Waffennacht wrote: »Shalk is one of the very few dodge-able AoEs.
Strider_Roshin wrote: »Waffennacht wrote: »Shalk is one of the very few dodge-able AoEs.
So the ground AoE is dodgeable, but the slow moving bird is undodgeable. Makes sense -_-
Strider_Roshin wrote: »Waffennacht wrote: »Shalk is one of the very few dodge-able AoEs.
So the ground AoE is dodgeable, but the slow moving bird is undodgeable. Makes sense -_-
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.
Yea, if you stay in the aoe, and it's really easy to see it coming. If you roll dodge outside or simply don't stand in front of it you're safe. Against a good player a warden will not stun nothing without a root or another stun. This force you to use poison or loose burst slotting clench instead of cs/inner/whatever you use
Strider_Roshin wrote: »Waffennacht wrote: »Shalk is one of the very few dodge-able AoEs.
So the ground AoE is dodgeable, but the slow moving bird is undodgeable. Makes sense -_-
The ground aoe deals higher damage than the bird, you don't want the opposite, trust me
Strider_Roshin wrote: »Waffennacht wrote: »Shalk is one of the very few dodge-able AoEs.
So the ground AoE is dodgeable, but the slow moving bird is undodgeable. Makes sense -_-
The ground aoe deals higher damage than the bird, you don't want the opposite, trust me
leepalmer95 wrote: »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.
Yea, if you stay in the aoe, and it's really easy to see it coming. If you roll dodge outside or simply don't stand in front of it you're safe. Against a good player a warden will not stun nothing without a root or another stun. This force you to use poison or loose burst slotting clench instead of cs/inner/whatever you use
It takes a little getting used too to aim it but i aim mine quite fine.
Its basically a delayed dizzying swing that can't be dodged and dive is a surprise attack with an extra 21% dmg that can't be dodged.
Speed up its animation and add some counterplay to it.Strider_Roshin wrote: »Waffennacht wrote: »Shalk is one of the very few dodge-able AoEs.
So the ground AoE is dodgeable, but the slow moving bird is undodgeable. Makes sense -_-
The ground aoe deals higher damage than the bird, you don't want the opposite, trust me
Believe me i do xD.
X dmg every 3s?
Bird spam once a second.
s7732425ub17_ESO wrote: »Cliff racer is one of the very few counters to the perma dodge rolling cancer that is pervading PVP right now. It needs to stay.
Also, making it dodgeable would be a huge nerf to an already very weak class.
s7732425ub17_ESO wrote: »Cliff racer is one of the very few counters to the perma dodge rolling cancer that is pervading PVP right now. It needs to stay.
Also, making it dodgeable would be a huge nerf to an already very weak class.
Strider_Roshin wrote: »Waffennacht wrote: »Shalk is one of the very few dodge-able AoEs.
So the ground AoE is dodgeable, but the slow moving bird is undodgeable. Makes sense -_-
The ground aoe deals higher damage than the bird, you don't want the opposite, trust me
Strider_Roshin wrote: »Strider_Roshin wrote: »Waffennacht wrote: »Shalk is one of the very few dodge-able AoEs.
So the ground AoE is dodgeable, but the slow moving bird is undodgeable. Makes sense -_-
The ground aoe deals higher damage than the bird, you don't want the opposite, trust me
Not being able to dodge roll a ground AoE at least makes sense. The rationale behind the undodgeable bird is just stupid.
Strider_Roshin wrote: »Strider_Roshin wrote: »Waffennacht wrote: »Shalk is one of the very few dodge-able AoEs.
So the ground AoE is dodgeable, but the slow moving bird is undodgeable. Makes sense -_-
The ground aoe deals higher damage than the bird, you don't want the opposite, trust me
Not being able to dodge roll a ground AoE at least makes sense. The rationale behind the undodgeable bird is just stupid.
Yea it is, but you will kill the skill and the only way to create burst. The damage coming is slow and predictable, if you know how to avoid it after 2/3 of that the warden will re apply buffs. There you will hurt more. Use cc during the burst combo to avoid part of the damage, don't stand still, move and be unpredictable, roll dodge is still useful to avoid burst, move through the enemy don't let him create distance. Isolate him if he is in group. Use root to avoid the grownd stun, flank it like he's a templar. That's how you melt a warden. You want to be dodgable? Fine, double the duration of trellis and bird of prey, increase the swarm damage and let the shimmering shield absorb also the cc and the status effect, not just the damage.
Hi there, Aluc here. I just wanted to chime in.
The one thing cliff racer has going for it is the fact that it can't be dodged. That's it. By the time one bird lands I could have casted two crushing shocks. If you allow this ability to be dodged, why wouldn't you just use crushing shock instead?
- It has a ranged interrupt
- If you're Altmer, you get the ice damage bonus, the fire damage bonus, and another ice bonus on top just for being warden
- It's fast
- It can't be reflected either
Now let's look at the benefits of cliff racer if it can be dodged
- ¿¿¿¿¿¿¿
While Warden has a pretty neat toolbox, it's really limited in the damage department. I honestly can't see anybody still using cliff racer if you nerf it, so they're left with deep fissure and a DoT that can't even proc skoria. Wow, amazing.
On the flipside, I can see why all you somersaulting clowns are salty about this skill.
To make peace on both sides, if you give people the ability to dodge this skill a few things need to happen to it.
- Damage increase
- It needs to shoot horizontally, and not glide out of the sky
- Project itself as fast as crushing shock/force pulse
- Have an extra bonus attached to it
I would suggest removing the 15% damage bonus at long range and replacing it with something else, like major breach (which will help increase their dps a little).
Honestly, if you're playing mag warden properly you're not far away from your target anyway, because you want deep fissure to hit. The long range bonus just promotes those people giving Wardens a bad name by tossing birds at people from behind zerg lines.
leepalmer95 wrote: »Hi there, Aluc here. I just wanted to chime in.
The one thing cliff racer has going for it is the fact that it can't be dodged. That's it. By the time one bird lands I could have casted two crushing shocks. If you allow this ability to be dodged, why wouldn't you just use crushing shock instead?
- It has a ranged interrupt
- If you're Altmer, you get the ice damage bonus, the fire damage bonus, and another ice bonus on top just for being warden
- It's fast
- It can't be reflected either
Now let's look at the benefits of cliff racer if it can be dodged
- ¿¿¿¿¿¿¿
While Warden has a pretty neat toolbox, it's really limited in the damage department. I honestly can't see anybody still using cliff racer if you nerf it, so they're left with deep fissure and a DoT that can't even proc skoria. Wow, amazing.
On the flipside, I can see why all you somersaulting clowns are salty about this skill.
To make peace on both sides, if you give people the ability to dodge this skill a few things need to happen to it.
- Damage increase
- It needs to shoot horizontally, and not glide out of the sky
- Project itself as fast as crushing shock/force pulse
- Have an extra bonus attached to it
I would suggest removing the 15% damage bonus at long range and replacing it with something else, like major breach (which will help increase their dps a little).
Honestly, if you're playing mag warden properly you're not far away from your target anyway, because you want deep fissure to hit. The long range bonus just promotes those people giving Wardens a bad name by tossing birds at people from behind zerg lines.
Cliff racer hits harder. +2% all dmg for slotting it.
Hi there, Aluc here. I just wanted to chime in.
The one thing cliff racer has going for it is the fact that it can't be dodged. That's it. By the time one bird lands I could have casted two crushing shocks. If you allow this ability to be dodged, why wouldn't you just use crushing shock instead?
- It has a ranged interrupt
- If you're Altmer, you get the ice damage bonus, the fire damage bonus, and another ice bonus on top just for being warden
- It's fast
- It can't be reflected either
Now let's look at the benefits of cliff racer if it can be dodged
- ¿¿¿¿¿¿¿
While Warden has a pretty neat toolbox, it's really limited in the damage department. I honestly can't see anybody still using cliff racer if you nerf it, so they're left with deep fissure and a DoT that can't even proc skoria. Wow, amazing.
On the flipside, I can see why all you somersaulting clowns are salty about this skill.
To make peace on both sides, if you give people the ability to dodge this skill a few things need to happen to it.
- Damage increase
- It needs to shoot horizontally, and not glide out of the sky
- Project itself as fast as crushing shock/force pulse
- Have an extra bonus attached to it
I would suggest removing the 15% damage bonus at long range and replacing it with something else, like major breach (which will help increase their dps a little).
Honestly, if you're playing mag warden properly you're not far away from your target anyway, because you want deep fissure to hit. The long range bonus just promotes those people giving Wardens a bad name by tossing birds at people from behind zerg lines.
Strider_Roshin wrote: »It's cheaper than Surprise attack, hits harder than Surprise Attack, and you think it has nothing going for it?
There's been plenty of suggestions here that are viable; the easiest being to make it dodgeable while speeding up the animation. I like your major breach idea while removing the bonus damage, but that would be a huge PvE nerf, and on top of that elemental drain is just too good not to use.
I do believe that giving the stam version extra damage while your close to your opponent would be a solid change though because like always stam looks like an after thought for this class.
But this needs to be dodge able otherwise where's my huge arsenal of abilities that ignore damage shields. The anti-stam bias in this game is disgusting.
leepalmer95 wrote: »Hi there, Aluc here. I just wanted to chime in.
The one thing cliff racer has going for it is the fact that it can't be dodged. That's it. By the time one bird lands I could have casted two crushing shocks. If you allow this ability to be dodged, why wouldn't you just use crushing shock instead?
- It has a ranged interrupt
- If you're Altmer, you get the ice damage bonus, the fire damage bonus, and another ice bonus on top just for being warden
- It's fast
- It can't be reflected either
Now let's look at the benefits of cliff racer if it can be dodged
- ¿¿¿¿¿¿¿
While Warden has a pretty neat toolbox, it's really limited in the damage department. I honestly can't see anybody still using cliff racer if you nerf it, so they're left with deep fissure and a DoT that can't even proc skoria. Wow, amazing.
On the flipside, I can see why all you somersaulting clowns are salty about this skill.
To make peace on both sides, if you give people the ability to dodge this skill a few things need to happen to it.
- Damage increase
- It needs to shoot horizontally, and not glide out of the sky
- Project itself as fast as crushing shock/force pulse
- Have an extra bonus attached to it
I would suggest removing the 15% damage bonus at long range and replacing it with something else, like major breach (which will help increase their dps a little).
Honestly, if you're playing mag warden properly you're not far away from your target anyway, because you want deep fissure to hit. The long range bonus just promotes those people giving Wardens a bad name by tossing birds at people from behind zerg lines.
Cliff racer hits harder. +2% all dmg for slotting it.
Sure, but I'm saying drop the +15% from long range. So giving it a small 5% buff or something and letting people dodge it isn't a bad trade off.
leepalmer95 wrote: »leepalmer95 wrote: »Hi there, Aluc here. I just wanted to chime in.
The one thing cliff racer has going for it is the fact that it can't be dodged. That's it. By the time one bird lands I could have casted two crushing shocks. If you allow this ability to be dodged, why wouldn't you just use crushing shock instead?
- It has a ranged interrupt
- If you're Altmer, you get the ice damage bonus, the fire damage bonus, and another ice bonus on top just for being warden
- It's fast
- It can't be reflected either
Now let's look at the benefits of cliff racer if it can be dodged
- ¿¿¿¿¿¿¿
While Warden has a pretty neat toolbox, it's really limited in the damage department. I honestly can't see anybody still using cliff racer if you nerf it, so they're left with deep fissure and a DoT that can't even proc skoria. Wow, amazing.
On the flipside, I can see why all you somersaulting clowns are salty about this skill.
To make peace on both sides, if you give people the ability to dodge this skill a few things need to happen to it.
- Damage increase
- It needs to shoot horizontally, and not glide out of the sky
- Project itself as fast as crushing shock/force pulse
- Have an extra bonus attached to it
I would suggest removing the 15% damage bonus at long range and replacing it with something else, like major breach (which will help increase their dps a little).
Honestly, if you're playing mag warden properly you're not far away from your target anyway, because you want deep fissure to hit. The long range bonus just promotes those people giving Wardens a bad name by tossing birds at people from behind zerg lines.
Cliff racer hits harder. +2% all dmg for slotting it.
Sure, but I'm saying drop the +15% from long range. So giving it a small 5% buff or something and letting people dodge it isn't a bad trade off.
Sure thats a good idea, more constant damage for less 'chance of burst'. Though that should apply to both morphs.
Currently the magicka dives deals 21% more dmg than the stamina one. The stamina one has no additional effect.
Waffennacht wrote: »Just really quick,
Shield counters
Sets: shield breaker, Knightslayer
Glyphs: Oblivion damage
Abilities:
Weapons: I hear tell bleed?
CP: shattering blows?
6 seconds
Dodge counters:
Sets:
Glyphs:
Abilities: Dive, Curse, Leap, AoEs except Shalk, "beams"
Weapons: Lightning/resto heavy attack
CP:
Increase in cost
Seems kinda legit unless I'm forgetting stuff
Waffennacht wrote: »Just really quick,
Shield counters
Sets: shield breaker, Knightslayer
Glyphs: Oblivion damage
Abilities:
Weapons: I hear tell bleed?
CP: shattering blows?
6 seconds
Dodge counters:
Sets:
Glyphs:
Abilities: Dive, Curse, Leap, AoEs except Shalk, "beams"
Weapons: Lightning/resto heavy attack
CP:
Increase in cost
Seems kinda legit unless I'm forgetting stuff
Strider_Roshin wrote: »Waffennacht wrote: »Just really quick,
Shield counters
Sets: shield breaker, Knightslayer
Glyphs: Oblivion damage
Abilities:
Weapons: I hear tell bleed?
CP: shattering blows?
6 seconds
Dodge counters:
Sets:
Glyphs:
Abilities: Dive, Curse, Leap, AoEs except Shalk, "beams"
Weapons: Lightning/resto heavy attack
CP:
Increase in cost
Seems kinda legit unless I'm forgetting stuff
Just to reiterate shield breaker requires you to make yourself less efficient at dealing with anyone that doesn't use a shield for the sake of combating those that do. Which is a strong indicator that shields over perform.
Strider_Roshin wrote: »Waffennacht wrote: »Just really quick,
Shield counters
Sets: shield breaker, Knightslayer
Glyphs: Oblivion damage
Abilities:
Weapons: I hear tell bleed?
CP: shattering blows?
6 seconds
Dodge counters:
Sets:
Glyphs:
Abilities: Dive, Curse, Leap, AoEs except Shalk, "beams"
Weapons: Lightning/resto heavy attack
CP:
Increase in cost
Seems kinda legit unless I'm forgetting stuff
Just to reiterate shield breaker requires you to make yourself less efficient at dealing with anyone that doesn't use a shield for the sake of combating those that do. Which is a strong indicator that shields over perform.
I just spent another 70k gold to make detect potions and use up a slot on my bar for magelight. Does that mean cloak is overperforming?
Strider_Roshin wrote: »Strider_Roshin wrote: »Waffennacht wrote: »Just really quick,
Shield counters
Sets: shield breaker, Knightslayer
Glyphs: Oblivion damage
Abilities:
Weapons: I hear tell bleed?
CP: shattering blows?
6 seconds
Dodge counters:
Sets:
Glyphs:
Abilities: Dive, Curse, Leap, AoEs except Shalk, "beams"
Weapons: Lightning/resto heavy attack
CP:
Increase in cost
Seems kinda legit unless I'm forgetting stuff
Just to reiterate shield breaker requires you to make yourself less efficient at dealing with anyone that doesn't use a shield for the sake of combating those that do. Which is a strong indicator that shields over perform.
I just spent another 70k gold to make detect potions and use up a slot on my bar for magelight. Does that mean cloak is overperforming?
My detect pots give me immovability, and restore magicka. Not much of a sacrifice to use over any other potion.
If anything that shows an imbalance when it comes to counters. You need to make your build weaker against non damage shield users in order to be more effective against damage shields. Countering cloak however? Well the options are numerous, and if for some reason you don't have an ability that passively reveals enemies from stealth then you can use a potion that does some at the same time making you immune to CCs, and improving your magicka resource management.
Can I have a potion that disables shields? I'd use it in a heartbeat!
Strider_Roshin wrote: »Strider_Roshin wrote: »Waffennacht wrote: »Just really quick,
Shield counters
Sets: shield breaker, Knightslayer
Glyphs: Oblivion damage
Abilities:
Weapons: I hear tell bleed?
CP: shattering blows?
6 seconds
Dodge counters:
Sets:
Glyphs:
Abilities: Dive, Curse, Leap, AoEs except Shalk, "beams"
Weapons: Lightning/resto heavy attack
CP:
Increase in cost
Seems kinda legit unless I'm forgetting stuff
Just to reiterate shield breaker requires you to make yourself less efficient at dealing with anyone that doesn't use a shield for the sake of combating those that do. Which is a strong indicator that shields over perform.
I just spent another 70k gold to make detect potions and use up a slot on my bar for magelight. Does that mean cloak is overperforming?
My detect pots give me immovability, and restore magicka. Not much of a sacrifice to use over any other potion.
If anything that shows an imbalance when it comes to counters. You need to make your build weaker against non damage shield users in order to be more effective against damage shields. Countering cloak however? Well the options are numerous, and if for some reason you don't have an ability that passively reveals enemies from stealth then you can use a potion that does some at the same time making you immune to CCs, and improving your magicka resource management.
Can I have a potion that disables shields? I'd use it in a heartbeat!
I don't really want to turn this into a cloak vs shields vs dodge debate. I was just stating that there are also numerous counters for cloak because it is extremely strong in a PVP environment.
Waffennacht wrote: »Oh I have an idea! Not thought out mind you:
What about make dive dodgeable (maybe make Shalk unblockable?) And have it grant empower?