Those seems very unblanced to me.Stamina heals are all over time magica heals are better.Especially when you compare healing ward to vigor.leepalmer95 wrote: »Passive heals or the ability to cast a shield and go to full hp in a few seconds, oh and also ignore crits.
DocFrost72 wrote: »Easy solution. Make a dodge roll have diminishing returns and cap at a certain number of hits. Any dodge roll initially has a 100 percent chance to dodge. Next has 80. Next has 60. So on and so forth. Also, no dodge in this game should be broken enough to avoid more than five attacks at ince. You'd figure just by sheer volume of fire alone your target would be swiss cheese.
And while we're at it, make dodge rolling have its own, seperate bar. No way to increase the bar size, but keep all current ways of reducing cost.
DocFrost72 wrote: »Easy solution. Make a dodge roll have diminishing returns and cap at a certain number of hits. Any dodge roll initially has a 100 percent chance to dodge. Next has 80. Next has 60. So on and so forth. Also, no dodge in this game should be broken enough to avoid more than five attacks at ince. You'd figure just by sheer volume of fire alone your target would be swiss cheese.
And while we're at it, make dodge rolling have its own, seperate bar. No way to increase the bar size, but keep all current ways of reducing cost.
Nope, that would make stamina and magicka equally good at dodging.
DocFrost72 wrote: »Easy solution. Make a dodge roll have diminishing returns and cap at a certain number of hits. Any dodge roll initially has a 100 percent chance to dodge. Next has 80. Next has 60. So on and so forth. Also, no dodge in this game should be broken enough to avoid more than five attacks at ince. You'd figure just by sheer volume of fire alone your target would be swiss cheese.
And while we're at it, make dodge rolling have its own, seperate bar. No way to increase the bar size, but keep all current ways of reducing cost.
Nope, that would make stamina and magicka equally good at dodging.
Stamina builds have to be aware of dodge rolling, blocking, attacking and healing, so it's only fair if they hit slightly harder since they all usually come off the stamina pool with exception of some skills.
Magicka builds are easy to play compared to them. You don't have to constantly watch your resources.
WreckfulAbandon wrote: »So the logic behind the shield nerf was plainly laid out to us in late April with this gem:
"Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously."
So the logic is to add a higher threshold to skilled play by forcing damage builds (that can benefit both offensively and defensively from the same attribute) somewhat balanced. I can get behind that. So why stop with sorcs?
Rally: over 30 sec duration, gives major brutality, HoT, bust heal or snare immunity if needed. Talk about a complete package!
Shuffle: 20 sec duration, I think 20% dodge chance is cheese, but feel to disagree.
Dodge roll: priceless
In the middle of a fight it is common practice to pop Vigor, dodge roll for a tick, and continue the offensive. Defiled? Nah, dodged that! And with another 4 sec of large heal ticks from Vigor combined with Rally heals, you can safely go on the offensive and put tons of pressure on the opponent.
And anyone who's been in Cyrodiil lately sees what that offensive will look like, which really doesn't do justice to the actual amount of attacks hitting you. Sure this has been a constant in the game but come on, animation cancelling heavy attacks into WB is pure cheese, much less throwing in the new Dawnbreaker and 2h execute. Take Flight animation cancels? I think we can all agree stamina hits very hard. So why does stamina also have superior survivability at this stage in the game? You can run away from what you can't kill or dodge/tank. It's every bit as broken as magsorc in 1.6, which generated so much QQ (some of it from me) back in the day.
Can we just be honest and acknowledge that the game is definitely favoring Stamina builds right now? Enough so to warrant some changes. I won't clamor for those changes because the patch just hit and things need to settle, but these are my thoughts right now, I have no problem getting this ball rolling.
I know there are gonna be a ton of gankers here disagreeing vehemently with me
Stamina builds have to be aware of dodge rolling, blocking, attacking and healing, so it's only fair if they hit slightly harder since they all usually come off the stamina pool with exception of some skills.
Magicka builds are easy to play compared to them. You don't have to constantly watch your resources.
The issue with stam builds is its to easy to have infinite stamina.
They need to do 1 or more things to a few skills or all of them to balance it.
They should increase the cost of Vigor/Rally/Dodge Roll/Shuffle or
Put diminishing returns some or all of these skills.
Major mending buffs Stam Dk's and Stam Templars get make Vigor/Rally even stronger.
It's just to easy to vigor/rally/shuffle > attack > dodge roll > vigor/rally/shuffle > attack > dodge roll > repeat for ever.
At some point you need to run out of resources or be forced to stand and fight (Kinda like when streak got nerfed sorcs used to be able to streak for ever)
What makes it worse is when people use LOS which is smart and I do it myself but you can evade 5-8 people and never die.
WreckfulAbandon wrote: »So the logic behind the shield nerf was plainly laid out to us in late April with this gem:
"Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously."
So the logic is to add a higher threshold to skilled play by forcing damage builds (that can benefit both offensively and defensively from the same attribute) somewhat balanced. I can get behind that. So why stop with sorcs?
Rally: over 30 sec duration, gives major brutality, HoT, bust heal or snare immunity if needed. Talk about a complete package!
Shuffle: 20 sec duration, I think 20% dodge chance is cheese, but feel to disagree.
Dodge roll: priceless
In the middle of a fight it is common practice to pop Vigor, dodge roll for a tick, and continue the offensive. Defiled? Nah, dodged that! And with another 4 sec of large heal ticks from Vigor combined with Rally heals, you can safely go on the offensive and put tons of pressure on the opponent.
And anyone who's been in Cyrodiil lately sees what that offensive will look like, which really doesn't do justice to the actual amount of attacks hitting you. Sure this has been a constant in the game but come on, animation cancelling heavy attacks into WB is pure cheese, much less throwing in the new Dawnbreaker and 2h execute. Take Flight animation cancels? I think we can all agree stamina hits very hard. So why does stamina also have superior survivability at this stage in the game? You can run away from what you can't kill or dodge/tank. It's every bit as broken as magsorc in 1.6, which generated so much QQ (some of it from me) back in the day.
Can we just be honest and acknowledge that the game is definitely favoring Stamina builds right now? Enough so to warrant some changes. I won't clamor for those changes because the patch just hit and things need to settle, but these are my thoughts right now, I have no problem getting this ball rolling.
I know there are gonna be a ton of gankers here disagreeing vehemently with me
Your confused.... When you are dodge rolling you cannot attack. Hence the philosophy of while you are defending you cannot attack is upheld.... The second your dodge roll ends you can go back to attacking and will take full damage as well.. Wards used to be such that you prebuff before engaging with (in the worst offender cases) with annulment + hardened + healing for a 20k+ shield.. This allows you to go FULL potato offensive while basically ignoring any kind of damage for a good 5-10 seconds depending on how good your opponent is. Dodge roll does NOT allow you to do that. You either attack OR dodge roll.
You also arent acknowledging the shortcomings of heals that are ONLY HOTS. Basically if you ever drop below 30%, you are in serious danger. You cant just hit a massive heal spell like bol and get topped up to almost full. You have to dodge roll and pray the HOTS are enuf to keep you alive and that your opponents are stupid enough to not use undodgeable CCs.
Stamina is pretty good for small scale and 1v1s, but in open world cyro group play, they are basically bombard spam monkeys... Magicka has VD, proxy and pretty much the whole toolkit of hard hitting huge AOE ultimates ranging from standard to meteor. DBOS is fantastic but its the ONLY thing stam has... Steel nado and bombard dosent quite compare to proxy>lotusfan>soul tether/swarm or proxy>meteor>streak etc etc....
I think its fine that stam is better for small scale and that mag is really good in large scale. I think total homogenization should be avoided.... I mean look at magDKs... They are SO strong in small scale group play but total trash in open world solo. They are just sitting ducks waiting to be potato-ed to death.
WreckfulAbandon wrote: »So the logic behind the shield nerf was plainly laid out to us in late April with this gem:
"Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously."
So the logic is to add a higher threshold to skilled play by forcing damage builds (that can benefit both offensively and defensively from the same attribute) somewhat balanced. I can get behind that. So why stop with sorcs?
Rally: over 30 sec duration, gives major brutality, HoT, bust heal or snare immunity if needed. Talk about a complete package!
Shuffle: 20 sec duration, I think 20% dodge chance is cheese, but feel to disagree.
Dodge roll: priceless
In the middle of a fight it is common practice to pop Vigor, dodge roll for a tick, and continue the offensive. Defiled? Nah, dodged that! And with another 4 sec of large heal ticks from Vigor combined with Rally heals, you can safely go on the offensive and put tons of pressure on the opponent.
And anyone who's been in Cyrodiil lately sees what that offensive will look like, which really doesn't do justice to the actual amount of attacks hitting you. Sure this has been a constant in the game but come on, animation cancelling heavy attacks into WB is pure cheese, much less throwing in the new Dawnbreaker and 2h execute. Take Flight animation cancels? I think we can all agree stamina hits very hard. So why does stamina also have superior survivability at this stage in the game? You can run away from what you can't kill or dodge/tank. It's every bit as broken as magsorc in 1.6, which generated so much QQ (some of it from me) back in the day.
Can we just be honest and acknowledge that the game is definitely favoring Stamina builds right now? Enough so to warrant some changes. I won't clamor for those changes because the patch just hit and things need to settle, but these are my thoughts right now, I have no problem getting this ball rolling.
I know there are gonna be a ton of gankers here disagreeing vehemently with me
Your confused.... When you are dodge rolling you cannot attack. Hence the philosophy of while you are defending you cannot attack is upheld.... The second your dodge roll ends you can go back to attacking and will take full damage as well.. Wards used to be such that you prebuff before engaging with (in the worst offender cases) with annulment + hardened + healing for a 20k+ shield.. This allows you to go FULL potato offensive while basically ignoring any kind of damage for a good 5-10 seconds depending on how good your opponent is. Dodge roll does NOT allow you to do that. You either attack OR dodge roll.
You also arent acknowledging the shortcomings of heals that are ONLY HOTS. Basically if you ever drop below 30%, you are in serious danger. You cant just hit a massive heal spell like bol and get topped up to almost full. You have to dodge roll and pray the HOTS are enuf to keep you alive and that your opponents are stupid enough to not use undodgeable CCs.
Stamina is pretty good for small scale and 1v1s, but in open world cyro group play, they are basically bombard spam monkeys... Magicka has VD, proxy and pretty much the whole toolkit of hard hitting huge AOE ultimates ranging from standard to meteor. DBOS is fantastic but its the ONLY thing stam has... Steel nado and bombard dosent quite compare to proxy>lotusfan>soul tether/swarm or proxy>meteor>streak etc etc....
I think its fine that stam is better for small scale and that mag is really good in large scale. I think total homogenization should be avoided.... I mean look at magDKs... They are SO strong in small scale group play but total trash in open world solo. They are just sitting ducks waiting to be potato-ed to death.
You can definitely still do certain atrack moves while dodge rolling. You can even hit ults like dawnbreaker abd Incap Strike while rolling...
WreckfulAbandon wrote: »So the logic behind the shield nerf was plainly laid out to us in late April with this gem:
"Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously."
So the logic is to add a higher threshold to skilled play by forcing damage builds (that can benefit both offensively and defensively from the same attribute) somewhat balanced. I can get behind that. So why stop with sorcs?
Rally: over 30 sec duration, gives major brutality, HoT, bust heal or snare immunity if needed. Talk about a complete package!
Shuffle: 20 sec duration, I think 20% dodge chance is cheese, but feel to disagree.
Dodge roll: priceless
In the middle of a fight it is common practice to pop Vigor, dodge roll for a tick, and continue the offensive. Defiled? Nah, dodged that! And with another 4 sec of large heal ticks from Vigor combined with Rally heals, you can safely go on the offensive and put tons of pressure on the opponent.
And anyone who's been in Cyrodiil lately sees what that offensive will look like, which really doesn't do justice to the actual amount of attacks hitting you. Sure this has been a constant in the game but come on, animation cancelling heavy attacks into WB is pure cheese, much less throwing in the new Dawnbreaker and 2h execute. Take Flight animation cancels? I think we can all agree stamina hits very hard. So why does stamina also have superior survivability at this stage in the game? You can run away from what you can't kill or dodge/tank. It's every bit as broken as magsorc in 1.6, which generated so much QQ (some of it from me) back in the day.
Can we just be honest and acknowledge that the game is definitely favoring Stamina builds right now? Enough so to warrant some changes. I won't clamor for those changes because the patch just hit and things need to settle, but these are my thoughts right now, I have no problem getting this ball rolling.
I know there are gonna be a ton of gankers here disagreeing vehemently with me
Your confused.... When you are dodge rolling you cannot attack. Hence the philosophy of while you are defending you cannot attack is upheld.... The second your dodge roll ends you can go back to attacking and will take full damage as well.. Wards used to be such that you prebuff before engaging with (in the worst offender cases) with annulment + hardened + healing for a 20k+ shield.. This allows you to go FULL potato offensive while basically ignoring any kind of damage for a good 5-10 seconds depending on how good your opponent is. Dodge roll does NOT allow you to do that. You either attack OR dodge roll.
You also arent acknowledging the shortcomings of heals that are ONLY HOTS. Basically if you ever drop below 30%, you are in serious danger. You cant just hit a massive heal spell like bol and get topped up to almost full. You have to dodge roll and pray the HOTS are enuf to keep you alive and that your opponents are stupid enough to not use undodgeable CCs.
Stamina is pretty good for small scale and 1v1s, but in open world cyro group play, they are basically bombard spam monkeys... Magicka has VD, proxy and pretty much the whole toolkit of hard hitting huge AOE ultimates ranging from standard to meteor. DBOS is fantastic but its the ONLY thing stam has... Steel nado and bombard dosent quite compare to proxy>lotusfan>soul tether/swarm or proxy>meteor>streak etc etc....
I think its fine that stam is better for small scale and that mag is really good in large scale. I think total homogenization should be avoided.... I mean look at magDKs... They are SO strong in small scale group play but total trash in open world solo. They are just sitting ducks waiting to be potato-ed to death.