it's not much but it's still a buff, and Tactician - sets enemies off balance when you successfully roll dodge to avoid their attack, probably one of the most OP CP passives in the game at the moment while people just roll around the map looking like a circus act(no offence intended, people will abuse broken mechanics while they are there).
The skills in question are melee attacks (Whip + Morphs of DK and Concealed Weapon morph of NB) that should not go through dodge. Mages already have skills that go through dodge inherently, magicka builds with staves get additional skills that go through dodge. There are enough counters that can be used to whittle down the dodge roller. And again, while you dodge roll, you can do nothing to reduce that damage. Learn to curse and magicka detonate before shooting the crystal fragment. The dodger will be forced to roll to evade the CC and then will eat both explosions fully.Yeah some skills exist in game that cannot be roll dodged but if i understand correctly people asked for that not to happen, why? So the only viable way to pvp would be to go all out stam and just roll zerg? That only attracts the stam players and would certainly kill off any magicka lover.
Again, such misinformation. To dodge roll indefinitely, you need to stack stamina regeneration, the only stat that in fact does not increase your damage output directly. As opposed to the BE-shield-sorcerer, who can also survive with less focus on regeneration because he can actually put distance between himself and the attacker by BE. Roll dodge covers very little distance. and for the third time: While the roll dodger can survive in the middle of the zerg, provided that no one uses untargeted AoE attacks like impulse or steel tornado, untargeted hard CC like streak, any type of attack that gors through dodge like force pulse or any of the charge type gap closers, he also does not do any damage in the mean time. Getting off a steel tornado inside a zerg every 3 seconds (in between rolls) while making yourself vulnerable to all attacks does not hurt a zerg with a minimum amount of healers. even 10 roll dodgers inside a zerg will not matter if people know what to do.Roll dodge needs to exist for sure, it's a worthy mechanic, but that's exactly just what it should be, worthy. Not so OP that a fully DPS stacked stam build can pretty much tank a zerg while putting out enough AOE damage to kill them. If a sorc BE's across the map that's pretty much all they can do, they will have a large mana pool and some spell damage from that but will need to stack regen to replace all the extra 50%'s lost, losing the ability to fore off 15-20k frags.
Yes you are....I am probably wrong...
I don't see all the fuss with roll dodge I have 1800 stam regen and can roll dodge 5 times then im out of stam dead wondering why I can perms roll dodge like everyone else and I have 5% into tumble and 90% of the time I die before I can even roll dodge my self out of stam roll dodge is not op from my own experience with it on my stam dk
makes sense +1 hereI don't see all the fuss with roll dodge I have 1800 stam regen and can roll dodge 5 times then im out of stam dead wondering why I can perms roll dodge like everyone else and I have 5% into tumble and 90% of the time I die before I can even roll dodge my self out of stam roll dodge is not op from my own experience with it on my stam dk
Because people don't understand how the mechanics work. The most efficient way to get "infinite" roll dodge is to not roll dodge as much, the only way to do that is by stacking hasty retreat with any speed buff (not using as much stamina by moving fast and you're harder to target). By abusing penetration you can drop weapon damage and get more stamina regeneration. By wearing nirn on your gear you can 1vx against potatos with a damn bow, and not worry about your HP.
For the rest of us not taking advantage of resistance and penetration issues, we're just like why the hell is dodge so OP?
Because people don't understand how the mechanics work. The most efficient way to get "infinite" roll dodge is to not roll dodge as much, the only way to do that is by stacking hasty retreat with any speed buff (not using as much stamina by moving fast and you're harder to target). By abusing penetration you can drop weapon damage and get more stamina regeneration. By wearing nirn on your gear you can 1vx against potatos with a damn bow, and not worry about your HP.
For the rest of us not taking advantage of resistance and penetration issues, we're just like why the hell is dodge so OP?
Because people don't understand how the mechanics work. The most efficient way to get "infinite" roll dodge is to not roll dodge as much, the only way to do that is by stacking hasty retreat with any speed buff (not using as much stamina by moving fast and you're harder to target). By abusing penetration you can drop weapon damage and get more stamina regeneration. By wearing nirn on your gear you can 1vx against potatos with a damn bow, and not worry about your HP.
For the rest of us not taking advantage of resistance and penetration issues, we're just like why the hell is dodge so OP?
Thanks for your comments. Did not know that's how it's done..
Re. your slightly earlier comments on BE being "still insanely good" such that you "can stack shields and bolt out of range that shield value will cover your escape" I suppose that's generally true for the sorcs who choose to play that way (typically soloers or small groupers). But I suspect it's a similar issue to what you're talking about with infinite roll dodge. Sorcs not taking advantage of certain things (those same things you mention?) have magicka management issues as much as some stamina users have with stamina management issues.
@Septimus_Magna do you play a dodge build? Have you tried evading a crit rush or a toppling charge with dodge? Did you catch a proximity detonation for 20k damage even though you are wearing two nirnhoned pieces for 20k spell resist?
Septimus_Magna wrote: »@Leandor You're conveniently forgetting the fact that you avoid most damage while roll-dodging but anyone with a gap-closer can charge into a BE sorc. Popular morphs like Critical Rush and Invasion even give a bonus to the attacker for the distance traveled. To avoid these attacks the BE sorc needs to roll dodge which costs 1/3 of our entire stamina pool.
Most attacks that go through roll-dodge (like curse, prox detonation etc) are mitigated by the spell resist which is easy to get with medium nirn gear.
Sorry, I edited in a lot more, so comment on that, too, if you please.Septimus_Magna wrote: »No, I play a magicka sorc. Have you ever tried hitting a stam build with a cfrags? Or BE away from any decent stam build?@Septimus_Magna do you play a dodge build? Have you tried evading a crit rush or a toppling charge with dodge? Did you catch a proximity detonation for 20k damage even though you are wearing two nirnhoned pieces for 20k spell resist?
The problem is most stam NBs use roll-dodge and cloak so they can only be hit by curse for 0,5 second in between cloaks and are immune to 95% of the damage fired at them.
Septimus_Magna wrote: »@Septimus_Magna do you play a dodge build? Have you tried evading a crit rush or a toppling charge with dodge? Did you catch a proximity detonation for 20k damage even though you are wearing two nirnhoned pieces for 20k spell resist?
No, I play a magicka sorc. Have you ever tried hitting a stam build with a cfrags? Or BE away from any decent stam build?
The problem is most stam NBs use roll-dodge and cloak so they can only be hit by curse for 0,5 second in between cloaks and are immune to 95% of the damage fired at them.
So, how many kills did he do while rolling around? How many AP did he earn? Did he manage to capture the keep underneath the two zergs by rolling around?My friend on the ps4 was rolling around in a keep where two other factions were battling, both factions stopped, chased him for a solid ten minutes, they gadoing p on chasing and went back to fighting each other. He was on the mic laughing and saying how op this was. I'm in this game for the long haul and as fun as it may be in the moment, in the long run, populations will diminish as people realize how busted a lot of the mechanics are. No other ability/mechanic can evade so many people at point blank.
My friend on the ps4 was rolling around in a keep where two other factions were battling, both factions stopped, chased him for a solid ten minutes, they gadoing p on chasing and went back to fighting each other. He was on the mic laughing and saying how op this was. I'm in this game for the long haul and as fun as it may be in the moment, in the long run, populations will diminish as people realize how busted a lot of the mechanics are. No other ability/mechanic can evade so many people at point blank.