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Make Teleport Strike work like Roll Dodge

Phinix1
Phinix1
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I am posting this here because I honestly feel the way this works currently is a bug.

One of the biggest problems with Nightblade (which I love) is that it has to double-dip into stamina for both offensive and defensive abilities unless playing with a "stick and dress" build.

I really loved the roll dodge mechanic from my Sorcerer and have had a really hard time training myself not to use it on my NB to avoid going out of Stamina repeatedly mid-fight. Something I thought might help to resolve this would be to fix the way that Teleport Strike currently functions.

As it is now, if an enemy does a ranged telegraph or windup ability at you, hitting Teleport Strike before it hits will STILL cause the damage to hit you as if you had remained in that spot, even if you are teleported to an enemy well outside of its effect by the time it hits. A ranged missile will still hit you even if you have teleported outside of its trajectory. This to me is bugged and should be fixed.

Teleport Strike should work as a magicka-based roll dodge for Nightblades. You should be immune to damage while in transit, and "dodging" out of an effect by teleporting away in time should cause you to not take damage from it just as if you had roll dodged.

This one change I believe would go a long way to help alleviate my stamina problems in tough "dodgy" situations in dungeons.
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