And you think stamina builds wouldn't use shields if they were just as effective for them as for magicka builds? Because that comes much closer to an actual comparison.Which further devalidates your argument that because stamina builds don't use shields, it means dodge is superior. The effect of dodge is the same on stamina and magicka builds. The effect of shields is not. So it just isn't a fair comparison.
My argument was that dodge is superior because even magicka builds use it, despite the fact that stamina is a very precious commodity for them, and the cost for rolling is very high. If it wasn't so insanely good, they would not do it.
The effect of dodge is the same, yes, but the relative cost is not.
But they aren't. That's the whole point. Dodge is overpowered, not shields (well, at least compared to dodge).And you think stamina builds wouldn't use shields if they were just as effective for them as for magicka builds? Because that comes much closer to an actual comparison.Which further devalidates your argument that because stamina builds don't use shields, it means dodge is superior. The effect of dodge is the same on stamina and magicka builds. The effect of shields is not. So it just isn't a fair comparison.
My argument was that dodge is superior because even magicka builds use it, despite the fact that stamina is a very precious commodity for them, and the cost for rolling is very high. If it wasn't so insanely good, they would not do it.
The effect of dodge is the same, yes, but the relative cost is not.
But they aren't. That's the whole point. Dodge is overpowered, not shields (well, at least compared to dodge).And you think stamina builds wouldn't use shields if they were just as effective for them as for magicka builds? Because that comes much closer to an actual comparison.Which further devalidates your argument that because stamina builds don't use shields, it means dodge is superior. The effect of dodge is the same on stamina and magicka builds. The effect of shields is not. So it just isn't a fair comparison.
My argument was that dodge is superior because even magicka builds use it, despite the fact that stamina is a very precious commodity for them, and the cost for rolling is very high. If it wasn't so insanely good, they would not do it.
The effect of dodge is the same, yes, but the relative cost is not.
The whole premise of my post was that dodge is so powerful compared to other defenses that it absolutely needs more counters.
Strider_Roshin wrote: »But they aren't. That's the whole point. Dodge is overpowered, not shields (well, at least compared to dodge).And you think stamina builds wouldn't use shields if they were just as effective for them as for magicka builds? Because that comes much closer to an actual comparison.Which further devalidates your argument that because stamina builds don't use shields, it means dodge is superior. The effect of dodge is the same on stamina and magicka builds. The effect of shields is not. So it just isn't a fair comparison.
My argument was that dodge is superior because even magicka builds use it, despite the fact that stamina is a very precious commodity for them, and the cost for rolling is very high. If it wasn't so insanely good, they would not do it.
The effect of dodge is the same, yes, but the relative cost is not.
The whole premise of my post was that dodge is so powerful compared to other defenses that it absolutely needs more counters.
Damage shields were temporarily available for stamina, and it was very much so utilized because it's stronger and more reliable than dodge rolling.
However the issue with this is that stamina could now use damage shields, and effectively dodge roll. Whereas if magicka tries to dodge roll to the same degree it makes them more vulnerable to CCs.
Giving stam damage shields would make them unkillable; which is why it was a gross imbalance.
So now we're back to magicka (light armor) using shields or in the case of magplars BoL spamming, stamina (medium armor) using dodge rolling, and tanks (heavy armor) using block as their main means of defense.
However you can shield every ability in the game, you can block most abilities, and the list of undodgeable abilities is becoming so extensive that you start asking yourself why even bother?
And the ironic part is that dodge rolling is the most punishing mechanic out of the three.
Tanks get their resources from Constitution and heavy attacks so the stop in stam regen isn't that big of a deal.
Magicka gets zero negative repercussions for spamming shields.
Stam gets a 33% cost increase each time they want to dodge roll again within 4 seconds.
The imbalance doesn't stop there. Currently resource management is much easier for Magicka since pulling off heavy attacks with a resto staff is easier to pull off, and more rewarding (especially if you run heavy armor). On top of that your resource pool isn't tied in with CC breaking, Dodge rolling, an blocking (unless you're using a Frost staff). This of course means that your regen isn't halted every time you want to block cast or bash/dodge roll if you're on console.
I typically have around 1400 magicka regen when PvPing with my magicka characters in non-CP whereas I have around 2200 stam regen with my stam characters.
When it comes to cost reduction and regen bonuses both LA and MA give the same.
When it comes to crit chance stam can potentially get a little more since it's given per piece; whereas with LA it's a flat value with 5 pieces (encouraging a 5/1/1 setup).
LA gives more spell resistance (useless with an active damage shield); whereas MA gets cost reduction for dodge rolling (a strong passive for a situationally strong defense mechanic).
However the penetration you get from LA is by far superior to the +12% WD you get from MA.
ESO has been pretty anti-stam for quite some time, and I'm not expecting them to change any time soon. What pisses me off is the ever expanding list of items/abilities that keeps taking a dump on stam.
Waffennacht wrote: »Strider_Roshin wrote: »But they aren't. That's the whole point. Dodge is overpowered, not shields (well, at least compared to dodge).And you think stamina builds wouldn't use shields if they were just as effective for them as for magicka builds? Because that comes much closer to an actual comparison.Which further devalidates your argument that because stamina builds don't use shields, it means dodge is superior. The effect of dodge is the same on stamina and magicka builds. The effect of shields is not. So it just isn't a fair comparison.
My argument was that dodge is superior because even magicka builds use it, despite the fact that stamina is a very precious commodity for them, and the cost for rolling is very high. If it wasn't so insanely good, they would not do it.
The effect of dodge is the same, yes, but the relative cost is not.
The whole premise of my post was that dodge is so powerful compared to other defenses that it absolutely needs more counters.
Damage shields were temporarily available for stamina, and it was very much so utilized because it's stronger and more reliable than dodge rolling.
However the issue with this is that stamina could now use damage shields, and effectively dodge roll. Whereas if magicka tries to dodge roll to the same degree it makes them more vulnerable to CCs.
Giving stam damage shields would make them unkillable; which is why it was a gross imbalance.
So now we're back to magicka (light armor) using shields or in the case of magplars BoL spamming, stamina (medium armor) using dodge rolling, and tanks (heavy armor) using block as their main means of defense.
However you can shield every ability in the game, you can block most abilities, and the list of undodgeable abilities is becoming so extensive that you start asking yourself why even bother?
And the ironic part is that dodge rolling is the most punishing mechanic out of the three.
Tanks get their resources from Constitution and heavy attacks so the stop in stam regen isn't that big of a deal.
Magicka gets zero negative repercussions for spamming shields.
Stam gets a 33% cost increase each time they want to dodge roll again within 4 seconds.
The imbalance doesn't stop there. Currently resource management is much easier for Magicka since pulling off heavy attacks with a resto staff is easier to pull off, and more rewarding (especially if you run heavy armor). On top of that your resource pool isn't tied in with CC breaking, Dodge rolling, an blocking (unless you're using a Frost staff). This of course means that your regen isn't halted every time you want to block cast or bash/dodge roll if you're on console.
I typically have around 1400 magicka regen when PvPing with my magicka characters in non-CP whereas I have around 2200 stam regen with my stam characters.
When it comes to cost reduction and regen bonuses both LA and MA give the same.
When it comes to crit chance stam can potentially get a little more since it's given per piece; whereas with LA it's a flat value with 5 pieces (encouraging a 5/1/1 setup).
LA gives more spell resistance (useless with an active damage shield); whereas MA gets cost reduction for dodge rolling (a strong passive for a situationally strong defense mechanic).
However the penetration you get from LA is by far superior to the +12% WD you get from MA.
ESO has been pretty anti-stam for quite some time, and I'm not expecting them to change any time soon. What pisses me off is the ever expanding list of items/abilities that keeps taking a dump on stam.
Still gotta say, never seen a magicka build 1vX like a stamina build
Strider_Roshin wrote: »Waffennacht wrote: »Strider_Roshin wrote: »But they aren't. That's the whole point. Dodge is overpowered, not shields (well, at least compared to dodge).And you think stamina builds wouldn't use shields if they were just as effective for them as for magicka builds? Because that comes much closer to an actual comparison.Which further devalidates your argument that because stamina builds don't use shields, it means dodge is superior. The effect of dodge is the same on stamina and magicka builds. The effect of shields is not. So it just isn't a fair comparison.
My argument was that dodge is superior because even magicka builds use it, despite the fact that stamina is a very precious commodity for them, and the cost for rolling is very high. If it wasn't so insanely good, they would not do it.
The effect of dodge is the same, yes, but the relative cost is not.
The whole premise of my post was that dodge is so powerful compared to other defenses that it absolutely needs more counters.
Damage shields were temporarily available for stamina, and it was very much so utilized because it's stronger and more reliable than dodge rolling.
However the issue with this is that stamina could now use damage shields, and effectively dodge roll. Whereas if magicka tries to dodge roll to the same degree it makes them more vulnerable to CCs.
Giving stam damage shields would make them unkillable; which is why it was a gross imbalance.
So now we're back to magicka (light armor) using shields or in the case of magplars BoL spamming, stamina (medium armor) using dodge rolling, and tanks (heavy armor) using block as their main means of defense.
However you can shield every ability in the game, you can block most abilities, and the list of undodgeable abilities is becoming so extensive that you start asking yourself why even bother?
And the ironic part is that dodge rolling is the most punishing mechanic out of the three.
Tanks get their resources from Constitution and heavy attacks so the stop in stam regen isn't that big of a deal.
Magicka gets zero negative repercussions for spamming shields.
Stam gets a 33% cost increase each time they want to dodge roll again within 4 seconds.
The imbalance doesn't stop there. Currently resource management is much easier for Magicka since pulling off heavy attacks with a resto staff is easier to pull off, and more rewarding (especially if you run heavy armor). On top of that your resource pool isn't tied in with CC breaking, Dodge rolling, an blocking (unless you're using a Frost staff). This of course means that your regen isn't halted every time you want to block cast or bash/dodge roll if you're on console.
I typically have around 1400 magicka regen when PvPing with my magicka characters in non-CP whereas I have around 2200 stam regen with my stam characters.
When it comes to cost reduction and regen bonuses both LA and MA give the same.
When it comes to crit chance stam can potentially get a little more since it's given per piece; whereas with LA it's a flat value with 5 pieces (encouraging a 5/1/1 setup).
LA gives more spell resistance (useless with an active damage shield); whereas MA gets cost reduction for dodge rolling (a strong passive for a situationally strong defense mechanic).
However the penetration you get from LA is by far superior to the +12% WD you get from MA.
ESO has been pretty anti-stam for quite some time, and I'm not expecting them to change any time soon. What pisses me off is the ever expanding list of items/abilities that keeps taking a dump on stam.
Still gotta say, never seen a magicka build 1vX like a stamina build
That's more of a player issue to be honest with you. Out of all my characters I can consistently 1vX with my magsorc easier. The runner up is the stam Warden. I've killed 4 people within seconds with my stam Warden due to how well scorch + Dawnbreaker synergizes with reverse slice, and the crit rush + dive combo makes it a guarantee kill when you have the aforementioned ready, and if the person you targeted isn't scrubby you'll put them in execute range which makes them your means of ripping apart their allies with reverse slice.
Strider_Roshin wrote: »Waffennacht wrote: »
Still gotta say, never seen a magicka build 1vX like a stamina build
That's more of a player issue to be honest with you.
Waffennacht wrote: »Strider_Roshin wrote: »Waffennacht wrote: »Strider_Roshin wrote: »But they aren't. That's the whole point. Dodge is overpowered, not shields (well, at least compared to dodge).And you think stamina builds wouldn't use shields if they were just as effective for them as for magicka builds? Because that comes much closer to an actual comparison.Which further devalidates your argument that because stamina builds don't use shields, it means dodge is superior. The effect of dodge is the same on stamina and magicka builds. The effect of shields is not. So it just isn't a fair comparison.
My argument was that dodge is superior because even magicka builds use it, despite the fact that stamina is a very precious commodity for them, and the cost for rolling is very high. If it wasn't so insanely good, they would not do it.
The effect of dodge is the same, yes, but the relative cost is not.
The whole premise of my post was that dodge is so powerful compared to other defenses that it absolutely needs more counters.
Damage shields were temporarily available for stamina, and it was very much so utilized because it's stronger and more reliable than dodge rolling.
However the issue with this is that stamina could now use damage shields, and effectively dodge roll. Whereas if magicka tries to dodge roll to the same degree it makes them more vulnerable to CCs.
Giving stam damage shields would make them unkillable; which is why it was a gross imbalance.
So now we're back to magicka (light armor) using shields or in the case of magplars BoL spamming, stamina (medium armor) using dodge rolling, and tanks (heavy armor) using block as their main means of defense.
However you can shield every ability in the game, you can block most abilities, and the list of undodgeable abilities is becoming so extensive that you start asking yourself why even bother?
And the ironic part is that dodge rolling is the most punishing mechanic out of the three.
Tanks get their resources from Constitution and heavy attacks so the stop in stam regen isn't that big of a deal.
Magicka gets zero negative repercussions for spamming shields.
Stam gets a 33% cost increase each time they want to dodge roll again within 4 seconds.
The imbalance doesn't stop there. Currently resource management is much easier for Magicka since pulling off heavy attacks with a resto staff is easier to pull off, and more rewarding (especially if you run heavy armor). On top of that your resource pool isn't tied in with CC breaking, Dodge rolling, an blocking (unless you're using a Frost staff). This of course means that your regen isn't halted every time you want to block cast or bash/dodge roll if you're on console.
I typically have around 1400 magicka regen when PvPing with my magicka characters in non-CP whereas I have around 2200 stam regen with my stam characters.
When it comes to cost reduction and regen bonuses both LA and MA give the same.
When it comes to crit chance stam can potentially get a little more since it's given per piece; whereas with LA it's a flat value with 5 pieces (encouraging a 5/1/1 setup).
LA gives more spell resistance (useless with an active damage shield); whereas MA gets cost reduction for dodge rolling (a strong passive for a situationally strong defense mechanic).
However the penetration you get from LA is by far superior to the +12% WD you get from MA.
ESO has been pretty anti-stam for quite some time, and I'm not expecting them to change any time soon. What pisses me off is the ever expanding list of items/abilities that keeps taking a dump on stam.
Still gotta say, never seen a magicka build 1vX like a stamina build
That's more of a player issue to be honest with you. Out of all my characters I can consistently 1vX with my magsorc easier. The runner up is the stam Warden. I've killed 4 people within seconds with my stam Warden due to how well scorch + Dawnbreaker synergizes with reverse slice, and the crit rush + dive combo makes it a guarantee kill when you have the aforementioned ready, and if the person you targeted isn't scrubby you'll put them in execute range which makes them your means of ripping apart their allies with reverse slice.
Your stamina Warden makes me envious
Strider_Roshin wrote: »Waffennacht wrote: »
Still gotta say, never seen a magicka build 1vX like a stamina build
That's more of a player issue to be honest with you.
So the stamina builds 1vX better because the players attacking them are worse than the players attacking the magicka builds.
Gotcha
Strider_Roshin wrote: »Strider_Roshin wrote: »Waffennacht wrote: »
Still gotta say, never seen a magicka build 1vX like a stamina build
That's more of a player issue to be honest with you.
So the stamina builds 1vX better because the players attacking them are worse than the players attacking the magicka builds.
Gotcha
Magicka builds are the hardest to 1vX due to shields, and stronger heals. The easiest groups are the ones where the DPS are Stamblades, and you kill their pocket healer.
I would argue that the reason why you see more stam players 1vX is because it's tougher to play stam than it is to play magicka, and when you play a certain play style that's less forgiving it forces you to pay more attention, and therefore you become a better player.
Waffennacht wrote: »Strider_Roshin wrote: »Strider_Roshin wrote: »Waffennacht wrote: »
Still gotta say, never seen a magicka build 1vX like a stamina build
That's more of a player issue to be honest with you.
So the stamina builds 1vX better because the players attacking them are worse than the players attacking the magicka builds.
Gotcha
Magicka builds are the hardest to 1vX due to shields, and stronger heals. The easiest groups are the ones where the DPS are Stamblades, and you kill their pocket healer.
I would argue that the reason why you see more stam players 1vX is because it's tougher to play stam than it is to play magicka, and when you play a certain play style that's less forgiving it forces you to pay more attention, and therefore you become a better player.
Ehhhh. I gotta disagree on that.
those players play with the best, difficult or not. That's why proc NBs, proc SnB DKs, 2H proc etc. I doubt they (especially when 70% of BGs are proc NBs) have some moral line they have decided not to cross
Strider_Roshin wrote: »Waffennacht wrote: »Strider_Roshin wrote: »Strider_Roshin wrote: »Waffennacht wrote: »
Still gotta say, never seen a magicka build 1vX like a stamina build
That's more of a player issue to be honest with you.
So the stamina builds 1vX better because the players attacking them are worse than the players attacking the magicka builds.
Gotcha
Magicka builds are the hardest to 1vX due to shields, and stronger heals. The easiest groups are the ones where the DPS are Stamblades, and you kill their pocket healer.
I would argue that the reason why you see more stam players 1vX is because it's tougher to play stam than it is to play magicka, and when you play a certain play style that's less forgiving it forces you to pay more attention, and therefore you become a better player.
Ehhhh. I gotta disagree on that.
those players play with the best, difficult or not. That's why proc NBs, proc SnB DKs, 2H proc etc. I doubt they (especially when 70% of BGs are proc NBs) have some moral line they have decided not to cross
We'll agree to disagree then. I don't use any damaging proc sets, and I have less respect for those that do. Why play a game that's going to do the fighting for you? How does anyone feel any sense of accomplishment when their armor does the fighting for them?
Strider_Roshin wrote: »Waffennacht wrote: »Strider_Roshin wrote: »Strider_Roshin wrote: »Waffennacht wrote: »
Still gotta say, never seen a magicka build 1vX like a stamina build
That's more of a player issue to be honest with you.
So the stamina builds 1vX better because the players attacking them are worse than the players attacking the magicka builds.
Gotcha
Magicka builds are the hardest to 1vX due to shields, and stronger heals. The easiest groups are the ones where the DPS are Stamblades, and you kill their pocket healer.
I would argue that the reason why you see more stam players 1vX is because it's tougher to play stam than it is to play magicka, and when you play a certain play style that's less forgiving it forces you to pay more attention, and therefore you become a better player.
Ehhhh. I gotta disagree on that.
those players play with the best, difficult or not. That's why proc NBs, proc SnB DKs, 2H proc etc. I doubt they (especially when 70% of BGs are proc NBs) have some moral line they have decided not to cross
We'll agree to disagree then. I don't use any damaging proc sets, and I have less respect for those that do. Why play a game that's going to do the fighting for you? How does anyone feel any sense of accomplishment when their armor does the fighting for them?
Strider_Roshin wrote: »Waffennacht wrote: »Strider_Roshin wrote: »Strider_Roshin wrote: »Waffennacht wrote: »
Still gotta say, never seen a magicka build 1vX like a stamina build
That's more of a player issue to be honest with you.
So the stamina builds 1vX better because the players attacking them are worse than the players attacking the magicka builds.
Gotcha
Magicka builds are the hardest to 1vX due to shields, and stronger heals. The easiest groups are the ones where the DPS are Stamblades, and you kill their pocket healer.
I would argue that the reason why you see more stam players 1vX is because it's tougher to play stam than it is to play magicka, and when you play a certain play style that's less forgiving it forces you to pay more attention, and therefore you become a better player.
Ehhhh. I gotta disagree on that.
those players play with the best, difficult or not. That's why proc NBs, proc SnB DKs, 2H proc etc. I doubt they (especially when 70% of BGs are proc NBs) have some moral line they have decided not to cross
We'll agree to disagree then. I don't use any damaging proc sets, and I have less respect for those that do. Why play a game that's going to do the fighting for you? How does anyone feel any sense of accomplishment when their armor does the fighting for them?
grim_tactics wrote: »If Cliffracer can be undodgable then Crystal Frags should be Undodgable. If you disagree then make the pigeons dodgeable.
That doesn't mean dodge is overpowered... it is just more widely used, because:But they aren't. That's the whole point. Dodge is overpowered, not shields (well, at least compared to dodge).And you think stamina builds wouldn't use shields if they were just as effective for them as for magicka builds? Because that comes much closer to an actual comparison.Which further devalidates your argument that because stamina builds don't use shields, it means dodge is superior. The effect of dodge is the same on stamina and magicka builds. The effect of shields is not. So it just isn't a fair comparison.
My argument was that dodge is superior because even magicka builds use it, despite the fact that stamina is a very precious commodity for them, and the cost for rolling is very high. If it wasn't so insanely good, they would not do it.
The effect of dodge is the same, yes, but the relative cost is not.
The whole premise of my post was that dodge is so powerful compared to other defenses (so much that it is worth it even for magicka builds who barely have any stamina to spare) that it absolutely needs more counters.
grim_tactics wrote: »If Cliffracer can be undodgable then Crystal Frags should be Undodgable. If you disagree then make the pigeons dodgeable.
too true cliff racer has no CC frag CCs cliff racer takes 2x longer to hit the target compared to frag and frag has a 35% chance to proc for insta cast with more damage and half cost they're pretty much the same spells not to mention warden and sorcs are basically the same class so you're completely right.
Nerf frags.
I love that the reasoning behind it not being dodgeable is that "the animation is too obvious and it'd always be dodged." - so rather than just changing the animation for the skill we're stuck with this undodgeable imbalanced mess. Smh
I love that the reasoning behind it not being dodgeable is that "the animation is too obvious and it'd always be dodged." - so rather than just changing the animation for the skill we're stuck with this undodgeable imbalanced mess. Smh
I don't think ZOS made the skill undodgeable because the animation was obvious. More likely the other way around.
They wanted to introduce more counters to dodge into the game first and foremost. Then they made the animation obvious so that people can see what is happening and react accordingly instead of just rolling and wondering why it doesn't work.
Strider_Roshin wrote: »I love that the reasoning behind it not being dodgeable is that "the animation is too obvious and it'd always be dodged." - so rather than just changing the animation for the skill we're stuck with this undodgeable imbalanced mess. Smh
I don't think ZOS made the skill undodgeable because the animation was obvious. More likely the other way around.
They wanted to introduce more counters to dodge into the game first and foremost. Then they made the animation obvious so that people can see what is happening and react accordingly instead of just rolling and wondering why it doesn't work.
This isn't a debatable issue @Sharee they stated in an ESO Live that the reason why it's undodgeable is due to the obvious animation. Not because dodge rolling needed more counters.
Strider_Roshin wrote: »I love that the reasoning behind it not being dodgeable is that "the animation is too obvious and it'd always be dodged." - so rather than just changing the animation for the skill we're stuck with this undodgeable imbalanced mess. Smh
I don't think ZOS made the skill undodgeable because the animation was obvious. More likely the other way around.
They wanted to introduce more counters to dodge into the game first and foremost. Then they made the animation obvious so that people can see what is happening and react accordingly instead of just rolling and wondering why it doesn't work.
This isn't a debatable issue @Sharee they stated in an ESO Live that the reason why it's undodgeable is due to the obvious animation. Not because dodge rolling needed more counters.
Strider_Roshin wrote: »I love that the reasoning behind it not being dodgeable is that "the animation is too obvious and it'd always be dodged." - so rather than just changing the animation for the skill we're stuck with this undodgeable imbalanced mess. Smh
I don't think ZOS made the skill undodgeable because the animation was obvious. More likely the other way around.
They wanted to introduce more counters to dodge into the game first and foremost. Then they made the animation obvious so that people can see what is happening and react accordingly instead of just rolling and wondering why it doesn't work.
This isn't a debatable issue @Sharee they stated in an ESO Live that the reason why it's undodgeable is due to the obvious animation. Not because dodge rolling needed more counters.
Have to agree with @Sharee on this. "Undodgeable" trait of Dive was not afterthought. Either obvious animation was result and they PR'ed it the other way or it was premise, that made them think how to make the skill strong. The design of the animation is not something that currently supports the undodgeable part. It is the other way. This skill is undodgeable first and slow/obvious second. If you convince them to change it they may or may not change the animation. But you wont convince them to change the animation, because it is undodgeable.
Just simply looking at warden as damage dealer in PVP (either magicka or bow built) just screams THE NEED for it being undodgeable. It is core part and without it the class wont work unless bigger changes are made.
But they aren't. That's the whole point. Dodge is overpowered, not shields (well, at least compared to dodge).And you think stamina builds wouldn't use shields if they were just as effective for them as for magicka builds? Because that comes much closer to an actual comparison.Which further devalidates your argument that because stamina builds don't use shields, it means dodge is superior. The effect of dodge is the same on stamina and magicka builds. The effect of shields is not. So it just isn't a fair comparison.
My argument was that dodge is superior because even magicka builds use it, despite the fact that stamina is a very precious commodity for them, and the cost for rolling is very high. If it wasn't so insanely good, they would not do it.
The effect of dodge is the same, yes, but the relative cost is not.
The whole premise of my post was that dodge is so powerful compared to other defenses (so much that it is worth it even for magicka builds who barely have any stamina to spare) that it absolutely needs more counters.
leepalmer95 wrote: »Strider_Roshin wrote: »I love that the reasoning behind it not being dodgeable is that "the animation is too obvious and it'd always be dodged." - so rather than just changing the animation for the skill we're stuck with this undodgeable imbalanced mess. Smh
I don't think ZOS made the skill undodgeable because the animation was obvious. More likely the other way around.
They wanted to introduce more counters to dodge into the game first and foremost. Then they made the animation obvious so that people can see what is happening and react accordingly instead of just rolling and wondering why it doesn't work.
This isn't a debatable issue @Sharee they stated in an ESO Live that the reason why it's undodgeable is due to the obvious animation. Not because dodge rolling needed more counters.
Have to agree with @Sharee on this. "Undodgeable" trait of Dive was not afterthought. Either obvious animation was result and they PR'ed it the other way or it was premise, that made them think how to make the skill strong. The design of the animation is not something that currently supports the undodgeable part. It is the other way. This skill is undodgeable first and slow/obvious second. If you convince them to change it they may or may not change the animation. But you wont convince them to change the animation, because it is undodgeable.
Just simply looking at warden as damage dealer in PVP (either magicka or bow built) just screams THE NEED for it being undodgeable. It is core part and without it the class wont work unless bigger changes are made.
The class will work just fine, their cc still goes through roll and stuns them.
leepalmer95 wrote: »Strider_Roshin wrote: »I love that the reasoning behind it not being dodgeable is that "the animation is too obvious and it'd always be dodged." - so rather than just changing the animation for the skill we're stuck with this undodgeable imbalanced mess. Smh
I don't think ZOS made the skill undodgeable because the animation was obvious. More likely the other way around.
They wanted to introduce more counters to dodge into the game first and foremost. Then they made the animation obvious so that people can see what is happening and react accordingly instead of just rolling and wondering why it doesn't work.
This isn't a debatable issue @Sharee they stated in an ESO Live that the reason why it's undodgeable is due to the obvious animation. Not because dodge rolling needed more counters.
Have to agree with @Sharee on this. "Undodgeable" trait of Dive was not afterthought. Either obvious animation was result and they PR'ed it the other way or it was premise, that made them think how to make the skill strong. The design of the animation is not something that currently supports the undodgeable part. It is the other way. This skill is undodgeable first and slow/obvious second. If you convince them to change it they may or may not change the animation. But you wont convince them to change the animation, because it is undodgeable.
Just simply looking at warden as damage dealer in PVP (either magicka or bow built) just screams THE NEED for it being undodgeable. It is core part and without it the class wont work unless bigger changes are made.
The class will work just fine, their cc still goes through roll and stuns them.
Sorry, maybe I missed the cc that go through dodge and block.. if you mean scorch, doesn't go through dodge and is pretty easy to avoid, and the stamina morph don't stun at all.
leepalmer95 wrote: »leepalmer95 wrote: »Strider_Roshin wrote: »I love that the reasoning behind it not being dodgeable is that "the animation is too obvious and it'd always be dodged." - so rather than just changing the animation for the skill we're stuck with this undodgeable imbalanced mess. Smh
I don't think ZOS made the skill undodgeable because the animation was obvious. More likely the other way around.
They wanted to introduce more counters to dodge into the game first and foremost. Then they made the animation obvious so that people can see what is happening and react accordingly instead of just rolling and wondering why it doesn't work.
This isn't a debatable issue @Sharee they stated in an ESO Live that the reason why it's undodgeable is due to the obvious animation. Not because dodge rolling needed more counters.
Have to agree with @Sharee on this. "Undodgeable" trait of Dive was not afterthought. Either obvious animation was result and they PR'ed it the other way or it was premise, that made them think how to make the skill strong. The design of the animation is not something that currently supports the undodgeable part. It is the other way. This skill is undodgeable first and slow/obvious second. If you convince them to change it they may or may not change the animation. But you wont convince them to change the animation, because it is undodgeable.
Just simply looking at warden as damage dealer in PVP (either magicka or bow built) just screams THE NEED for it being undodgeable. It is core part and without it the class wont work unless bigger changes are made.
The class will work just fine, their cc still goes through roll and stuns them.
Sorry, maybe I missed the cc that go through dodge and block.. if you mean scorch, doesn't go through dodge and is pretty easy to avoid, and the stamina morph don't stun at all.
Pretty sure it goes through dodge, i've been hit plenty of times through dodge.
It goes through walls and ignores 'levels' of keep and such.