lolo_01b16_ESO wrote: »I really don't like the idea. It's basicly just a copy of that crappy fighters guild skill that noone uses. Sure, it would reduce the number of people using shuffle, but then you could just remove shuffle completely (or in case zos messes up the way how things stack you could revive perma rolling times).
In my opinion the best thing to do would be to provide more counters to it. Maybe make melee magicka skills undodgable again.
I main stam nb and I run Shuffle in pretty much any setting. The snare removal is nice and Dodge is 1 of my few mitgations. Shuffle has always been strong but this has been made even more obvious by the heavy armor Shuffle users, their are even legitimate mag sorcs I've seen dueling with it. Alot of fights are extended longer than they should be, I also seem to land incaps on Shuffle users where my damage lands but the cc is dodged, though that may just be buggy cc.
Most people prefer active counterplay to rng I believe and that leads to my suggestion which I have seen a few ppl suggest on the forums previously
Change shuffles 20% dodge chance into a reduction on the Dodge roll cost increase by 3% per piece of medium armor, this means a couple of things
1.) Instead of people who can't manage resources being blessed by rng, you must use active dodgerolling. The lowered cost will be offset by the necessity to dodge roll wisely and removal of dodge change crutch
2.) Like the other armor skill lines you must actually wear medium to benefit
Just a bit of rough math to show what I mean. Under the assumption that the increase applies on each extra dodge roll within any given 4 second time frame. On a stam build with about 7 medium you get 28% reduction and 10% into tumbling
In a 20 second fight:
10 dodge rolls = 2000 + (2660×9) = 25,940 stamina currently
10 dodge rolls = 1400 + (1800×9) = 18,158 stamina using proposed shuffle change
There are 2 things to consider with this change that I will bring up before someone else does.1 being tanks who run tavas for ult gain in pve would have to adjust, that being said dragon supposedly gives a very similar amount and I don't think that heavy armor pve tanks should depend on a medium armor skill. The second is the mirage skill for nb's, on 1 hand I believe there's a case nb needs dodge chance more than other classes to survive. On the other hand I may be biased and I would honestly prefer that 1 morph gave you the major ward and major resolve buff with some small minor buff possibly to give nb easier access to thesee buffs. The other morph could have major expedition along with minor ward and resolve buffs to make up for the lost mitigation.
All my numbers and ideas aren't fully explored yet Balance wise but the overall ideas are there
I think shuffle should be scrapped and be replaced with a parry mechanic.
20-30% (to be evaluated) chance to parry an attack for 50% dmg reduction.
When you´re actively blocking you can not parry an attack.
Parry can not prevent CC. You get less dmg but will get cced aswell.
sodantokb16_ESO wrote: »
- Your suggestions does more for people without CP in reduction or with low stamina regen. Thats opposite of what medium armor skill should do.
- Dodge rolling several times in a row would still leave you without stamina after same number of rolls (or maybe 1 roll more).
- Currently shuffle offers +/- 20% damage reduction of all incoming damage (given stable DPS). Your proposed change gives you, what, 8k more saved stamina in 20sec fight in which you dodge roll every 2sec? Thats like 4 blocked attacks. Rework != butcher
sodantokb16_ESO wrote: »
- Your suggestions does more for people without CP in reduction or with low stamina regen. Thats opposite of what medium armor skill should do.
- Dodge rolling several times in a row would still leave you without stamina after same number of rolls (or maybe 1 roll more).
- Currently shuffle offers +/- 20% damage reduction of all incoming damage (given stable DPS). Your proposed change gives you, what, 8k more saved stamina in 20sec fight in which you dodge roll every 2sec? Thats like 4 blocked attacks. Rework != butcher
Another possibility would be that shuffle reduces dodge fatigue from 4s to 3s. It doesn't *have* to be cost reduction. I think the main thing here is to find a way for shuffle to be useful without it being a pure RNG passive dodge mechanic.
sodantokb16_ESO wrote: »sodantokb16_ESO wrote: »
- Your suggestions does more for people without CP in reduction or with low stamina regen. Thats opposite of what medium armor skill should do.
- Dodge rolling several times in a row would still leave you without stamina after same number of rolls (or maybe 1 roll more).
- Currently shuffle offers +/- 20% damage reduction of all incoming damage (given stable DPS). Your proposed change gives you, what, 8k more saved stamina in 20sec fight in which you dodge roll every 2sec? Thats like 4 blocked attacks. Rework != butcher
Another possibility would be that shuffle reduces dodge fatigue from 4s to 3s. It doesn't *have* to be cost reduction. I think the main thing here is to find a way for shuffle to be useful without it being a pure RNG passive dodge mechanic.
Problem with all these suggestions is that shuffle is core part of medium armor damage mitigation. You can say that sometimes the shuffle does wonders, but you cant say medium armor users are unkillable package of OP. They arent on top of the food chain in any combat scenario (only in ganking, where armor - except proc - doesnt come into play). No suggestion that makes defensive skill into one that isnt will help the balance.
Dodge rolling is active form of defense, that is applied for very short time, cant be stacked indefinitely and disables user from attacking while performing it. You could make it cost absolutely nothing (even without stacking cost) and it would still be worse than passive forms of defense (armor, armor buffs, range, even shield) in every combat situation except running away or dodging around in some specialized build (like that set thats deals damage on dodge roll).
I slightly over exaggerate in above statement, but my point stands.
//EDIT:
Main problem with shuffle is RNG, not that it is passive defense skill. I would recommend focusing then on the problem and avoid changing the core part (defense).
Also I would point out the heavy use of RNG in offensive forms like procs or crits that doesnt receive nearly much of hate like this. Therefore the problem with shuffle is even deeper than the RNG system.
- One is visualisation, where dodge rolling damage and passive dodging the damage looks same to people looking at flying words "Dodge" and/or reading combat log.
- Second is limitation. Most RNG based attacks have cooldown, shuffle doesnt have any and that is part of...
- Third problem is it can over/under perform. Overperforming is what makes people cry nerf, underperforming goes unnoticeable. Something in the middle is needed.
sodantokb16_ESO wrote: »sodantokb16_ESO wrote: »
- Your suggestions does more for people without CP in reduction or with low stamina regen. Thats opposite of what medium armor skill should do.
- Dodge rolling several times in a row would still leave you without stamina after same number of rolls (or maybe 1 roll more).
- Currently shuffle offers +/- 20% damage reduction of all incoming damage (given stable DPS). Your proposed change gives you, what, 8k more saved stamina in 20sec fight in which you dodge roll every 2sec? Thats like 4 blocked attacks. Rework != butcher
Another possibility would be that shuffle reduces dodge fatigue from 4s to 3s. It doesn't *have* to be cost reduction. I think the main thing here is to find a way for shuffle to be useful without it being a pure RNG passive dodge mechanic.
Problem with all these suggestions is that shuffle is core part of medium armor damage mitigation. You can say that sometimes the shuffle does wonders, but you cant say medium armor users are unkillable package of OP. They arent on top of the food chain in any combat scenario (only in ganking, where armor - except proc - doesnt come into play). No suggestion that makes defensive skill into one that isnt will help the balance.
Dodge rolling is active form of defense, that is applied for very short time, cant be stacked indefinitely and disables user from attacking while performing it. You could make it cost absolutely nothing (even without stacking cost) and it would still be worse than passive forms of defense (armor, armor buffs, range, even shield) in every combat situation except running away or dodging around in some specialized build (like that set thats deals damage on dodge roll).
I slightly over exaggerate in above statement, but my point stands.
//EDIT:
Main problem with shuffle is RNG, not that it is passive defense skill. I would recommend focusing then on the problem and avoid changing the core part (defense).
Also I would point out the heavy use of RNG in offensive forms like procs or crits that doesnt receive nearly much of hate like this. Therefore the problem with shuffle is even deeper than the RNG system.
- One is visualisation, where dodge rolling damage and passive dodging the damage looks same to people looking at flying words "Dodge" and/or reading combat log.
- Second is limitation. Most RNG based attacks have cooldown, shuffle doesnt have any and that is part of...
- Third problem is it can over/under perform. Overperforming is what makes people cry nerf, underperforming goes unnoticeable. Something in the middle is needed.
I've never insinuated that medium armor is OP in any shape or form. However, major evasion is being used by all armor types, not just medium armor. I'll state again that I (and many others here) have a problem with passive RNG avoidance. I think avoidance should always be active *or have counters (see edit). If Shuffle should be a passive form of mitigation (NOT avoidance), then I like the Parry suggestion mentioned here much better.
Edit: One caveat though is passive avoidance that has a counter - such as a frontal arc requirement, that also doesn't work while crowd controlled. This I'm okay with because you can skillfully bypass it if your opponent is not wary enough, and you can reliably land abilities during crowd control. I mean let's be serious, how can you really dodge while laying prone or mindlessly running for your life?
I know shuffle keeps getting mentioned here, but IMO the problem is Major Evasion as a whole. I would rather see the NB skill and the medium armor skill reworked to provide some other form of mitigation instead of passive avoidance. I could even see leaving the Major Evasion on item sets in place since they have pre-requisites and none of them to my knowledge will have 100% uptime like you can achieve with 20+ second duration buffs.
It would also be great to see armor skills require a 5-piece of that armor type in order to use them. Immovable could use a rework to make it more useful to heavy armor users, as it is largely unused. I could see changing it to a 20s buff that reduces the duration of CC by 20% or something along those lines (maybe even minor expedition? idk). Annulment is better than it's ever been, and I have no real complaints with it.
I think some people are missing the point, some are saying reduction is too big and some saying it's too small. I made it very clear to say this was put together with rough math and isn't a fully explored idea but the point is the numbersame I put up can and would be changed if implented. I also am not suggesting this is the specific way to go about it. The main point I'm trying to get across is that passive dodge is bs and whatever change is made should reflect what your wearing. Since medium is the Dodge roll/ evasive armor line the skill should reflect that still hence why I suggested a dodge roll cost reduction which no1 in here could rule out because no set numbers are being applied to it. 10% might make no diffrence but I'm sure everyone agrees a 80% reduction could make a big diffrnce.whoever said you canto attack while dodgerolling and it's a hindrance that's the point, while defending yourself you should not always have the option to stay on offense. Parry idea seems okay too, like you dodge taking the full blow of an attack. The goal here is to
sodantokb16_ESO wrote: »sodantokb16_ESO wrote: »sodantokb16_ESO wrote: »
- Your suggestions does more for people without CP in reduction or with low stamina regen. Thats opposite of what medium armor skill should do.
- Dodge rolling several times in a row would still leave you without stamina after same number of rolls (or maybe 1 roll more).
- Currently shuffle offers +/- 20% damage reduction of all incoming damage (given stable DPS). Your proposed change gives you, what, 8k more saved stamina in 20sec fight in which you dodge roll every 2sec? Thats like 4 blocked attacks. Rework != butcher
Another possibility would be that shuffle reduces dodge fatigue from 4s to 3s. It doesn't *have* to be cost reduction. I think the main thing here is to find a way for shuffle to be useful without it being a pure RNG passive dodge mechanic.
Problem with all these suggestions is that shuffle is core part of medium armor damage mitigation. You can say that sometimes the shuffle does wonders, but you cant say medium armor users are unkillable package of OP. They arent on top of the food chain in any combat scenario (only in ganking, where armor - except proc - doesnt come into play). No suggestion that makes defensive skill into one that isnt will help the balance.
Dodge rolling is active form of defense, that is applied for very short time, cant be stacked indefinitely and disables user from attacking while performing it. You could make it cost absolutely nothing (even without stacking cost) and it would still be worse than passive forms of defense (armor, armor buffs, range, even shield) in every combat situation except running away or dodging around in some specialized build (like that set thats deals damage on dodge roll).
I slightly over exaggerate in above statement, but my point stands.
//EDIT:
Main problem with shuffle is RNG, not that it is passive defense skill. I would recommend focusing then on the problem and avoid changing the core part (defense).
Also I would point out the heavy use of RNG in offensive forms like procs or crits that doesnt receive nearly much of hate like this. Therefore the problem with shuffle is even deeper than the RNG system.
- One is visualisation, where dodge rolling damage and passive dodging the damage looks same to people looking at flying words "Dodge" and/or reading combat log.
- Second is limitation. Most RNG based attacks have cooldown, shuffle doesnt have any and that is part of...
- Third problem is it can over/under perform. Overperforming is what makes people cry nerf, underperforming goes unnoticeable. Something in the middle is needed.
I've never insinuated that medium armor is OP in any shape or form. However, major evasion is being used by all armor types, not just medium armor. I'll state again that I (and many others here) have a problem with passive RNG avoidance. I think avoidance should always be active *or have counters (see edit). If Shuffle should be a passive form of mitigation (NOT avoidance), then I like the Parry suggestion mentioned here much better.
Edit: One caveat though is passive avoidance that has a counter - such as a frontal arc requirement, that also doesn't work while crowd controlled. This I'm okay with because you can skillfully bypass it if your opponent is not wary enough, and you can reliably land abilities during crowd control. I mean let's be serious, how can you really dodge while laying prone or mindlessly running for your life?
I know shuffle keeps getting mentioned here, but IMO the problem is Major Evasion as a whole. I would rather see the NB skill and the medium armor skill reworked to provide some other form of mitigation instead of passive avoidance. I could even see leaving the Major Evasion on item sets in place since they have pre-requisites and none of them to my knowledge will have 100% uptime like you can achieve with 20+ second duration buffs.
It would also be great to see armor skills require a 5-piece of that armor type in order to use them. Immovable could use a rework to make it more useful to heavy armor users, as it is largely unused. I could see changing it to a 20s buff that reduces the duration of CC by 20% or something along those lines (maybe even minor expedition? idk). Annulment is better than it's ever been, and I have no real complaints with it.
I wasnt targeting directly you, I agree medium armor skill shouldnt be so good on all armors and from another point, nerf to that skill shouldnt kill it for medium.
There many ways that DO counter and that SHOULD counter evasion. Most aoe attacks are already undodgeable, we could add stealth openers to it, we could make evasion disabled while stunned (or even rooted). There are many solution how to make RNG evasion work.
If someone still thinks evasion shouldnt exist, then they should offer some reasonable rework. Something that offers protection not much worse than shuffle.I think some people are missing the point, some are saying reduction is too big and some saying it's too small. I made it very clear to say this was put together with rough math and isn't a fully explored idea but the point is the numbersame I put up can and would be changed if implented. I also am not suggesting this is the specific way to go about it. The main point I'm trying to get across is that passive dodge is bs and whatever change is made should reflect what your wearing. Since medium is the Dodge roll/ evasive armor line the skill should reflect that still hence why I suggested a dodge roll cost reduction which no1 in here could rule out because no set numbers are being applied to it. 10% might make no diffrence but I'm sure everyone agrees a 80% reduction could make a big diffrnce.whoever said you canto attack while dodgerolling and it's a hindrance that's the point, while defending yourself you should not always have the option to stay on offense. Parry idea seems okay too, like you dodge taking the full blow of an attack. The goal here is to
"whoever said you canto attack while dodgerolling and it's a hindrance that's the point, while defending yourself you should not always have the option to stay on offense"
For someone actually playing the game and NB you rly lack much experience. Check again, you will see everybody is capable of attacking while being protected by defense of their choice. Then check yourself and tell my how are you planning attacking anyone if you have to dodge roll every sec, because without evasion that is your only way to defend yourself.
There are sorcs using shield with barely any cast time being protected "only" 6sec, but fully capable of attacking or running away in that time. Then there are heavy armorers, protected by their heavy armor 100% of the time. Then there are those "tanks" that forever hold block yet still output pretty good damage.
@sodantokb16_ESO lmao I've already been called out with the l2p and my experience but I'm my stamblade pvp rank is prolls higher than your stamblades. Your trying to tell me Noone else has to stop to defend and that's just wrong. In heavy armor without shuffle you can take dmg but you can'take dodge thus you must take all the dmg I give you, eventually you have to heal. You can blockcast but you will burn stam on most stam builds doiing this. And while I won't go into how strong I think shields can be their are plenty of sorcs who say theyou can't even get their full rotation in cuz they must re-shield. While I consider this resheilding more of an annoyance than an actual task they have to stop dpsing for the time it takes to shield. Pretty much every class but magplar needs to stop their offense at some points for playing defense. While you are asking me how I plan to dps when I have to dodgeroll every second you clearly haven't played stamblade without procs this patch because with cloak as broken as ever you need to dodgeroll every 5 seconds minimum, usually around every 3 seconds even with shuffle on , or you must 1shot opponent which just doesn't happen with stamblade anymore unless you have procs. Unlike other classes on stamblade you can't just stand there and facetank a combo beacuase unlike other classes I can't outtank, or out heal it. My only choice is to not be hit at all , and I prefer to have a choice when to dodge and not just hope shuffle saves me from the same wrecking blow dawnbreaker that every other class can survive