As a Templar i use neither of these mechanics, but still i think the increased amount of resources used for every consecutive usage of Bolt and Dodge roll is a bit overkill.
Although seeing a Sorc disappear into the sunset can be quite frustrating... its not like they are abusing a game mechanic.
So, my suggestion would be that, instead of increasing the cost of every consecutive action they give Bolt/ Dodge Roll (hidden) extra effects.
Every consecutive Bolt/ Dodge Roll gives the player 10% chance of getting the "Off Balance" status effect.
From the 50% "off Balance chance" mark players will start building up a chance to get "Disoriented", which also increases by 10% each consecutive action.
At the 50% "Disoriented chance" mark players will start building up a chance to gain the "Knocked down" disability, which also adds up by 10% each consecutive use.
The basic Chart for Dodge Rolling or Using Bolt escape would be as followed.
Consecutive skill use - Off balance -
Disoriented - Knocked down.
First use - 10% chance -
0% chance - 0% Chance.
2nd - 20% chance -
0% chance - 0% Chance.
3rd - 30% chance -
0% chance - 0% Chance.
4th - 40% chance -
0% chance - 0% Chance.
5th - 50% chance -
10% chance - 0% Chance.
6th - 60% chance -
20% chance - 0% Chance.
7th - 70% chance -
30% chance - 0% Chance.
8th - 80% chance -
40% chance - 0% Chance.
9th - 90% chance -
50% chance - 10% Chance.
10th - 100% chance -
60% chance - 20% Chance.
11th - 100% chance -
70% chance - 30% Chance.
12th - 100% chance -
80% chance - 40% Chance.
13th - 100% chance -
90% chance - 50% Chance.
14th - 100% chance -
100% chance - 60% Chance.
15th - 100% chance -
100% chance - 70% Chance.
16th - 100% chance -
100% chance - 80% Chance.
17th - 100% chance -
100% chance - 90% Chance.
18th - 100% chance -
100% chance - 100% Chance.
Not using a Bolt or Dodge Roll for about 5-10 seconds should reset this status effect on the player.
Immovable should NOT prevent these effects from happening, as they are self inflicted.
Basic effect: You are free to use either Bolt Escape or Dodge roll, but to many continues uses will weaken the player, eventually leaving them completely open for any attacks.
For people who aren't aware what those status effects do:
- Off balance - Short disable that breaks on damage taken AND vulnerability to Heavy Attack (even partially charged) causing Knocked Down. Off balance vulnerability lasts regardless of damage taken for 4 sec unless utilized by heavy attack sooner. Animation: White glowing circle/spiral above head. Blocking enemy’s heavy melee attack or interrupting an enemy cast knocks them off balance and opens them to your Heavy attack and consecutive Knocked Down effect.
- Disoriented – Long but fragile disable (cannot move/perform action) that will break from any damage taken.
- Knocked Down – Totally disabled: knocked to the ground and cannot move or perform actions (duration varies between spells, 2-3.5 seconds). During knocked down status one cannot be pulled or knocked back.
Mending-The-Wounded, Aldmeri Dominion, Templar.