Damage nerf - I understand people don't like getting one spotted, but there were drawbacks of running a one shot build. Now if you still want to nerf damage that's fine, but I think the damage nerf is too severe and it doesn't reward players who fully understand the combat system. People who are not playing to the strengths of their build are not being punished heavy enough for their mistakes in combat. This is largely due to the fact that damage is so low.
Dodge roll nerf - this nerf I feel is too severe. Cc breaking, blocking, bashing, sprinting, class/wep abilities, and Dodge roll costs stamina. For stamina builds they rely more on this one resource than magicka builds do. Also the top magicka builds average 30k+ stam where stam sits at an average 25k+. Now I understand stam builds do average more regen, but not enough for this huge a nerf. I the timer is too high. It should be a maximum of two seconds. I'm honestly not even sure if the Dodge roll needed to be nerfed with the dmg. The timer is about 4-6s (not 100% sure) and the name of the game is to try and reset your timer to be as resource efficient as possible. Well dark cloak still isn't mitigating much, which leaves rolling the only defence non sword and board users have. Medium armor stam users don't have access to shield stacking which is insanely strong, and they don't have the resistances of a heavy armor wearer. They are the most vulnerable class and cannot be offensive without stam which is used for pretty much everytjing in their arsenal. Magicka users esp sorcs in particular only need enough stam regen to cc break every six seconds and then they can achieve the most dmg mitigation and output all in one package. As light armor wearers with a high RANGED damage output it's hard to jump into them or anyone's face and secure a kill because it requires too much to get in and out of a situation when you're a melee med armor wearer and Dodge rolling more than 3 times within 12s means death.
Edited by Mr_Koh on July 31, 2015 6:27PM