Yeah lets make game without any proc chance on anything. Everyone will just hit the same amount of dmg and heal the same amount of heal. Only difference will be animations. Lot of fun....RNG should be removed from the combat system.
Agreed with the OP, 100%.
@Ishammael You know crit chance is also RNG? Wanna remove crit chance? Good luck.
Yes, crit is dumb. There should be no "luck" trait for combat.
Yeah lets make game without any proc chance on anything. Everyone will just hit the same amount of dmg and heal the same amount of heal. Only difference will be animations. Lot of fun....RNG should be removed from the combat system.
Agreed with the OP, 100%.
@Ishammael You know crit chance is also RNG? Wanna remove crit chance? Good luck.
Yes, crit is dumb. There should be no "luck" trait for combat.
Yeah lets make game without any proc chance on anything. Everyone will just hit the same amount of dmg and heal the same amount of heal. Only difference will be animations. Lot of fun....RNG should be removed from the combat system.
Agreed with the OP, 100%.
@Ishammael You know crit chance is also RNG? Wanna remove crit chance? Good luck.
Yes, crit is dumb. There should be no "luck" trait for combat.
LeifErickson wrote: »RNG should be removed from the combat system.
Agreed with the OP, 100%.
@Ishammael You know crit chance is also RNG? Wanna remove crit chance? Good luck.
When crit isn't proccing, you're still dealing damage. When crit does proc, you just deal more.
The balanced equivalent for Shuffle would be if when it procs, it mitigates a percentage of incoming damage but not all of it. On live it 100% negates the incoming hit.
@LeifErickson thoughts on that change? 20% to negate 50% of an incoming single target attack, for an arbitrary example.
Eh, not sure if I like that idea either. Would that even be worth running if that's all it did?
Yes. 40% chance to reduce incoming single tartlet damage by 50% would be mathematically equivalent to live though. I prob shoulda said this for comparison's sake.
This would be 1000 times better than the current mechanic. Even after this change though, I would take it a step further and give the proc a small cooldown - maybe 1s.
But then it wouldn't scale against multiple opponents.
@KenaPKK It certainly would scale with multiple opponents, just not to infinity and beyond like it does now. I mean seriously, if 10 people are furiously lobbing and swinging sharp objects at your head, you can only dodge or mitigate so many at one time before you get your $#1t pushed in. This would add a pinch of realism to the mechanic instead of the cheese circus that sometimes takes place with it on live.
It's not about realism. It's about game balance and counterplay. Adding an internal cooldown of 1s wouldn't change much against two players because of how the proc chance and global cooldowns work, but any player added after those two would be unmitigated damage. You think that is fine, I think that's a gutted skill with how reliant stam is on Major Evasion. Whatever, I'm not debating it with you.
I sill think changing Major Evasion to something like raw 10% single target damage mitigation would be better. Without rng involved, the buff becomes consistent and predictable but still strong. People would still be notably tanky, but no more draining your opponent's stamina and ccing them only to have Shuffle dodge your burst hit. And no more getting blown up because Shuffle didn't proc 10 times in a row as if you weren't even using it.
LeifErickson wrote: »RNG should be removed from the combat system.
Agreed with the OP, 100%.
@Ishammael You know crit chance is also RNG? Wanna remove crit chance? Good luck.
When crit isn't proccing, you're still dealing damage. When crit does proc, you just deal more.
The balanced equivalent for Shuffle would be if when it procs, it mitigates a percentage of incoming damage but not all of it. On live it 100% negates the incoming hit.
@LeifErickson thoughts on that change? 20% to negate 50% of an incoming single target attack, for an arbitrary example.
Eh, not sure if I like that idea either. Would that even be worth running if that's all it did?
Yes. 40% chance to reduce incoming single tartlet damage by 50% would be mathematically equivalent to live though. I prob shoulda said this for comparison's sake.
This would be 1000 times better than the current mechanic. Even after this change though, I would take it a step further and give the proc a small cooldown - maybe 1s.
But then it wouldn't scale against multiple opponents.
@KenaPKK It certainly would scale with multiple opponents, just not to infinity and beyond like it does now. I mean seriously, if 10 people are furiously lobbing and swinging sharp objects at your head, you can only dodge or mitigate so many at one time before you get your $#1t pushed in. This would add a pinch of realism to the mechanic instead of the cheese circus that sometimes takes place with it on live.
It's not about realism. It's about game balance and counterplay. Adding an internal cooldown of 1s wouldn't change much against two players because of how the proc chance and global cooldowns work, but any player added after those two would be unmitigated damage. You think that is fine, I think that's a gutted skill with how reliant stam is on Major Evasion. Whatever, I'm not debating it with you.
I sill think changing Major Evasion to something like raw 10% single target damage mitigation would be better. Without rng involved, the buff becomes consistent and predictable but still strong. People would still be notably tanky, but no more draining your opponent's stamina and ccing them only to have Shuffle dodge your burst hit. And no more getting blown up because Shuffle didn't proc 10 times in a row as if you weren't even using it.
Master_Kas wrote: »As much as I hate and love shufflemonkeys, I do not wish to see it removed like the Old miss chance (sparks from dual wield, templars blinding flashes, old cinderstorm RIP).
Stamina is OP atm, but without shuffle/evasion they would need to reduce or remove the dodgeroll penalty because you have no shields to save you.
Rather reduce the healing vigor/rally provides so they don't have uberheals on high damage specs.
Imo.
RandalMarrs wrote: »This sounds like a PvP problem. Stop asking to nerf everything. Major evasion is akin to shields in damage negation.
PvP and PvE fixes need to be separated and not effect the other.
Master_Kas wrote: »As much as I hate and love shufflemonkeys, I do not wish to see it removed like the Old miss chance (sparks from dual wield, templars blinding flashes, old cinderstorm RIP).
Stamina is OP atm, but without shuffle/evasion they would need to reduce or remove the dodgeroll penalty because you have no shields to save you.
Rather reduce the healing vigor/rally provides so they don't have uberheals on high damage specs.
Imo.
By doing this you punish non 5k wd specs. And that will function like the battle spirit buff, as lower wd specs won't be able to heal themselves.
I think best sollution would be either softcaps like the old times or change in how stamina/weapon dmg affect your damage and healing. Or maybe a separate stat for healing.
RandalMarrs wrote: »This sounds like a PvP problem. Stop asking to nerf everything. Major evasion is akin to shields in damage negation.
PvP and PvE fixes need to be separated and not effect the other.
Welcome to the PvP forum.
Shields and mitigation and dodge chance are akin but keenly different, which you clearly don't understand. This makes sense since the differences are crucial in PvP but not so much in PvE. And PvE can be balanced around PvP changes. It's not hard, and you're not special. Just because changing something in PvP would require a compensatory change in PvE does not mean that the PvP mechanic should be allowed to remain op.
RandalMarrs wrote: »RandalMarrs wrote: »This sounds like a PvP problem. Stop asking to nerf everything. Major evasion is akin to shields in damage negation.
PvP and PvE fixes need to be separated and not effect the other.
Welcome to the PvP forum.
Shields and mitigation and dodge chance are akin but keenly different, which you clearly don't understand. This makes sense since the differences are crucial in PvP but not so much in PvE. And PvE can be balanced around PvP changes. It's not hard, and you're not special. Just because changing something in PvP would require a compensatory change in PvE does not mean that the PvP mechanic should be allowed to remain op.
I understand just fine. I said separate the two, so lack of understanding is not on my part. Thank you for welcoming me to the PvP forum. It feels nice here.
Master_Kas wrote: »As much as I hate and love shufflemonkeys, I do not wish to see it removed like the Old miss chance (sparks from dual wield, templars blinding flashes, old cinderstorm RIP).
Stamina is OP atm, but without shuffle/evasion they would need to reduce or remove the dodgeroll penalty because you have no shields to save you.
Rather reduce the healing vigor/rally provides so they don't have uberheals on high damage specs.
Imo.
By doing this you punish non 5k wd specs. And that will function like the battle spirit buff, as lower wd specs won't be able to heal themselves.
I think best sollution would be either softcaps like the old times or change in how stamina/weapon dmg affect your damage and healing. Or maybe a separate stat for healing.
Major evasion is one of the very few game mechanics working better in outnumbered than in outnumbering situation. We need more mechanics like that, not less.
PS: Any magicka class can use shuffle and still have enough stamina to break free and co with little/no sacrifice. And there also are ways that dont use stamina to get this buff.
Wow, first people complain about the templars RD to be undodgable, the next day someone wants to remove the ability to evade stuff (not meant directly to you LeifEricsson). I don´t understand this community....
LeifErickson wrote: »Wow, first people complain about the templars RD to be undodgable, the next day someone wants to remove the ability to evade stuff (not meant directly to you LeifEricsson). I don´t understand this community....
Lol I know right? At least you can counter radiant.
Edit: But there is already a thread for radiant so let's not get into that.
Major evasion is one of the very few game mechanics working better in outnumbered than in outnumbering situation. We need more mechanics like that, not less.
PS: Any magicka class can use shuffle and still have enough stamina to break free and co with little/no sacrifice. And there also are ways that dont use stamina to get this buff.
Major evasion is one of the very few game mechanics working better in outnumbered than in outnumbering situation. We need more mechanics like that, not less.
PS: Any magicka class can use shuffle and still have enough stamina to break free and co with little/no sacrifice. And there also are ways that dont use stamina to get this buff.
Agree. And by this logic, malubeth is fine for solo/outnumbered fights. Agree with that too lol