Strider_Roshin wrote: »Any attack that can be shielded, should also be dodgeable, and blockable. We need fair counter-play. As it is now, if you're magicka you shield; if you're stamina you die.
We need to reward reactive players. If a channel can't be dodged then it needs to be within gap closing range in order to be interruptable. And if they're not going to make AoEs dodgeable, then we should at the very least take half damage. Oh, and Soul Assault should go back to being interruptable.
Though this again does not tackle the problem of dodge scaling with number of attackers while shields don´t. I don´t even disagree it´s flawed at the moment. I think the next patch will go some way to alleviate the problems with it though.
Currently if i get into a sticky position (compared to out NB in grp) i die. More dps than i can shield = dead. There is no such thing as: More dps than you can dodge = dead.
leepalmer95 wrote: »You know how costly it is bashing on a magicka build?
when you interrupt someone 3 times taking the majority of your stamina only for them to keep spamming anyway because it has no risk involved.... seems like good game design.
At the very least the cost should be on use of the skill and no on completion, to try and discourage people from just spamming anywhere. Hopefully make the put a bit of though't into their easy mode skills or pvp ways.
Also you can randomly evade interrupts with shuffle or double take, now you have RNG affecting basic game mechanics.
Waffennacht wrote: »leepalmer95 wrote: »You know how costly it is bashing on a magicka build?
when you interrupt someone 3 times taking the majority of your stamina only for them to keep spamming anyway because it has no risk involved.... seems like good game design.
At the very least the cost should be on use of the skill and no on completion, to try and discourage people from just spamming anywhere. Hopefully make the put a bit of though't into their easy mode skills or pvp ways.
Also you can randomly evade interrupts with shuffle or double take, now you have RNG affecting basic game mechanics.
I don't see how you can advocate something that discourages spamming an ability without any changes made to spamming attacks.
You can spam force crush, Surprise attack etc... why should an ability that deals damage be spammable while an ability that heals be non-spammable? Seems rather biased to me.
Strider_Roshin wrote: »Any attack that can be shielded, should also be dodgeable, and blockable. We need fair counter-play. As it is now, if you're magicka you shield; if you're stamina you die.
We need to reward reactive players. If a channel can't be dodged then it needs to be within gap closing range in order to be interruptable. And if they're not going to make AoEs dodgeable, then we should at the very least take half damage. Oh, and Soul Assault should go back to being interruptable.
Though this again does not tackle the problem of dodge scaling with number of attackers while shields don´t. I don´t even disagree it´s flawed at the moment. I think the next patch will go some way to alleviate the problems with it though.
Currently if i get into a sticky position (compared to out NB in grp) i die. More dps than i can shield = dead. There is no such thing as: More dps than you can dodge = dead.
caeliusstarbreaker wrote: »Strider_Roshin wrote: »Any attack that can be shielded, should also be dodgeable, and blockable. We need fair counter-play. As it is now, if you're magicka you shield; if you're stamina you die.
We need to reward reactive players. If a channel can't be dodged then it needs to be within gap closing range in order to be interruptable. And if they're not going to make AoEs dodgeable, then we should at the very least take half damage. Oh, and Soul Assault should go back to being interruptable.
Though this again does not tackle the problem of dodge scaling with number of attackers while shields don´t. I don´t even disagree it´s flawed at the moment. I think the next patch will go some way to alleviate the problems with it though.
Currently if i get into a sticky position (compared to out NB in grp) i die. More dps than i can shield = dead. There is no such thing as: More dps than you can dodge = dead.
I mean scaling dodge costs, the fact that many abilities, specifically Magicka based ones, and the inability to push a button and remove all crit damage basically equate to more dps than dodge = dead.
It's not as black and white.