LegendaryMage wrote: »Nirn needs a fix, and its coming, but not too soon. Im a mag sorc and when fighting nirn users I pick up on it imediately because my dmg plummets by 30-40% compared to those that dont use it. By a simple trait on armor, this is clearly OP.
Those that use nirn, knowingly because its in its current state are...well....whatever. Its not their fault, its hard to resist getting harder to kill. Personally, ive opted to not use it, as I did when the nirn weapon trait was op too, I used sharpened.
-Jovre
Exactly. It's always sad to see great players go the easy way and use a straight up broken trait to become unkillable. I never used the nirn stuff on my gear, or my staff (might try staff now that it's fixed). When sharpened was broken way back in the past, I used another trait intentionally. It feels like cheating, it is cheating and it shows who's got good character and who only cares about winning no matter what. Respect to all players who aren't exploiting.
LegendaryMage wrote: »Nirn needs a fix, and its coming, but not too soon. Im a mag sorc and when fighting nirn users I pick up on it imediately because my dmg plummets by 30-40% compared to those that dont use it. By a simple trait on armor, this is clearly OP.
Those that use nirn, knowingly because its in its current state are...well....whatever. Its not their fault, its hard to resist getting harder to kill. Personally, ive opted to not use it, as I did when the nirn weapon trait was op too, I used sharpened.
-Jovre
Exactly. It's always sad to see great players go the easy way and use a straight up broken trait to become unkillable. I never used the nirn stuff on my gear, or my staff (might try staff now that it's fixed). When sharpened was broken way back in the past, I used another trait intentionally. It feels like cheating, it is cheating and it shows who's got good character and who only cares about winning no matter what. Respect to all players who aren't exploiting.
I would do the same if I had bolt escape or any escape move on my DK
mike.gaziotisb16_ESO wrote: »@Tankqull The hardest frag I've ever hit was 20k when I tried a 5 piece Martial Knowledge and hit someone after entropy.
Every point of that 20k I could account for. I have not seen evidence of what you're describing not to mention that like Ez said the math on your last paragraph dones not represent reality at all.
As for the 100 * 0.8 * 1.2 = 96 it you are right but 96 is close to 100. My point was they tried to compensate the damage loss from Battler Spirit of certain skills by giving buffs.
In some skills like Engulfing flames and others the buff was 30% where 100*0.8*1.3= 104. Thus making them stronger than they were despite the Battle Spirit nerf.
LegendaryMage wrote: »Nirn needs a fix, and its coming, but not too soon. Im a mag sorc and when fighting nirn users I pick up on it imediately because my dmg plummets by 30-40% compared to those that dont use it. By a simple trait on armor, this is clearly OP.
Those that use nirn, knowingly because its in its current state are...well....whatever. Its not their fault, its hard to resist getting harder to kill. Personally, ive opted to not use it, as I did when the nirn weapon trait was op too, I used sharpened.
-Jovre
Exactly. It's always sad to see great players go the easy way and use a straight up broken trait to become unkillable. I never used the nirn stuff on my gear, or my staff (might try staff now that it's fixed). When sharpened was broken way back in the past, I used another trait intentionally. It feels like cheating, it is cheating and it shows who's got good character and who only cares about winning no matter what. Respect to all players who aren't exploiting.
I would do the same if I had bolt escape or any escape move on my DK
What are you guys talking about?Agrippa_Invisus wrote: »LegendaryMage wrote: »Nirn needs a fix, and its coming, but not too soon. Im a mag sorc and when fighting nirn users I pick up on it imediately because my dmg plummets by 30-40% compared to those that dont use it. By a simple trait on armor, this is clearly OP.
Those that use nirn, knowingly because its in its current state are...well....whatever. Its not their fault, its hard to resist getting harder to kill. Personally, ive opted to not use it, as I did when the nirn weapon trait was op too, I used sharpened.
-Jovre
Exactly. It's always sad to see great players go the easy way and use a straight up broken trait to become unkillable. I never used the nirn stuff on my gear, or my staff (might try staff now that it's fixed). When sharpened was broken way back in the past, I used another trait intentionally. It feels like cheating, it is cheating and it shows who's got good character and who only cares about winning no matter what. Respect to all players who aren't exploiting.
I would do the same if I had bolt escape or any escape move on my DK
Templars and DKs not having some form of inborn escape ability (aside from relying on RM from the Assault line or Mist form) is a whole other ball of wax.
Teargrants wrote: »LegendaryMage wrote: »Nirn needs a fix, and its coming, but not too soon. Im a mag sorc and when fighting nirn users I pick up on it imediately because my dmg plummets by 30-40% compared to those that dont use it. By a simple trait on armor, this is clearly OP.
Those that use nirn, knowingly because its in its current state are...well....whatever. Its not their fault, its hard to resist getting harder to kill. Personally, ive opted to not use it, as I did when the nirn weapon trait was op too, I used sharpened.
-Jovre
Exactly. It's always sad to see great players go the easy way and use a straight up broken trait to become unkillable. I never used the nirn stuff on my gear, or my staff (might try staff now that it's fixed). When sharpened was broken way back in the past, I used another trait intentionally. It feels like cheating, it is cheating and it shows who's got good character and who only cares about winning no matter what. Respect to all players who aren't exploiting.
I would do the same if I had bolt escape or any escape move on my DKWhat are you guys talking about?Agrippa_Invisus wrote: »LegendaryMage wrote: »Nirn needs a fix, and its coming, but not too soon. Im a mag sorc and when fighting nirn users I pick up on it imediately because my dmg plummets by 30-40% compared to those that dont use it. By a simple trait on armor, this is clearly OP.
Those that use nirn, knowingly because its in its current state are...well....whatever. Its not their fault, its hard to resist getting harder to kill. Personally, ive opted to not use it, as I did when the nirn weapon trait was op too, I used sharpened.
-Jovre
Exactly. It's always sad to see great players go the easy way and use a straight up broken trait to become unkillable. I never used the nirn stuff on my gear, or my staff (might try staff now that it's fixed). When sharpened was broken way back in the past, I used another trait intentionally. It feels like cheating, it is cheating and it shows who's got good character and who only cares about winning no matter what. Respect to all players who aren't exploiting.
I would do the same if I had bolt escape or any escape move on my DK
Templars and DKs not having some form of inborn escape ability (aside from relying on RM from the Assault line or Mist form) is a whole other ball of wax.
Get your facts straight!
And when Nirn is nerfed you better be ready for cries for sorc nerfs because there will be many more than there is already.Nirn needs a fix, and its coming, but not too soon. Im a mag sorc and when fighting nirn users I pick up on it imediately because my dmg plummets by 30-40% compared to those that dont use it. By a simple trait on armor, this is clearly OP.
Those that use nirn, knowingly because its in its current state are...well....whatever. Its not their fault, its hard to resist getting harder to kill. Personally, ive opted to not use it, as I did when the nirn weapon trait was op too, I used sharpened.
-Jovre
SInce nirn is the only way to avoid it, give me another trait to increase my total armor value by 24.5% per piece too. Fair is fair.leandro.800ub17_ESO wrote: »First off ppl are going to complain about OP DPS when players reach 900+ CP so NIRN is the only way to avoid it
I already see players doing 20k DPS
Teargrants wrote: »SInce nirn is the only way to avoid it, give me another trait to increase my total armor value by 24.5% per piece too. Fair is fair.leandro.800ub17_ESO wrote: »First off ppl are going to complain about OP DPS when players reach 900+ CP so NIRN is the only way to avoid it
I already see players doing 20k DPS
vortexman11 wrote: »Teargrants wrote: »SInce nirn is the only way to avoid it, give me another trait to increase my total armor value by 24.5% per piece too. Fair is fair.leandro.800ub17_ESO wrote: »First off ppl are going to complain about OP DPS when players reach 900+ CP so NIRN is the only way to avoid it
I already see players doing 20k DPS
I actually wrote that up there, to make a physical resistance equivalent to nirnhoned and to improve the traits that effect the users DPS such as sharpened and infused so that someone in full Nirnhoned would be lacking in DPS compared to someone in full infused with a sharpened weapon
you better be ready for cries for sorc nerfs because there will be many more than there is already.
Agrippa_Invisus wrote: »vortexman11 wrote: »Teargrants wrote: »SInce nirn is the only way to avoid it, give me another trait to increase my total armor value by 24.5% per piece too. Fair is fair.leandro.800ub17_ESO wrote: »First off ppl are going to complain about OP DPS when players reach 900+ CP so NIRN is the only way to avoid it
I already see players doing 20k DPS
I actually wrote that up there, to make a physical resistance equivalent to nirnhoned and to improve the traits that effect the users DPS such as sharpened and infused so that someone in full Nirnhoned would be lacking in DPS compared to someone in full infused with a sharpened weapon
Change Reinforced so that it proves up to 24% addition armor (and armor only) per legendary piece that it's applied to.
Keep Nirnhoned's percentage, but have it applied to the spell resistance from that piece only.
Make nirnstones much, much, much more common.
Change the HP totals back to the same boost that Stamina and Magicka pools received.
Lower the damage of high damage attacks across the board (by whatever means necessary).
Change shields so only the most powerful one is applied.
Put either a cooldown on roll/dodge or have it reduce your stam regen like sprinting or apply a limit to the number of attacks that are missed, like wings has a limit.
Consider lowering the hard cap (or implementing one) on the regen rates, to prevent unlimited eternal resources. Players need to have a chance of running out of their chosen resource during fights.
Agrippa_Invisus wrote: »vortexman11 wrote: »Teargrants wrote: »SInce nirn is the only way to avoid it, give me another trait to increase my total armor value by 24.5% per piece too. Fair is fair.leandro.800ub17_ESO wrote: »First off ppl are going to complain about OP DPS when players reach 900+ CP so NIRN is the only way to avoid it
I already see players doing 20k DPS
I actually wrote that up there, to make a physical resistance equivalent to nirnhoned and to improve the traits that effect the users DPS such as sharpened and infused so that someone in full Nirnhoned would be lacking in DPS compared to someone in full infused with a sharpened weapon
Change Reinforced so that it proves up to 24% addition armor (and armor only) per legendary piece that it's applied to.
Keep Nirnhoned's percentage, but have it applied to the spell resistance from that piece only.
Make nirnstones much, much, much more common.
Change the HP totals back to the same boost that Stamina and Magicka pools received.
Lower the damage of high damage attacks across the board (by whatever means necessary).
Change shields so only the most powerful one is applied.
Put either a cooldown on roll/dodge or have it reduce your stam regen like sprinting or apply a limit to the number of attacks that are missed, like wings has a limit.
Consider lowering the hard cap (or implementing one) on the regen rates, to prevent unlimited eternal resources. Players need to have a chance of running out of their chosen resource during fights.
I agree with all of this except the roll dodge suggestion. I'd like roll dodge instead to get the bolt escape treatment so that spamming it is prohibitively expensive. I think if we implement your solution it removes somewhat a player who is aware of the fights around him's ability to correctly use roll dodge. If you put a limit on the number of attacks missed, you kind of have to hope to the rng gods that if a bunch of attacks are flying at you that you are dodging the one that you mean to dodge (many attacks might be superfluous, but I want to be dodging that specific wrecking blow or whatever). In addition, just reducing stamina regen during the roll I don't think will have an effect on the prime culprits of roll dodge spam (its so cheap already for them...).
and the insta proc 20% dmg increase wich can be stacked with itself under some circumstances
Agrippa_Invisus wrote: »Agrippa_Invisus wrote: »vortexman11 wrote: »Teargrants wrote: »SInce nirn is the only way to avoid it, give me another trait to increase my total armor value by 24.5% per piece too. Fair is fair.leandro.800ub17_ESO wrote: »First off ppl are going to complain about OP DPS when players reach 900+ CP so NIRN is the only way to avoid it
I already see players doing 20k DPS
I actually wrote that up there, to make a physical resistance equivalent to nirnhoned and to improve the traits that effect the users DPS such as sharpened and infused so that someone in full Nirnhoned would be lacking in DPS compared to someone in full infused with a sharpened weapon
Change Reinforced so that it proves up to 24% addition armor (and armor only) per legendary piece that it's applied to.
Keep Nirnhoned's percentage, but have it applied to the spell resistance from that piece only.
Make nirnstones much, much, much more common.
Change the HP totals back to the same boost that Stamina and Magicka pools received.
Lower the damage of high damage attacks across the board (by whatever means necessary).
Change shields so only the most powerful one is applied.
Put either a cooldown on roll/dodge or have it reduce your stam regen like sprinting or apply a limit to the number of attacks that are missed, like wings has a limit.
Consider lowering the hard cap (or implementing one) on the regen rates, to prevent unlimited eternal resources. Players need to have a chance of running out of their chosen resource during fights.
I agree with all of this except the roll dodge suggestion. I'd like roll dodge instead to get the bolt escape treatment so that spamming it is prohibitively expensive. I think if we implement your solution it removes somewhat a player who is aware of the fights around him's ability to correctly use roll dodge. If you put a limit on the number of attacks missed, you kind of have to hope to the rng gods that if a bunch of attacks are flying at you that you are dodging the one that you mean to dodge (many attacks might be superfluous, but I want to be dodging that specific wrecking blow or whatever). In addition, just reducing stamina regen during the roll I don't think will have an effect on the prime culprits of roll dodge spam (its so cheap already for them...).
Fair point, and definitely an option for roll/dodge. With the implementation of something akin to the Blink cost increase, you'd still see the skill used fairly constantly, but not where players literally roll dodging through groups, stopping only long enough to try to kill someone they've isolated briefly and then returning to roll dodging.
Roll/Dodge should be a defense mechanism, not a means of conveyance.
Agrippa_Invisus wrote: »Agrippa_Invisus wrote: »vortexman11 wrote: »Teargrants wrote: »SInce nirn is the only way to avoid it, give me another trait to increase my total armor value by 24.5% per piece too. Fair is fair.leandro.800ub17_ESO wrote: »First off ppl are going to complain about OP DPS when players reach 900+ CP so NIRN is the only way to avoid it
I already see players doing 20k DPS
I actually wrote that up there, to make a physical resistance equivalent to nirnhoned and to improve the traits that effect the users DPS such as sharpened and infused so that someone in full Nirnhoned would be lacking in DPS compared to someone in full infused with a sharpened weapon
Change Reinforced so that it proves up to 24% addition armor (and armor only) per legendary piece that it's applied to.
Keep Nirnhoned's percentage, but have it applied to the spell resistance from that piece only.
Make nirnstones much, much, much more common.
Change the HP totals back to the same boost that Stamina and Magicka pools received.
Lower the damage of high damage attacks across the board (by whatever means necessary).
Change shields so only the most powerful one is applied.
Put either a cooldown on roll/dodge or have it reduce your stam regen like sprinting or apply a limit to the number of attacks that are missed, like wings has a limit.
Consider lowering the hard cap (or implementing one) on the regen rates, to prevent unlimited eternal resources. Players need to have a chance of running out of their chosen resource during fights.
I agree with all of this except the roll dodge suggestion. I'd like roll dodge instead to get the bolt escape treatment so that spamming it is prohibitively expensive. I think if we implement your solution it removes somewhat a player who is aware of the fights around him's ability to correctly use roll dodge. If you put a limit on the number of attacks missed, you kind of have to hope to the rng gods that if a bunch of attacks are flying at you that you are dodging the one that you mean to dodge (many attacks might be superfluous, but I want to be dodging that specific wrecking blow or whatever). In addition, just reducing stamina regen during the roll I don't think will have an effect on the prime culprits of roll dodge spam (its so cheap already for them...).
Fair point, and definitely an option for roll/dodge. With the implementation of something akin to the Blink cost increase, you'd still see the skill used fairly constantly, but not where players literally roll dodging through groups, stopping only long enough to try to kill someone they've isolated briefly and then returning to roll dodging.
Roll/Dodge should be a defense mechanism, not a means of conveyance.
Agrippa_Invisus wrote: »Agrippa_Invisus wrote: »vortexman11 wrote: »Teargrants wrote: »SInce nirn is the only way to avoid it, give me another trait to increase my total armor value by 24.5% per piece too. Fair is fair.leandro.800ub17_ESO wrote: »First off ppl are going to complain about OP DPS when players reach 900+ CP so NIRN is the only way to avoid it
I already see players doing 20k DPS
I actually wrote that up there, to make a physical resistance equivalent to nirnhoned and to improve the traits that effect the users DPS such as sharpened and infused so that someone in full Nirnhoned would be lacking in DPS compared to someone in full infused with a sharpened weapon
Change Reinforced so that it proves up to 24% addition armor (and armor only) per legendary piece that it's applied to.
Keep Nirnhoned's percentage, but have it applied to the spell resistance from that piece only.
Make nirnstones much, much, much more common.
Change the HP totals back to the same boost that Stamina and Magicka pools received.
Lower the damage of high damage attacks across the board (by whatever means necessary).
Change shields so only the most powerful one is applied.
Put either a cooldown on roll/dodge or have it reduce your stam regen like sprinting or apply a limit to the number of attacks that are missed, like wings has a limit.
Consider lowering the hard cap (or implementing one) on the regen rates, to prevent unlimited eternal resources. Players need to have a chance of running out of their chosen resource during fights.
I agree with all of this except the roll dodge suggestion. I'd like roll dodge instead to get the bolt escape treatment so that spamming it is prohibitively expensive. I think if we implement your solution it removes somewhat a player who is aware of the fights around him's ability to correctly use roll dodge. If you put a limit on the number of attacks missed, you kind of have to hope to the rng gods that if a bunch of attacks are flying at you that you are dodging the one that you mean to dodge (many attacks might be superfluous, but I want to be dodging that specific wrecking blow or whatever). In addition, just reducing stamina regen during the roll I don't think will have an effect on the prime culprits of roll dodge spam (its so cheap already for them...).
Fair point, and definitely an option for roll/dodge. With the implementation of something akin to the Blink cost increase, you'd still see the skill used fairly constantly, but not where players literally roll dodging through groups, stopping only long enough to try to kill someone they've isolated briefly and then returning to roll dodging.
Roll/Dodge should be a defense mechanism, not a means of conveyance.
Agrippa_Invisus wrote: »vortexman11 wrote: »Teargrants wrote: »SInce nirn is the only way to avoid it, give me another trait to increase my total armor value by 24.5% per piece too. Fair is fair.leandro.800ub17_ESO wrote: »First off ppl are going to complain about OP DPS when players reach 900+ CP so NIRN is the only way to avoid it
I already see players doing 20k DPS
I actually wrote that up there, to make a physical resistance equivalent to nirnhoned and to improve the traits that effect the users DPS such as sharpened and infused so that someone in full Nirnhoned would be lacking in DPS compared to someone in full infused with a sharpened weapon
Change Reinforced so that it proves up to 24% addition armor (and armor only) per legendary piece that it's applied to.
Keep Nirnhoned's percentage, but have it applied to the spell resistance from that piece only.
Make nirnstones much, much, much more common.
Change the HP totals back to the same boost that Stamina and Magicka pools received.
Lower the damage of high damage attacks across the board (by whatever means necessary).
Change shields so only the most powerful one is applied.
Put either a cooldown on roll/dodge or have it reduce your stam regen like sprinting or apply a limit to the number of attacks that are missed, like wings has a limit.
Consider lowering the hard cap (or implementing one) on the regen rates, to prevent unlimited eternal resources. Players need to have a chance of running out of their chosen resource during fights.
Pixysticks wrote: »I think spam roll dodging as fine as long as every class has at least 1 counter to it. Dks have whip, I have Curse, Nbs have Conceal, do Temps have something that can hit spam dodgers?
Sabre Ali offered a pretty interesting solution to me before about spam bolt escaping, everytime you use it more than 2 times in 5 seconds, you get electrocuted, taking a disintigration proc each time (~7-9k shock damage). I'm not sure if I agree with it but I think something along these lines is a pretty cool idea and could possibly work, it makes sense at least. I think if it does, something similar could be added to spamming Dark Cloak, and other similar abilities as well.
Pixysticks wrote: »I think spam roll dodging as fine as long as every class has at least 1 counter to it. Dks have whip, I have Curse, Nbs have Conceal, do Temps have something that can hit spam dodgers?
Pixysticks wrote: »I think spam roll dodging as fine as long as every class has at least 1 counter to it. Dks have whip, I have Curse, Nbs have Conceal, do Temps have something that can hit spam dodgers?
Sabre Ali offered a pretty interesting solution to me before about spam bolt escaping, everytime you use it more than 2 times in 5 seconds, you get electrocuted, taking a disintigration proc each time (~7-9k shock damage). I'm not sure if I agree with it but I think something along these lines is a pretty cool idea and could possibly work, it makes sense at least. I think if it does, something similar could be added to spamming Dark Cloak, and other similar abilities as well.
Pixysticks wrote: »I think spam roll dodging as fine as long as every class has at least 1 counter to it. Dks have whip, I have Curse, Nbs have Conceal, do Temps have something that can hit spam dodgers?
Sabre Ali offered a pretty interesting solution to me before about spam bolt escaping, everytime you use it more than 2 times in 5 seconds, you get electrocuted, taking a disintigration proc each time (~7-9k shock damage). I'm not sure if I agree with it but I think something along these lines is a pretty cool idea and could possibly work, it makes sense at least. I think if it does, something similar could be added to spamming Dark Cloak, and other similar abilities as well.
with 1700 spell dmg, molten whip isn't enough to deal with a nightblade spamming dodge roll + rally. Plus, the nightblade can gets gear bonus to increase his run speed forcing you to use a gap closer to reach him and making it even harder to deal consistent damage as the nightblade keeps dodge rolling + cloaking at super speed abusing obstacles and LoS.
what classes need is CCs such as petrify to stun through dodge roll. this works amazingly well.
what classes need is CCs such as petrify to stun through dodge roll. this works amazingly well.
Pixysticks wrote: »I think spam roll dodging as fine as long as every class has at least 1 counter to it. Dks have whip, I have Curse, Nbs have Conceal, do Temps have something that can hit spam dodgers?
Sabre Ali offered a pretty interesting solution to me before about spam bolt escaping, everytime you use it more than 2 times in 5 seconds, you get electrocuted, taking a disintigration proc each time (~7-9k shock damage). I'm not sure if I agree with it but I think something along these lines is a pretty cool idea and could possibly work, it makes sense at least. I think if it does, something similar could be added to spamming Dark Cloak, and other similar abilities as well.
with 1700 spell dmg, molten whip isn't enough to deal with a nightblade spamming dodge roll + rally. Plus, the nightblade can gets gear bonus to increase his run speed forcing you to use a gap closer to reach him and making it even harder to deal consistent damage as the nightblade keeps dodge rolling + cloaking at super speed abusing obstacles and LoS.
what classes need is CCs such as petrify to stun through dodge roll. this works amazingly well.
Agrippa_Invisus wrote: »Agrippa_Invisus wrote: »vortexman11 wrote: »Teargrants wrote: »SInce nirn is the only way to avoid it, give me another trait to increase my total armor value by 24.5% per piece too. Fair is fair.leandro.800ub17_ESO wrote: »First off ppl are going to complain about OP DPS when players reach 900+ CP so NIRN is the only way to avoid it
I already see players doing 20k DPS
I actually wrote that up there, to make a physical resistance equivalent to nirnhoned and to improve the traits that effect the users DPS such as sharpened and infused so that someone in full Nirnhoned would be lacking in DPS compared to someone in full infused with a sharpened weapon
Change Reinforced so that it proves up to 24% addition armor (and armor only) per legendary piece that it's applied to.
Keep Nirnhoned's percentage, but have it applied to the spell resistance from that piece only.
Make nirnstones much, much, much more common.
Change the HP totals back to the same boost that Stamina and Magicka pools received.
Lower the damage of high damage attacks across the board (by whatever means necessary).
Change shields so only the most powerful one is applied.
Put either a cooldown on roll/dodge or have it reduce your stam regen like sprinting or apply a limit to the number of attacks that are missed, like wings has a limit.
Consider lowering the hard cap (or implementing one) on the regen rates, to prevent unlimited eternal resources. Players need to have a chance of running out of their chosen resource during fights.
I agree with all of this except the roll dodge suggestion. I'd like roll dodge instead to get the bolt escape treatment so that spamming it is prohibitively expensive. I think if we implement your solution it removes somewhat a player who is aware of the fights around him's ability to correctly use roll dodge. If you put a limit on the number of attacks missed, you kind of have to hope to the rng gods that if a bunch of attacks are flying at you that you are dodging the one that you mean to dodge (many attacks might be superfluous, but I want to be dodging that specific wrecking blow or whatever). In addition, just reducing stamina regen during the roll I don't think will have an effect on the prime culprits of roll dodge spam (its so cheap already for them...).
Fair point, and definitely an option for roll/dodge. With the implementation of something akin to the Blink cost increase, you'd still see the skill used fairly constantly, but not where players literally roll dodging through groups, stopping only long enough to try to kill someone they've isolated briefly and then returning to roll dodging.
Roll/Dodge should be a defense mechanism, not a means of conveyance.
Pixysticks wrote: »Pixysticks wrote: »I think spam roll dodging as fine as long as every class has at least 1 counter to it. Dks have whip, I have Curse, Nbs have Conceal, do Temps have something that can hit spam dodgers?
Sabre Ali offered a pretty interesting solution to me before about spam bolt escaping, everytime you use it more than 2 times in 5 seconds, you get electrocuted, taking a disintigration proc each time (~7-9k shock damage). I'm not sure if I agree with it but I think something along these lines is a pretty cool idea and could possibly work, it makes sense at least. I think if it does, something similar could be added to spamming Dark Cloak, and other similar abilities as well.
with 1700 spell dmg, molten whip isn't enough to deal with a nightblade spamming dodge roll + rally. Plus, the nightblade can gets gear bonus to increase his run speed forcing you to use a gap closer to reach him and making it even harder to deal consistent damage as the nightblade keeps dodge rolling + cloaking at super speed abusing obstacles and LoS.
what classes need is CCs such as petrify to stun through dodge roll. this works amazingly well.
Ali actually told me the one thing he really can't deal with is magicka DKs holding block and spamming him with whip. If you were talking about trying to stop a NB from running, well you can't really, no one really can if they want to desperately run, same goes for a sorc who really wants to run.
But yeah, if I wasn't specced to do any damage and had 1700 spell damage, I wouldn't able to be kill anyone really, let alone someone spamming roll dodge, so that would be part of the problem.
Agrippa_Invisus wrote: »Pixysticks wrote: »I think spam roll dodging as fine as long as every class has at least 1 counter to it. Dks have whip, I have Curse, Nbs have Conceal, do Temps have something that can hit spam dodgers?
One of the many reasons that I feel DKs really, really need a stamina morph of whip.
As it is, it feels that everything I can do as a stamina DK a NB does better.
I'm already starting to reconsider a transition back to Magicka and how I'd do that. But Nirnhoned keeps me away.