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Better solutions for dodge rolling and blocking (pvp wise)

KozawahGaming
KozawahGaming
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Hi everyone second post of the day for me, but I got to thinking about the dodge rolling mechanics and blocking in this game. It might just be me as a console player but did the dodge roll nerf that they made seem a little to hasty? Along with blocking. I know perma blocking and infinite dodge roll was a thing a lot of people hated but weren't there better solutions?

Here's what I thought of: Dodge Rolling should have a penalty but not as quick of one; to not penalize Magicka users. I suggest dodge rolling has a increase penalty of (I.e) 5% on the second roll, 10% on the third, 15% on the fourth, ect. I'm not sure on the numbers of the nerf but it seems like it was a very high amount.
For blocking, why couldn't there just be a take X amount of damage while blocking in a certain amount of time and you need a (brief) cool down? I don't really see this being a problem in PvE, you could also dodge roll and you can get right back to blocking. Plus I think it could make Blazing Shield and Igneous Shield a bigger role in PvE tanking.

This issue is probably under the bridge but I wanted to just throw a topic out that wasn't just hating on other classes :)
Vet 5 NB- Gaelwen Forestmire (Vamp(cured)/Stam)
Vet 1 Templar- Kozawah Incarnic (None/Magicka/Healer)
Level 4 DK- Trecldur (Magicka)
  • Nightwolfmenace
    The thing is, there is no "cooldowns" In this game (albeit except potions and ultimates sort of). Our resource management is technicely their *cooldown* approach. However, people can have quite a bit of sustain with enough champ points, race build.

    While I do agree with you that dodge roll is meh, there are stamina builds that can still dodge roll 6-8 times in a row and still go on the offense for quite a bit of damage. Magicka builds don't really use stamina all too much as they can out heal quite a bit of burst or damage shield through it.

    I will say however, the no Stam regeneration when blocking definitley needs to go. It's way too harsh of a penalty. I suggest changing block similar to what they did to dodge roll. The longer you hold the block button should increasingly scale the cost to block an attack. That way you still regeneration resources while blocking, but can't perma block like in the past... or theyou could take the route they should have taken In the first place and prevent you from casting abilities while you hold block as that was the main reason for the change to begin with.. alas probably won't ever happen so oh well.

    Argonian Magicka NB v16 EP / Dark Elf Magicka DK v16 EP
    Wood Elf Stamina NB v16 AD / Imperial Stamina DK v16 DC
    Redguard Stamina Templar v16 EP / Breton Magicka Sorc v16 EP
    High Elf Magicka Templar v16 AD / Orc Stamina Sorc v1 DC
  • KozawahGaming
    KozawahGaming
    ✭✭✭
    The thing is, there is no "cooldowns" In this game (albeit except potions and ultimates sort of). Our resource management is technicely their *cooldown* approach. However, people can have quite a bit of sustain with enough champ points, race build.

    While I do agree with you that dodge roll is meh, there are stamina builds that can still dodge roll 6-8 times in a row and still go on the offense for quite a bit of damage. Magicka builds don't really use stamina all too much as they can out heal quite a bit of burst or damage shield through it.

    I will say however, the no Stam regeneration when blocking definitley needs to go. It's way too harsh of a penalty. I suggest changing block similar to what they did to dodge roll. The longer you hold the block button should increasingly scale the cost to block an attack. That way you still regeneration resources while blocking, but can't perma block like in the past... or theyou could take the route they should have taken In the first place and prevent you from casting abilities while you hold block as that was the main reason for the change to begin with.. alas probably won't ever happen so oh well.

    I got in the game late on console but you're telling me you could be offensive while blocking??? And instead of fixing that they instead punished tanks in pvp?
    Vet 5 NB- Gaelwen Forestmire (Vamp(cured)/Stam)
    Vet 1 Templar- Kozawah Incarnic (None/Magicka/Healer)
    Level 4 DK- Trecldur (Magicka)
  • ToRelax
    ToRelax
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    ✭✭
    Yes, both of those stamina nerfs are stupid, except if you want to make numbers count as much as possible - both amount of players and min maxing.
    Perma blocking was no real issue in 1.6, so the blocking nerf should just go away. The dodge roll nerf is indeed working against permarolling, wich was a problem, but there are better ways to deal with that.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Nightwolfmenace
    The thing is, there is no "cooldowns" In this game (albeit except potions and ultimates sort of). Our resource management is technicely their *cooldown* approach. However, people can have quite a bit of sustain with enough champ points, race build.

    While I do agree with you that dodge roll is meh, there are stamina builds that can still dodge roll 6-8 times in a row and still go on the offense for quite a bit of damage. Magicka builds don't really use stamina all too much as they can out heal quite a bit of burst or damage shield through it.

    I will say however, the no Stam regeneration when blocking definitley needs to go. It's way too harsh of a penalty. I suggest changing block similar to what they did to dodge roll. The longer you hold the block button should increasingly scale the cost to block an attack. That way you still regeneration resources while blocking, but can't perma block like in the past... or theyou could take the route they should have taken In the first place and prevent you from casting abilities while you hold block as that was the main reason for the change to begin with.. alas probably won't ever happen so oh well.

    I got in the game late on console but you're telling me you could be offensive while blocking??? And instead of fixing that they instead punished tanks in pvp?

    That's exactly what I'm saying. Go try it out yourself now. Hold the block button and cast w.e instant cast ability you want while standing in front of a npc charging a heavy attack. You'll notice that he'll stun himself while your doing damage
    Argonian Magicka NB v16 EP / Dark Elf Magicka DK v16 EP
    Wood Elf Stamina NB v16 AD / Imperial Stamina DK v16 DC
    Redguard Stamina Templar v16 EP / Breton Magicka Sorc v16 EP
    High Elf Magicka Templar v16 AD / Orc Stamina Sorc v1 DC
  • Nightwolfmenace
    ToRelax wrote: »
    Yes, both of those stamina nerfs are stupid, except if you want to make numbers count as much as possible - both amount of players and min maxing.
    Perma blocking was no real issue in 1.6, so the blocking nerf should just go away. The dodge roll nerf is indeed working against permarolling, wich was a problem, but there are better ways to deal with that.

    That's what I'm saying. The only issue with perma blocking people had was that you can cast abilities while blocking. Why they went on and made 0 Stam regeneration while blocking instead of fixing the root of the problem is beyond me.
    Argonian Magicka NB v16 EP / Dark Elf Magicka DK v16 EP
    Wood Elf Stamina NB v16 AD / Imperial Stamina DK v16 DC
    Redguard Stamina Templar v16 EP / Breton Magicka Sorc v16 EP
    High Elf Magicka Templar v16 AD / Orc Stamina Sorc v1 DC
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