Why is an aoe going through dodge a bit wierd?
Oh ok i guess you didnt know that most aoe's in this game arent dodgeable. It seemed odd you would find the one working normally to not make sense and not the other one.
caeliusstarbreaker wrote: »All magicka non projectile aoe's go through dodge roll
From my two years experience, I have gleaned how dodge roll works mechanically.
Dodge roll negates all incoming single target attacks at the time of activation. This includes all attacks in the process of casting and projectiles mid flight. Area of effect attacks are not negated. The frustrating quirk is how the system handles current position: until the moment the roll animation finishes, the character is registered by the server as standing exactly where the roll started. At the roll animation's termination, the character's position is updated and for targeting purposes is like a delayed Bolt Escape.
This makes running, sprinting or even walking out of AoE more effective than rolling due to the delay in position update. This also makes targeting a character mid roll unintuitive and heavily in favor of the rolling character. The distance is just long enough that if a player were smart enough to target where the roll started, once the roll ends the character will be outside of the player's melee attack range. To adjust for this, the player would have to stand in the path of the roll, but this presents the issue of needing to turn 180 to continue attacking. At that point if the character rolls again, the same counter cannot be employed.
If the dodge roll is mechanically changed to update character position at the start of the animation, catching rolls would be more intuitive and roll spam less of an issue.
caeliusstarbreaker wrote: »All magicka non projectile aoe's go through dodge roll
Yes, this I know, have known this for awhile. But why does the stam form of the ability not go through dodge roll?
caeliusstarbreaker wrote: »Added: in short, there is no logical reasoning as to why this is done.
The only thing I can think of is when they made channeled magicka skills undodgeable, ie radiant, drain... This skill and it's code followed suit.
In the past (when it was possible to roll dodge from dragonclaw to blackboot) all melee magicka skills were undodgable no matter weather they were aoe or single target, which was fine imo. In a stam vs stam fight you could dodge forever, in a mag vs mag fight you could use harness all day long and in a mag vs stam fight both had to defend in a different way.caeliusstarbreaker wrote: »Added: in short, there is no logical reasoning as to why this is done.
The only thing I can think of is when they made channeled magicka skills undodgeable, ie radiant, drain... This skill and it's code followed suit.
lolo_01b16_ESO wrote: »In the past (when it was possible to roll dodge from dragonclaw to blackboot) all melee magicka skills were undodgable no matter weather they were aoe or single target, which was fine imo. In a stam vs stam fight you could dodge forever, in a mag vs mag fight you could use harness all day long and in a mag vs stam fight both had to defend in a different way.caeliusstarbreaker wrote: »Added: in short, there is no logical reasoning as to why this is done.
The only thing I can think of is when they made channeled magicka skills undodgeable, ie radiant, drain... This skill and it's code followed suit.
caeliusstarbreaker wrote: »lolo_01b16_ESO wrote: »In the past (when it was possible to roll dodge from dragonclaw to blackboot) all melee magicka skills were undodgable no matter weather they were aoe or single target, which was fine imo. In a stam vs stam fight you could dodge forever, in a mag vs mag fight you could use harness all day long and in a mag vs stam fight both had to defend in a different way.caeliusstarbreaker wrote: »Added: in short, there is no logical reasoning as to why this is done.
The only thing I can think of is when they made channeled magicka skills undodgeable, ie radiant, drain... This skill and it's code followed suit.
Well... Technically it was all non projectile magicka abilities.. Then the nerf flame lash and nerf dodge roll threads... Now it's just all aoe, non projectile magicka skills... Not counting any ulti's.
But yea... I'm just saying if I had to guess where that divide happened between sweeps and jabs, was when they made it so channels couldn't be dodged, things like sweeps stayed undodgeable. Dark flat is more the anomaly, the game seems to think it's both a cast time projectile and channel, cause you can dodge the ball... But you still get hit with the defile.
caeliusstarbreaker wrote: »lolo_01b16_ESO wrote: »In the past (when it was possible to roll dodge from dragonclaw to blackboot) all melee magicka skills were undodgable no matter weather they were aoe or single target, which was fine imo. In a stam vs stam fight you could dodge forever, in a mag vs mag fight you could use harness all day long and in a mag vs stam fight both had to defend in a different way.caeliusstarbreaker wrote: »Added: in short, there is no logical reasoning as to why this is done.
The only thing I can think of is when they made channeled magicka skills undodgeable, ie radiant, drain... This skill and it's code followed suit.
Well... Technically it was all non projectile magicka abilities.. Then the nerf flame lash and nerf dodge roll threads... Now it's just all aoe, non projectile magicka skills... Not counting any ulti's.
But yea... I'm just saying if I had to guess where that divide happened between sweeps and jabs, was when they made it so channels couldn't be dodged, things like sweeps stayed undodgeable. Dark flat is more the anomaly, the game seems to think it's both a cast time projectile and channel, cause you can dodge the ball... But you still get hit with the defile.
Yeah because spaghetti code, I mean I'm just saying it's spaghetti code because awhile ago they tried to fix something with roll dodge and they broke overload on sorc LIKE HOW?!?! Anyways, I think both should be un-dodgeable not 1 morph is dodgeable and 1 isn't, makes no sense.
timidobserver wrote: »Hopefully this thread doesn't result in a nerf to puncturing sweep.
Why a AoE skills that snares a 70% and heals you for a 35% dmg done should be undodgeable?
There are a lot of melee skills out there that heal on hit, which are dodgeable and suffer from battle spirit (bloodthirst and blood craze in the DW line, burning embers and flame lash in the DK ardent flame line, killers blade in the NB assasination line), but only punct sweep is the one you see in cyro.
Now, pair that skill with natural templar healing capacity and malubeth...
Just think about this, 3 guys against one templar how much dmg does he do? How much healing he gets back? Sure, a sap tank and a inhale DK get moar healing, but none of the two has aditional dmg (which also increase the healing), besides sap essence and inhale cost way more magicka than sweep.... on top of that, due to the restoring light passive, sweep costs a 4% less, which paired with the magicka cost reduction given by cps and 5 pcs light armor can raise the reduction near a 40% Did I mention that 1 HA pc gives them 8% extra healing? (And I've not even mentioned resto staff passives)
Do you think it's fair?
Both should be dodgeable... or better! Everyone should have stamplars or mageplars in cyro... why would you play any other class in cyro?