rileynotzb14_ESO wrote: »I'm so sick of chasing these little [snip] grasshoppers all over Cyrodiil. No one should be able to dodge roll infinitely. ZOS needs to increase the cost for consecutive rolls. It's meant to be a quick escape you use at the correct time to avoid a big hit, but instead its part of everyone's normal rotation. Ability, dodge roll, ability dodge roll etc. It's lame and makes the combat very frustrating, cheesy and unskillful.
Adapt, a moving target is harder to hit.
So dodge rollers like myself, should just stand still and let you kill us?, really?
And its not that difficult to kill dodge rollers, try getting some skill instead of whining about it.
[Moderator Note: Edited quote to match moderated version]
I agree. Sure, it's frustrating when someone is dodging all of your attacks and it takes forever to kill him/her. It's frustrating when someone can put a shield up repeatedly and tank all of your damage(I shield stack as well). But really asking for nerfs? It's like saying, "stop blocking my cc's." Any sensible player will dodge roll, block, shield stack, stealth up, etc. in sticky situations to survive.
rileynotzb14_ESO wrote: »rileynotzb14_ESO wrote: »I'm so sick of chasing these little [snip] grasshoppers all over Cyrodiil. No one should be able to dodge roll infinitely. ZOS needs to increase the cost for consecutive rolls. It's meant to be a quick escape you use at the correct time to avoid a big hit, but instead its part of everyone's normal rotation. Ability, dodge roll, ability dodge roll etc. It's lame and makes the combat very frustrating, cheesy and unskillful.
Adapt, a moving target is harder to hit.
So dodge rollers like myself, should just stand still and let you kill us?, really?
And its not that difficult to kill dodge rollers, try getting some skill instead of whining about it.
Lol not that hard to kill dodge rollers? You can dodge roll INFINITELY without any time in between rolls. You clearly don't understand the concept or you would know that it is an UNSKILLFUL mechanic. It's more skillful to have to time your rolls than to just spam them.
Lol, I feel honoured that you choose to cry to me instead of everyone else who has posted to you:}.
No its not hard to kill dodge rollers, adapt, overcome, learn, how many other words do you need to get a grip?
I time my rolls, and why should I care what enemies think?, only good enemy is a dead one, and I shall use every tactic to outwit, and to kill the enemy player.
Try using talons, or the fighters guild cross bow morph, "cant remember what its called".
There is a few tactics you can use, so as I said earlier, its not that difficult to kill dodge rollers.
Its sorta similar to killing bunny hoppers in fps games, so easy its unreal, you shoot ahead to where they are gonna go, or lead your shots, boom.
And I do think I clearly understand the concept of killing dodge rollers, which I do not think you do:}, still.
[Moderator Note: Edited quote to match moderated version]
Right, adapt, overcome, learn to play... You suggested he use talons to over come roll and a two cast fighters guild skill that is damage balanced from monster proc and is also avoidable by dodge rolls. Talons does nothing to stop dodge roll. These are just glib responses to protect what you think is right. If you are right then use the truth to show that you are right.
rileynotzb14_ESO wrote: »I'm so sick of chasing these little [snip] grasshoppers all over Cyrodiil. No one should be able to dodge roll infinitely. ZOS needs to increase the cost for consecutive rolls. It's meant to be a quick escape you use at the correct time to avoid a big hit, but instead its part of everyone's normal rotation. Ability, dodge roll, ability dodge roll etc. It's lame and makes the combat very frustrating, cheesy and unskillful.
[Moderator Note: Edited per our rules on Cursing & Profanity] [/quotI feel your pain! Its the same feeling i get scrolling the forum for some good advices from experienced players but in most cases drowns in a lavin of whining, egocentric nerfdemanding posts...
There are other games out there if you dont like this one you know? Or at least stay out of the forum.....
But now its friday so have a good one
Topic: Everything that prevents players from dying instantly needs a nerf, according to someone lol. Block, heals, shields, teleporting, sneak and dodge roll. We should all just walk up politely to the enemy, do a few heavy attacks and let them kill us.
1) magicka users can stack shields and other affects to mitigate the dmg. Last i checked CC break and roll dodge cost a percentage of max stamina. meaning stam users feel it more.
Ive got some 20k stam and a cc break depletes most of it. being a stam user thats a huge disadvantage as i have less to work with in a fight as opposed to a magicka user who doenst need to give it a second thought.
Problem? The time you need to put in to activate the next attack is enough time for them to put up another shield. Also, that "1 hit through shield" is not necessarily true.1 hit removes the shields, 2 more they are dead...
LOLOLOL. NBs have nothing going for them in the "shields" dept so lets nerf the next best alternative they have to being perma rooted/stunned.
Roll dodge does need a nerf. it shouldnt cost me 1/2 my stam bar, more like 1/12 of my bar would be much better.
rileynotzb14_ESO wrote: »rileynotzb14_ESO wrote: »I'm so sick of chasing these little [snip] grasshoppers all over Cyrodiil. No one should be able to dodge roll infinitely. ZOS needs to increase the cost for consecutive rolls. It's meant to be a quick escape you use at the correct time to avoid a big hit, but instead its part of everyone's normal rotation. Ability, dodge roll, ability dodge roll etc. It's lame and makes the combat very frustrating, cheesy and unskillful.
Adapt, a moving target is harder to hit.
So dodge rollers like myself, should just stand still and let you kill us?, really?
And its not that difficult to kill dodge rollers, try getting some skill instead of whining about it.
Lol not that hard to kill dodge rollers? You can dodge roll INFINITELY without any time in between rolls. You clearly don't understand the concept or you would know that it is an UNSKILLFUL mechanic. It's more skillful to have to time your rolls than to just spam them.
Lol, I feel honoured that you choose to cry to me instead of everyone else who has posted to you:}.
No its not hard to kill dodge rollers, adapt, overcome, learn, how many other words do you need to get a grip?
I time my rolls, and why should I care what enemies think?, only good enemy is a dead one, and I shall use every tactic to outwit, and to kill the enemy player.
Try using talons, or the fighters guild cross bow morph, "cant remember what its called".
There is a few tactics you can use, so as I said earlier, its not that difficult to kill dodge rollers.
Its sorta similar to killing bunny hoppers in fps games, so easy its unreal, you shoot ahead to where they are gonna go, or lead your shots, boom.
And I do think I clearly understand the concept of killing dodge rollers, which I do not think you do:}, still.
[Moderator Note: Edited quote to match moderated version]
Right, adapt, overcome, learn to play... You suggested he use talons to over come roll and a two cast fighters guild skill that is damage balanced from monster proc and is also avoidable by dodge rolls. Talons does nothing to stop dodge roll. These are just glib responses to protect what you think is right. If you are right then use the truth to show that you are right.
Well tbh im not protecting anything that is right, OP originally ranted about dodge rollers being impossible or thereabouts to kill, to which I disagreed, as, again, tbh I find them easy to kill.
Unless u got a billion stamina and stamina reduction costs, and a load of CP`s into reducing cost of rolling blah blah, then, as others have pointed out already, its a counter move.
We cannot attack, we cant use potions, we cant do anything but roll about like the michelin man, to which OP can use a few tricks up his sleeve to take us down, is it our fault that we are too fast?, or he is not really good at the game? no its not.
I am never ever gonna stand still and let someone kill me if I can help it, if I can roll dodge out of the way then come in with a ambush strike and w/e else I have on my rotation and take the person out, then I will, and the rage tell amuses me if I get one:}
Personally I hate the death star beams as I call the Jesus beams, its like star wars out there, its funny but so annoying, I dont come on the forums ranting about nerfs, I just try to come up with tactics to beat it, which I think the OP should do tbh.
It not a case of right or wrong, people will never ever be happy with absolutely everything in the game, what some people will love, others will hate and call for nerfs.
There has been a few things since beta days that I personally have wanted changed, but I learned to adapt.
I and many others can kill dodge rollers, that is not a glib response, its factual and correct.
So no, I wont use the truth to show that I and many others are right, the sun shines in the sky every day, that is a truth, I dont see the need to prove anything.
People like the OP need to sort themselves out and learn, im not gonna help randoms with it, especially when the OP never actually asked for any help, and just wanted to rage and tar everyone who dodges with the same hate smeared brush lol.
And to wrap this novel up, Adapt, overcome blah blah ok:}
A rolling player is completely disabled during the roll. He can do nothing, not even use a potion. He is burning a vital resource (a dodge roll is twice more expensive than a block) while doing no damage to you. It does not allow escape like Bolt escape does because the roll is very short. All it does is postpone the combat for a second.
There is no reason to nerf it, except for a knee-jerk reaction of button mashers "OMG i am mashing this one button like i always do regardless of what my enemy is doing, and this one just isn't dying! Nerf!"
How about you just stop attacking him until he stops rolling? Do something else instead. Buff yourself. Heal yourself. Refresh shields. You are free to act - he isn't. Or just hit him with something that cannot be dodged. A debuff. A channel.
cozmon3c_ESO wrote: »there are a few blue on chillrend that can roll dodge for near forever. there are 25 people of all classes trying to kill one rolly polly dk that can 2-3 shot people while hes rolling, there is a little bit of a problem. he does this for 5-10 minutes straight before he dies from the 5% damage he cannot avoid with dodge roll. im limited to 2 skills that can hit this guy outside of aoe that ill actually kinda hurt him, unti he GDB back to full life again lols. as a sorc thats curse and detonation. the fact you see these guys tanking better then tank builds should tell you something about dodge roll people. i havent seen a tank take on 25 people before for more then 20 seconds, something is a bit out of wack. im not sure what a good fix is for this because i like my 2 dodge rolls i can do now and i dont want to hinder that in the process, but dodge roll has very little counter in the game right now for single target damage. aoe's will hit them but doesnt really do enough in an even fight, 1v1, 2v2, 3v3, 25v1 (lol)
A LOT of abilities counter dodge roll. L2P
Sorcerer:
Volatile Familiar Stun
Daedric Curse (damage does not miss)
Encase (aoe root does not miss, L2Aim)
Rune Prison (CC does not miss)
Mages' Fury (damage does not miss)
Bolt Escape (aoe Stun/damage does not miss, L2Aim)
Dragon Knight:
Fiery Breath (aoe damage does not miss, L2Aim)
Lava Whip (currently bugged and cannot be dodged)
Dark Talons (aoe root does not miss)
Inhale (aoe damage does not miss)
Petrify (CC does not miss, DOESNT GIVE IMMUNITY, why isn't EVERY DK USING THIS!?)
Night Blade:
Path of Darkness (aoe damage does not miss, L2Aim)
Aspect of Terror (aoe cc does not miss)
Agony (CC does not miss, not as good as Petrify but useful in some ways)
Drain Power (Aoe does not miss)
Templar:
Puncturing Strikes (aoe damage/cc does not miss)
Spear Shards (aoe damage/cc does not miss, L2Aim)
Blazing Shield (aoe damage does not miss)
Radiant Destruction (channeled cast does not miss)
I'm not even going to get into all of the weapon abilities and ultimates because I feel that you get the point... right?
cozmon3c_ESO wrote: »A LOT of abilities counter dodge roll. L2P
Sorcerer:
Volatile Familiar Stun
Daedric Curse (damage does not miss)
Encase (aoe root does not miss, L2Aim)
Rune Prison (CC does not miss)
Mages' Fury (damage does not miss)
Bolt Escape (aoe Stun/damage does not miss, L2Aim)
Dragon Knight:
Fiery Breath (aoe damage does not miss, L2Aim)
Lava Whip (currently bugged and cannot be dodged)
Dark Talons (aoe root does not miss)
Inhale (aoe damage does not miss)
Petrify (CC does not miss, DOESNT GIVE IMMUNITY, why isn't EVERY DK USING THIS!?)
Night Blade:
Path of Darkness (aoe damage does not miss, L2Aim)
Aspect of Terror (aoe cc does not miss)
Agony (CC does not miss, not as good as Petrify but useful in some ways)
Drain Power (Aoe does not miss)
Templar:
Puncturing Strikes (aoe damage/cc does not miss)
Spear Shards (aoe damage/cc does not miss, L2Aim)
Blazing Shield (aoe damage does not miss)
Radiant Destruction (channeled cast does not miss)
I'm not even going to get into all of the weapon abilities and ultimates because I feel that you get the point... right?
how many are high damage abilities???????
1 for each class lol, that means 1/10 slots can do damage to a rolly polly. there is a huge disparity here when all classes only hit them for 10% damage with an ability. thats 90% that that the dude is avoiding. compare it to magicka shields (that eat all damage coming in so 100%) its not even close to being even.
with more people realizing that they can stack stam and roll around forever while attacking without any sacrifice to damage, we will start seeing the new most annoying meta ever very soon. not to mention the passive in the Champion system that makes it so that if you dodge an attack you knock that player off balance, lol. its going to be great, i cant wait to play the game like this /sarc!
rileynotzb14_ESO wrote: »No ability counters dodge roll because you CANNOT target them while rolling and there is NO DELAY between rolls.
rileynotzb14_ESO wrote: »A LOT of abilities counter dodge roll. L2P
Sorcerer:
Volatile Familiar Stun
Daedric Curse (damage does not miss)
Encase (aoe root does not miss, L2Aim)
Rune Prison (CC does not miss)
Mages' Fury (damage does not miss)
Bolt Escape (aoe Stun/damage does not miss, L2Aim)
Dragon Knight:
Fiery Breath (aoe damage does not miss, L2Aim)
Lava Whip (currently bugged and cannot be dodged)
Dark Talons (aoe root does not miss)
Inhale (aoe damage does not miss)
Petrify (CC does not miss, DOESNT GIVE IMMUNITY, why isn't EVERY DK USING THIS!?)
Night Blade:
Path of Darkness (aoe damage does not miss, L2Aim)
Aspect of Terror (aoe cc does not miss)
Agony (CC does not miss, not as good as Petrify but useful in some ways)
Drain Power (Aoe does not miss)
Templar:
Puncturing Strikes (aoe damage/cc does not miss)
Spear Shards (aoe damage/cc does not miss, L2Aim)
Blazing Shield (aoe damage does not miss)
Radiant Destruction (channeled cast does not miss)
I'm not even going to get into all of the weapon abilities and ultimates because I feel that you get the point... right?
Lmao your quite stupid. No ability counters dodge roll because you CANNOT target them while rolling and there is NO DELAY between rolls.
rileynotzb14_ESO wrote: »No ability counters dodge roll because you CANNOT target them while rolling and there is NO DELAY between rolls.
You can target them while they are rolling, just not by abilities that can be dodged. Radiant destruction cannot be dodged. Daedric curse cannot be dodged. AOE effects cannot be dodged. Etc. Etc.
And yes, there is a delay between rolls where the rolling character is vulnerable (there is even a set whose 5-piece bonus specifically shortens this vulnerability window between rolls). Notice how i am taking damage despite constantly rolling:https://www.youtube.com/watch?v=Bmr7KjCDOWQ
xsorusb14_ESO wrote: »rileynotzb14_ESO wrote: »A LOT of abilities counter dodge roll. L2P
Sorcerer:
Volatile Familiar Stun
Daedric Curse (damage does not miss)
Encase (aoe root does not miss, L2Aim)
Rune Prison (CC does not miss)
Mages' Fury (damage does not miss)
Bolt Escape (aoe Stun/damage does not miss, L2Aim)
Dragon Knight:
Fiery Breath (aoe damage does not miss, L2Aim)
Lava Whip (currently bugged and cannot be dodged)
Dark Talons (aoe root does not miss)
Inhale (aoe damage does not miss)
Petrify (CC does not miss, DOESNT GIVE IMMUNITY, why isn't EVERY DK USING THIS!?)
Night Blade:
Path of Darkness (aoe damage does not miss, L2Aim)
Aspect of Terror (aoe cc does not miss)
Agony (CC does not miss, not as good as Petrify but useful in some ways)
Drain Power (Aoe does not miss)
Templar:
Puncturing Strikes (aoe damage/cc does not miss)
Spear Shards (aoe damage/cc does not miss, L2Aim)
Blazing Shield (aoe damage does not miss)
Radiant Destruction (channeled cast does not miss)
I'm not even going to get into all of the weapon abilities and ultimates because I feel that you get the point... right?
Lmao your quite stupid. No ability counters dodge roll because you CANNOT target them while rolling and there is NO DELAY between rolls.
Ummm....You're so wrong its quite sad....Everything he listed there will hit someone Dodge rolling.
rileynotzb14_ESO wrote: »I'm so sick of chasing these little [snip] grasshoppers all over Cyrodiil. No one should be able to dodge roll infinitely. ZOS needs to increase the cost for consecutive rolls. It's meant to be a quick escape you use at the correct time to avoid a big hit, but instead its part of everyone's normal rotation. Ability, dodge roll, ability dodge roll etc. It's lame and makes the combat very frustrating, cheesy and unskillful.
[Moderator Note: Edited per our rules on Cursing & Profanity]
I think that dodge roll should has a 1-2 sec cooldown.
kkampaseb17_ESO wrote: »rileynotzb14_ESO wrote: »I'm so sick of chasing these little [snip] grasshoppers all over Cyrodiil. No one should be able to dodge roll infinitely. ZOS needs to increase the cost for consecutive rolls. It's meant to be a quick escape you use at the correct time to avoid a big hit, but instead its part of everyone's normal rotation. Ability, dodge roll, ability dodge roll etc. It's lame and makes the combat very frustrating, cheesy and unskillful.
[Moderator Note: Edited per our rules on Cursing & Profanity]
Dodge roll is bad, but permablocking while still able to do damage (which you cannot with dodge) or perma absorb shield spam is ok? How about they increase all consecutive usages of everything that provides a meaningful defensive ability? Then sure....go ahead and increase its cost.
Dodge roll isn't even the best method of damage prevention in ESO.
Dodge roll isn't even the best method of damage prevention in ESO.
Agreed, which is why it needs to be buffed. It should at least mitigate more damage from more things and get more of a cost reduction from LEATHER which is still the most underwhelming armor type.
It should be "reduce cost of dodge roll, block, sprint etc by 10% per piece" what is it now like 1%? Useless. This is one of the biggest reasons stam builds are terrible, you need ALL of your stamina to do enough dmg to kill then have NOTHING left over to mitigate.
Magicka users have ALL their stamina just for mitigation.