Soul Assault does not snare anymore.
Radiant destruction can be interupted by bashing
brandonv516 wrote: »Add Zaan to that and you got the triple threat.
Soul Assault does not snare anymore.
Radiant destruction can be interupted by bashing
Which is absolutely worthless if you are 12m away, though I do often roll dodge and bash when they are actually in front of me...but most often they will RD while you are fighting another opponent from behind you, which severely limits your options in the real world. In Cyrodiil its rare indeed to get into a 1v1 with a templar....you and whatever group you are in either outnumber your opponents 3 to 1, or vice versa. Radiant Destruction and Soul Assault just are not as weak as you seem to think in the real world, although I do stick almost exclusively to no-CP Sotha Sil, so that may make a difference in my experience. I can see how RD would be worthless in CP campaigns where ever fight turns into a long drawn-out affair.
Joy_Division wrote: »Soul Assault does not snare anymore.
Radiant destruction can be interupted by bashing
Which is absolutely worthless if you are 12m away, though I do often roll dodge and bash when they are actually in front of me...but most often they will RD while you are fighting another opponent from behind you, which severely limits your options in the real world. In Cyrodiil its rare indeed to get into a 1v1 with a templar....you and whatever group you are in either outnumber your opponents 3 to 1, or vice versa. Radiant Destruction and Soul Assault just are not as weak as you seem to think in the real world, although I do stick almost exclusively to no-CP Sotha Sil, so that may make a difference in my experience. I can see how RD would be worthless in CP campaigns where ever fight turns into a long drawn-out affair.
Personally I wouldn't want to be associated with the OP's uniformed argument, but that's your choice.
You're still complaining about RD? I'll trade you that right now straight up for fossilize. There's zero chance a DK will take that unless they wants to impress people with a target dummy parse.
You said it yourself: "In Cyrodiil its rare indeed to get into a 1v1 with a templar". Yeah, gee, I wonder why that could possibly be the case. That people out there just whining "Whah BoL healbotz take no skillz" "RD is instant death no counterplay!" "Whah RD has been nerfed 12 times, it's still OP plz nerf I suck lolz" have completely eviscerated the viability of running out there on a templar by itself in Cyrodiil.
No CP the ability is even worse because it's too expensive, you lose out on the bonus damage because sustain is terrible, and getting interrupted pretty much drains your already empty stam pool.
Personally, I would be very hesitant to come onto these forums and admit in public that I struggle Vs anything in this game. Especially when I get Soul Assaulted and Jesus Beamed every night - every night - by Xv1 heroes and do not find these attacks particularly difficult to counter.
It's useless against anything with a damage shield or anything that can block. And it's very easy to outheal since it's a 4 seconds channel.
.
Amdar_Godkiller wrote: »
It's useless against anything with a damage shield or anything that can block. And it's very easy to outheal since it's a 4 seconds channel.
.
The point is, it's impossible to mitigate it with some classes in medium armor, which is currently underperforming in PVP to such an extent that it's not even viable for the most part with certain classes.
Put another way, if you think soul assault is fine as is, then you should also be in favor of
1. Massively buffing shield breaker because it is effectively the MA trump card over LA in the same way that Soul Assault is an LA trump over MA, however the 2K damage from SB is much weaker than Soul Assault, therefore it needs a 50%-75% buff to keep the two "totally fair" un-counterable build options in line with one another. Any vote in favor of Soul Assault is also a vote for buffing the Sorc aBuser set. Obviously I'm being facetious, but this illustrates why Soul Assault IS IMBALANCED and needs to be changed.
2. 2% passive dodge chance for each piece of medium armor worn in exchange for the reduced sneak cost passive, which useless as sneak cost is already cheaper than any other aspect of the game. This would literally only give MA about 6%-11% more actual mitigation due to diminishing returns on different sources of mitigation. I would settle for 1% increased dodge chance to put shuffle back in line with the 20% it once provided. Alternatively, you could just add 5% dodge chance to both major and minor evasion.
Evasion/dodge chance only seems OP to some Mag users because it once was much stronger, and because the most fully viable medium armor class, Nightblades, can combine it with cloak and roll dodge to seemingly become unhittable if the three things are timed perfectly. The issues are created much more as a result of dodge roll mechanics and cloak mechanics though, than they are because of dodge chance from evasion, which isn't really that special or impactful compared to blocking (70% mitigation if you can afford it), or damage shields which:a. double your HP effectively, andb. fully mitigates crits. This is stronger at base crit damage modifier than major evasion in terms of mitigation and gets stronger against enemies with high crit modifier. At base modifier, it's worth 33% mitigation x attacker's crit chance. most builds in pvp sit at around 40% or so ( and would probably be higher if not for damage shields being uncrittable), which makes the mitigation from just the crits equal to 13%-14% on average for non templar non nightblade attackers with no cp in precise strikes or elfborn. This mitigation is additive unlike dodge chance because it is factored before resistance and other mitigating sources. It's equivalent to 8800 physical and spell resistance. That's more than you'd get from 2 pieces of chudan,
5 pieces of armor master, 5 pieces of fortified brass, etc. At best, a glass cannon medium armor user with no cp in anything mitigation related would get 12.5% mitigation from major evasion assuming his resistances are lower than 11300. Once again, we aren't even adding the mitigation provided by the bonus HP a damage shield gets you, which is 50%-90% increase to the amount of damage you can take.
With regard to cloak, this could and should be corrected by preventing cloak from causing attacks to miss and There is no logical explanation for why a person who becomes invisible, suddenly also becomes immune to single target attacks. If I punch the location where a man's face is, my fist does not go through it just because he disappears from my view. Cloak needs to have no effect on incoming damage. Period.
Also, by decreasing the base cost of dodge roll while increasing the cool-down penalty so all builds are at least capable of a single dodge roll in the heat of battle without being forced to walk throughout combat and completely avoid blocking.
Really, Break free, dodge roll, and block all need base cost reductions if we're being honest. We just need to consolidate and eliminate certain exploitable means of cost reduction. It sucks that a handful of builds that are unbalanced now cause all of us to have limited use of basic combat functions. The solution should never have been to nerf mechanics, when all that was necessary was cost reduction caps and/or a system that only factors in the highest source of cost reduction, instead of stacking all of them.
Light armor shouldn't be able to dodge roll as well as MA, but it should be able to do it much more reliably and cost-efficiently than it does (and logically, it should do it better than a guy wearing chainmail as well; I don't recall ever hearing of a band of knights tumbling there way to victory in battle, though it would be absurdly amusing spectacle to be sure).
3. A medium armor passive that grants 4% chance per piece of MA to purge all disabling effects, DOTs, and debuffs whenever you roll dodge more than once within its 4 second cooldown (this is simply logical balance, since it's high cost to dodge roll twice within its cooldown, because it requires rng, but also because it provides MA a means of dealing with defiles/dots, since NONE exists for non-templars aside from a very high cost Support skill). The need for this could be eliminated however with a monster set that gives a 1 pc bonus that is stam friendly and a 2 pc bonus that provides the wearer with a purge proc.
Damage shields double your mitigation in most instances especially considering their stupidly OP ability to cancel all crit damage, heavy armor and S&B more than doubles mitigation and allows easy access to resistance cap.
Medium armor OTOH provides 5% more resistance than Light armor and allows you to use a skill that gives you 15% dodge chance. It's effectively less than 15% mitigation after factoring the diminishing returns of CP and resistance based mitigation.
With CP HA users can reduce block cost (HA mitigation and makes medium armor sustain passives unnecessary) and receive greater benefit from roll dodge cost reduction as well. Light armor users can enhance damage shield strength (LA mitigation buffed multiplicatively with 5 other CP stars!). But for medium armor users, there is nothing but dodge roll cost reduction and diminishing returns from the resistance buffs and most cost reduction CP stars. It is stupid to invest in dodge roll as a MA user because you receive less total cost reduction from it than both HA and LA users (LOL!), due to medium armor passives.
I suggest that maybe evasion needs the equivalent of befoul in the red CP constellation: a CP star that increases the amount of dodge chance provided by evasion buffs. This is what medium armor focus should be.
Otherwise, as CP increases, Mag mitigation will continue to increase rapidly and from many sources will do so multiplicative with one another, while medium armor's mitigation will only increase by an exponentially diminishing margin.
So this world where Soul Assault is perfectly balanced and fine, is absolute nonsense. The only argument in favor of it being balanced presupposes that medium armor, must be unable to mitigate yet ANOTHER source of damage.
HA and LA can mitigate Soul Assault to a much greater degree, as has already been mentioned, so the only reason to slot it would be to kill specifically medium armor wearers, which is a ridiculous reason to slot a skill, because medium armor users are already the easiest to kill. Ergo, in order to argue in favor of Soul Assault's current balance, you must acknowledge and support how poorly medium armor is balanced.
Compare that to shield breaker, which was created because there are so few sources of damage that catastrophically affect light armor mitigation.
The issue is that there are already enough hard counters against MA, while there are so few means of attacking LA and HA users that entirely lack counterplay. The last thing we need is another ULTIMATE that insta-kills MA users. Eye of the Storm already exists for this unbalanced non-competitive purpose.
If you want it to remain this strong against MA, then lets push for a morph that deals oblivion damage and prevents the target from casting a damage shield during the channel, and the other morph deals bleed damage over time after the channel ends, and triples the cost of block. Then it's still OP, but at least balanced.
Amdar_Godkiller wrote: »
It's useless against anything with a damage shield or anything that can block. And it's very easy to outheal since it's a 4 seconds channel.
.
The point is, it's impossible to mitigate it with some classes in medium armor, which is currently underperforming in PVP to such an extent that it's not even viable for the most part with certain classes.
Put another way, if you think soul assault is fine as is, then you should also be in favor of
1. Massively buffing shield breaker because it is effectively the MA trump card over LA in the same way that Soul Assault is an LA trump over MA, however the 2K damage from SB is much weaker than Soul Assault, therefore it needs a 50%-75% buff to keep the two "totally fair" un-counterable build options in line with one another. Any vote in favor of Soul Assault is also a vote for buffing the Sorc aBuser set. Obviously I'm being facetious, but this illustrates why Soul Assault IS IMBALANCED and needs to be changed.
2. 2% passive dodge chance for each piece of medium armor worn in exchange for the reduced sneak cost passive, which useless as sneak cost is already cheaper than any other aspect of the game. This would literally only give MA about 6%-11% more actual mitigation due to diminishing returns on different sources of mitigation. I would settle for 1% increased dodge chance to put shuffle back in line with the 20% it once provided. Alternatively, you could just add 5% dodge chance to both major and minor evasion.
Evasion/dodge chance only seems OP to some Mag users because it once was much stronger, and because the most fully viable medium armor class, Nightblades, can combine it with cloak and roll dodge to seemingly become unhittable if the three things are timed perfectly. The issues are created much more as a result of dodge roll mechanics and cloak mechanics though, than they are because of dodge chance from evasion, which isn't really that special or impactful compared to blocking (70% mitigation if you can afford it), or damage shields which:a. double your HP effectively, andb. fully mitigates crits. This is stronger at base crit damage modifier than major evasion in terms of mitigation and gets stronger against enemies with high crit modifier. At base modifier, it's worth 33% mitigation x attacker's crit chance. most builds in pvp sit at around 40% or so ( and would probably be higher if not for damage shields being uncrittable), which makes the mitigation from just the crits equal to 13%-14% on average for non templar non nightblade attackers with no cp in precise strikes or elfborn. This mitigation is additive unlike dodge chance because it is factored before resistance and other mitigating sources. It's equivalent to 8800 physical and spell resistance. That's more than you'd get from 2 pieces of chudan,
5 pieces of armor master, 5 pieces of fortified brass, etc. At best, a glass cannon medium armor user with no cp in anything mitigation related would get 12.5% mitigation from major evasion assuming his resistances are lower than 11300. Once again, we aren't even adding the mitigation provided by the bonus HP a damage shield gets you, which is 50%-90% increase to the amount of damage you can take.
With regard to cloak, this could and should be corrected by preventing cloak from causing attacks to miss and There is no logical explanation for why a person who becomes invisible, suddenly also becomes immune to single target attacks. If I punch the location where a man's face is, my fist does not go through it just because he disappears from my view. Cloak needs to have no effect on incoming damage. Period.
Also, by decreasing the base cost of dodge roll while increasing the cool-down penalty so all builds are at least capable of a single dodge roll in the heat of battle without being forced to walk throughout combat and completely avoid blocking.
Really, Break free, dodge roll, and block all need base cost reductions if we're being honest. We just need to consolidate and eliminate certain exploitable means of cost reduction. It sucks that a handful of builds that are unbalanced now cause all of us to have limited use of basic combat functions. The solution should never have been to nerf mechanics, when all that was necessary was cost reduction caps and/or a system that only factors in the highest source of cost reduction, instead of stacking all of them.
Light armor shouldn't be able to dodge roll as well as MA, but it should be able to do it much more reliably and cost-efficiently than it does (and logically, it should do it better than a guy wearing chainmail as well; I don't recall ever hearing of a band of knights tumbling there way to victory in battle, though it would be absurdly amusing spectacle to be sure).
3. A medium armor passive that grants 4% chance per piece of MA to purge all disabling effects, DOTs, and debuffs whenever you roll dodge more than once within its 4 second cooldown (this is simply logical balance, since it's high cost to dodge roll twice within its cooldown, because it requires rng, but also because it provides MA a means of dealing with defiles/dots, since NONE exists for non-templars aside from a very high cost Support skill). The need for this could be eliminated however with a monster set that gives a 1 pc bonus that is stam friendly and a 2 pc bonus that provides the wearer with a purge proc.
Damage shields double your mitigation in most instances especially considering their stupidly OP ability to cancel all crit damage, heavy armor and S&B more than doubles mitigation and allows easy access to resistance cap.
Medium armor OTOH provides 5% more resistance than Light armor and allows you to use a skill that gives you 15% dodge chance. It's effectively less than 15% mitigation after factoring the diminishing returns of CP and resistance based mitigation.
With CP HA users can reduce block cost (HA mitigation and makes medium armor sustain passives unnecessary) and receive greater benefit from roll dodge cost reduction as well. Light armor users can enhance damage shield strength (LA mitigation buffed multiplicatively with 5 other CP stars!). But for medium armor users, there is nothing but dodge roll cost reduction and diminishing returns from the resistance buffs and most cost reduction CP stars. It is stupid to invest in dodge roll as a MA user because you receive less total cost reduction from it than both HA and LA users (LOL!), due to medium armor passives.
I suggest that maybe evasion needs the equivalent of befoul in the red CP constellation: a CP star that increases the amount of dodge chance provided by evasion buffs. This is what medium armor focus should be.
Otherwise, as CP increases, Mag mitigation will continue to increase rapidly and from many sources will do so multiplicative with one another, while medium armor's mitigation will only increase by an exponentially diminishing margin.
So this world where Soul Assault is perfectly balanced and fine, is absolute nonsense. The only argument in favor of it being balanced presupposes that medium armor, must be unable to mitigate yet ANOTHER source of damage.
HA and LA can mitigate Soul Assault to a much greater degree, as has already been mentioned, so the only reason to slot it would be to kill specifically medium armor wearers, which is a ridiculous reason to slot a skill, because medium armor users are already the easiest to kill. Ergo, in order to argue in favor of Soul Assault's current balance, you must acknowledge and support how poorly medium armor is balanced.
Compare that to shield breaker, which was created because there are so few sources of damage that catastrophically affect light armor mitigation.
The issue is that there are already enough hard counters against MA, while there are so few means of attacking LA and HA users that entirely lack counterplay. The last thing we need is another ULTIMATE that insta-kills MA users. Eye of the Storm already exists for this unbalanced non-competitive purpose.
If you want it to remain this strong against MA, then lets push for a morph that deals oblivion damage and prevents the target from casting a damage shield during the channel, and the other morph deals bleed damage over time after the channel ends, and triples the cost of block. Then it's still OP, but at least balanced.
Light armor should dodge roll the most; you have no armor weight
Amdar_Godkiller wrote: »
It's useless against anything with a damage shield or anything that can block. And it's very easy to outheal since it's a 4 seconds channel.
.
The point is, it's impossible to mitigate it with some classes in medium armor, which is currently underperforming in PVP to such an extent that it's not even viable for the most part with certain classes.
Put another way, if you think soul assault is fine as is, then you should also be in favor of
1. Massively buffing shield breaker because it is effectively the MA trump card over LA in the same way that Soul Assault is an LA trump over MA, however the 2K damage from SB is much weaker than Soul Assault, therefore it needs a 50%-75% buff to keep the two "totally fair" un-counterable build options in line with one another. Any vote in favor of Soul Assault is also a vote for buffing the Sorc aBuser set. Obviously I'm being facetious, but this illustrates why Soul Assault IS IMBALANCED and needs to be changed.
2. 2% passive dodge chance for each piece of medium armor worn in exchange for the reduced sneak cost passive, which useless as sneak cost is already cheaper than any other aspect of the game. This would literally only give MA about 6%-11% more actual mitigation due to diminishing returns on different sources of mitigation. I would settle for 1% increased dodge chance to put shuffle back in line with the 20% it once provided. Alternatively, you could just add 5% dodge chance to both major and minor evasion.
Evasion/dodge chance only seems OP to some Mag users because it once was much stronger, and because the most fully viable medium armor class, Nightblades, can combine it with cloak and roll dodge to seemingly become unhittable if the three things are timed perfectly. The issues are created much more as a result of dodge roll mechanics and cloak mechanics though, than they are because of dodge chance from evasion, which isn't really that special or impactful compared to blocking (70% mitigation if you can afford it), or damage shields which:a. double your HP effectively, andb. fully mitigates crits. This is stronger at base crit damage modifier than major evasion in terms of mitigation and gets stronger against enemies with high crit modifier. At base modifier, it's worth 33% mitigation x attacker's crit chance. most builds in pvp sit at around 40% or so ( and would probably be higher if not for damage shields being uncrittable), which makes the mitigation from just the crits equal to 13%-14% on average for non templar non nightblade attackers with no cp in precise strikes or elfborn. This mitigation is additive unlike dodge chance because it is factored before resistance and other mitigating sources. It's equivalent to 8800 physical and spell resistance. That's more than you'd get from 2 pieces of chudan,
5 pieces of armor master, 5 pieces of fortified brass, etc. At best, a glass cannon medium armor user with no cp in anything mitigation related would get 12.5% mitigation from major evasion assuming his resistances are lower than 11300. Once again, we aren't even adding the mitigation provided by the bonus HP a damage shield gets you, which is 50%-90% increase to the amount of damage you can take.
With regard to cloak, this could and should be corrected by preventing cloak from causing attacks to miss and There is no logical explanation for why a person who becomes invisible, suddenly also becomes immune to single target attacks. If I punch the location where a man's face is, my fist does not go through it just because he disappears from my view. Cloak needs to have no effect on incoming damage. Period.
Also, by decreasing the base cost of dodge roll while increasing the cool-down penalty so all builds are at least capable of a single dodge roll in the heat of battle without being forced to walk throughout combat and completely avoid blocking.
Really, Break free, dodge roll, and block all need base cost reductions if we're being honest. We just need to consolidate and eliminate certain exploitable means of cost reduction. It sucks that a handful of builds that are unbalanced now cause all of us to have limited use of basic combat functions. The solution should never have been to nerf mechanics, when all that was necessary was cost reduction caps and/or a system that only factors in the highest source of cost reduction, instead of stacking all of them.
Light armor shouldn't be able to dodge roll as well as MA, but it should be able to do it much more reliably and cost-efficiently than it does (and logically, it should do it better than a guy wearing chainmail as well; I don't recall ever hearing of a band of knights tumbling there way to victory in battle, though it would be absurdly amusing spectacle to be sure).
3. A medium armor passive that grants 4% chance per piece of MA to purge all disabling effects, DOTs, and debuffs whenever you roll dodge more than once within its 4 second cooldown (this is simply logical balance, since it's high cost to dodge roll twice within its cooldown, because it requires rng, but also because it provides MA a means of dealing with defiles/dots, since NONE exists for non-templars aside from a very high cost Support skill). The need for this could be eliminated however with a monster set that gives a 1 pc bonus that is stam friendly and a 2 pc bonus that provides the wearer with a purge proc.
Damage shields double your mitigation in most instances especially considering their stupidly OP ability to cancel all crit damage, heavy armor and S&B more than doubles mitigation and allows easy access to resistance cap.
Medium armor OTOH provides 5% more resistance than Light armor and allows you to use a skill that gives you 15% dodge chance. It's effectively less than 15% mitigation after factoring the diminishing returns of CP and resistance based mitigation.
With CP HA users can reduce block cost (HA mitigation and makes medium armor sustain passives unnecessary) and receive greater benefit from roll dodge cost reduction as well. Light armor users can enhance damage shield strength (LA mitigation buffed multiplicatively with 5 other CP stars!). But for medium armor users, there is nothing but dodge roll cost reduction and diminishing returns from the resistance buffs and most cost reduction CP stars. It is stupid to invest in dodge roll as a MA user because you receive less total cost reduction from it than both HA and LA users (LOL!), due to medium armor passives.
I suggest that maybe evasion needs the equivalent of befoul in the red CP constellation: a CP star that increases the amount of dodge chance provided by evasion buffs. This is what medium armor focus should be.
Otherwise, as CP increases, Mag mitigation will continue to increase rapidly and from many sources will do so multiplicative with one another, while medium armor's mitigation will only increase by an exponentially diminishing margin.
So this world where Soul Assault is perfectly balanced and fine, is absolute nonsense. The only argument in favor of it being balanced presupposes that medium armor, must be unable to mitigate yet ANOTHER source of damage.
HA and LA can mitigate Soul Assault to a much greater degree, as has already been mentioned, so the only reason to slot it would be to kill specifically medium armor wearers, which is a ridiculous reason to slot a skill, because medium armor users are already the easiest to kill. Ergo, in order to argue in favor of Soul Assault's current balance, you must acknowledge and support how poorly medium armor is balanced.
Compare that to shield breaker, which was created because there are so few sources of damage that catastrophically affect light armor mitigation.
The issue is that there are already enough hard counters against MA, while there are so few means of attacking LA and HA users that entirely lack counterplay. The last thing we need is another ULTIMATE that insta-kills MA users. Eye of the Storm already exists for this unbalanced non-competitive purpose.
If you want it to remain this strong against MA, then lets push for a morph that deals oblivion damage and prevents the target from casting a damage shield during the channel, and the other morph deals bleed damage over time after the channel ends, and triples the cost of block. Then it's still OP, but at least balanced.
Amdar_Godkiller wrote: »Amdar_Godkiller wrote: »
It's useless against anything with a damage shield or anything that can block. And it's very easy to outheal since it's a 4 seconds channel.
.
The point is, it's impossible to mitigate it with some classes in medium armor, which is currently underperforming in PVP to such an extent that it's not even viable for the most part with certain classes.
Put another way, if you think soul assault is fine as is, then you should also be in favor of
1. Massively buffing shield breaker because it is effectively the MA trump card over LA in the same way that Soul Assault is an LA trump over MA, however the 2K damage from SB is much weaker than Soul Assault, therefore it needs a 50%-75% buff to keep the two "totally fair" un-counterable build options in line with one another. Any vote in favor of Soul Assault is also a vote for buffing the Sorc aBuser set. Obviously I'm being facetious, but this illustrates why Soul Assault IS IMBALANCED and needs to be changed.
2. 2% passive dodge chance for each piece of medium armor worn in exchange for the reduced sneak cost passive, which useless as sneak cost is already cheaper than any other aspect of the game. This would literally only give MA about 6%-11% more actual mitigation due to diminishing returns on different sources of mitigation. I would settle for 1% increased dodge chance to put shuffle back in line with the 20% it once provided. Alternatively, you could just add 5% dodge chance to both major and minor evasion.
Evasion/dodge chance only seems OP to some Mag users because it once was much stronger, and because the most fully viable medium armor class, Nightblades, can combine it with cloak and roll dodge to seemingly become unhittable if the three things are timed perfectly. The issues are created much more as a result of dodge roll mechanics and cloak mechanics though, than they are because of dodge chance from evasion, which isn't really that special or impactful compared to blocking (70% mitigation if you can afford it), or damage shields which:a. double your HP effectively, andb. fully mitigates crits. This is stronger at base crit damage modifier than major evasion in terms of mitigation and gets stronger against enemies with high crit modifier. At base modifier, it's worth 33% mitigation x attacker's crit chance. most builds in pvp sit at around 40% or so ( and would probably be higher if not for damage shields being uncrittable), which makes the mitigation from just the crits equal to 13%-14% on average for non templar non nightblade attackers with no cp in precise strikes or elfborn. This mitigation is additive unlike dodge chance because it is factored before resistance and other mitigating sources. It's equivalent to 8800 physical and spell resistance. That's more than you'd get from 2 pieces of chudan,
5 pieces of armor master, 5 pieces of fortified brass, etc. At best, a glass cannon medium armor user with no cp in anything mitigation related would get 12.5% mitigation from major evasion assuming his resistances are lower than 11300. Once again, we aren't even adding the mitigation provided by the bonus HP a damage shield gets you, which is 50%-90% increase to the amount of damage you can take.
With regard to cloak, this could and should be corrected by preventing cloak from causing attacks to miss and There is no logical explanation for why a person who becomes invisible, suddenly also becomes immune to single target attacks. If I punch the location where a man's face is, my fist does not go through it just because he disappears from my view. Cloak needs to have no effect on incoming damage. Period.
Also, by decreasing the base cost of dodge roll while increasing the cool-down penalty so all builds are at least capable of a single dodge roll in the heat of battle without being forced to walk throughout combat and completely avoid blocking.
Really, Break free, dodge roll, and block all need base cost reductions if we're being honest. We just need to consolidate and eliminate certain exploitable means of cost reduction. It sucks that a handful of builds that are unbalanced now cause all of us to have limited use of basic combat functions. The solution should never have been to nerf mechanics, when all that was necessary was cost reduction caps and/or a system that only factors in the highest source of cost reduction, instead of stacking all of them.
Light armor shouldn't be able to dodge roll as well as MA, but it should be able to do it much more reliably and cost-efficiently than it does (and logically, it should do it better than a guy wearing chainmail as well; I don't recall ever hearing of a band of knights tumbling there way to victory in battle, though it would be absurdly amusing spectacle to be sure).
3. A medium armor passive that grants 4% chance per piece of MA to purge all disabling effects, DOTs, and debuffs whenever you roll dodge more than once within its 4 second cooldown (this is simply logical balance, since it's high cost to dodge roll twice within its cooldown, because it requires rng, but also because it provides MA a means of dealing with defiles/dots, since NONE exists for non-templars aside from a very high cost Support skill). The need for this could be eliminated however with a monster set that gives a 1 pc bonus that is stam friendly and a 2 pc bonus that provides the wearer with a purge proc.
Damage shields double your mitigation in most instances especially considering their stupidly OP ability to cancel all crit damage, heavy armor and S&B more than doubles mitigation and allows easy access to resistance cap.
Medium armor OTOH provides 5% more resistance than Light armor and allows you to use a skill that gives you 15% dodge chance. It's effectively less than 15% mitigation after factoring the diminishing returns of CP and resistance based mitigation.
With CP HA users can reduce block cost (HA mitigation and makes medium armor sustain passives unnecessary) and receive greater benefit from roll dodge cost reduction as well. Light armor users can enhance damage shield strength (LA mitigation buffed multiplicatively with 5 other CP stars!). But for medium armor users, there is nothing but dodge roll cost reduction and diminishing returns from the resistance buffs and most cost reduction CP stars. It is stupid to invest in dodge roll as a MA user because you receive less total cost reduction from it than both HA and LA users (LOL!), due to medium armor passives.
I suggest that maybe evasion needs the equivalent of befoul in the red CP constellation: a CP star that increases the amount of dodge chance provided by evasion buffs. This is what medium armor focus should be.
Otherwise, as CP increases, Mag mitigation will continue to increase rapidly and from many sources will do so multiplicative with one another, while medium armor's mitigation will only increase by an exponentially diminishing margin.
So this world where Soul Assault is perfectly balanced and fine, is absolute nonsense. The only argument in favor of it being balanced presupposes that medium armor, must be unable to mitigate yet ANOTHER source of damage.
HA and LA can mitigate Soul Assault to a much greater degree, as has already been mentioned, so the only reason to slot it would be to kill specifically medium armor wearers, which is a ridiculous reason to slot a skill, because medium armor users are already the easiest to kill. Ergo, in order to argue in favor of Soul Assault's current balance, you must acknowledge and support how poorly medium armor is balanced.
Compare that to shield breaker, which was created because there are so few sources of damage that catastrophically affect light armor mitigation.
The issue is that there are already enough hard counters against MA, while there are so few means of attacking LA and HA users that entirely lack counterplay. The last thing we need is another ULTIMATE that insta-kills MA users. Eye of the Storm already exists for this unbalanced non-competitive purpose.
If you want it to remain this strong against MA, then lets push for a morph that deals oblivion damage and prevents the target from casting a damage shield during the channel, and the other morph deals bleed damage over time after the channel ends, and triples the cost of block. Then it's still OP, but at least balanced.
Light armor should dodge roll the most; you have no armor weight
Yeah, I could entertain that kind of rational, logical approach to combat mechanics. Of course, we'd also have to acknowledge that a jerkin would actually not be helpful whatsoever when taking a battleaxe to the solar plexus, and that shock damage might be quite disastrous for some metallic heavy armor builds.
DeadlyRecluse wrote: »Complaining about radiant in 2018?
I'm a templar that uses radiant: I would willingly trade it for literally any other class execute.
I'll trade you for the DK Execute.
brandonv516 wrote: »Add Zaan to that and you got the triple threat.
now if only templars could soul assault WHILE jesus beaming. Then templars would be the three beam machines!
I gotta say I do hate soul assault, I tried blocking that thing only to die with 23k damage dealt to me. Since I'm a stamina dk ofc I shot up my rally/vigor while blocking but man that hurts.
If I were to change one thing it would be the distance it available before break or out of range.
or
Removing the snare it provides since you can't purge it (as far as I've tried).
Joy_Division wrote: »Soul Assault does not snare anymore.
Radiant destruction can be interupted by bashing
Which is absolutely worthless if you are 12m away, though I do often roll dodge and bash when they are actually in front of me...but most often they will RD while you are fighting another opponent from behind you, which severely limits your options in the real world. In Cyrodiil its rare indeed to get into a 1v1 with a templar....you and whatever group you are in either outnumber your opponents 3 to 1, or vice versa. Radiant Destruction and Soul Assault just are not as weak as you seem to think in the real world, although I do stick almost exclusively to no-CP Sotha Sil, so that may make a difference in my experience. I can see how RD would be worthless in CP campaigns where ever fight turns into a long drawn-out affair.
Personally I wouldn't want to be associated with the OP's uniformed argument, but that's your choice.
You're still complaining about RD? I'll trade you that right now straight up for fossilize. There's zero chance a DK will take that unless they wants to impress people with a target dummy parse.
You said it yourself: "In Cyrodiil its rare indeed to get into a 1v1 with a templar". Yeah, gee, I wonder why that could possibly be the case. That people out there just whining "Whah BoL healbotz take no skillz" "RD is instant death no counterplay!" "Whah RD has been nerfed 12 times, it's still OP plz nerf I suck lolz" have completely eviscerated the viability of running out there on a templar by itself in Cyrodiil.
No CP the ability is even worse because it's too expensive, you lose out on the bonus damage because sustain is terrible, and getting interrupted pretty much drains your already empty stam pool.
Personally, I would be very hesitant to come onto these forums and admit in public that I struggle Vs anything in this game. Especially when I get Soul Assaulted and Jesus Beamed every night - every night - by Xv1 heroes and do not find these attacks particularly difficult to counter.
Joy_Division wrote: »Soul Assault does not snare anymore.
Radiant destruction can be interupted by bashing
Which is absolutely worthless if you are 12m away, though I do often roll dodge and bash when they are actually in front of me...but most often they will RD while you are fighting another opponent from behind you, which severely limits your options in the real world. In Cyrodiil its rare indeed to get into a 1v1 with a templar....you and whatever group you are in either outnumber your opponents 3 to 1, or vice versa. Radiant Destruction and Soul Assault just are not as weak as you seem to think in the real world, although I do stick almost exclusively to no-CP Sotha Sil, so that may make a difference in my experience. I can see how RD would be worthless in CP campaigns where ever fight turns into a long drawn-out affair.
Personally I wouldn't want to be associated with the OP's uniformed argument, but that's your choice.
You're still complaining about RD? I'll trade you that right now straight up for fossilize. There's zero chance a DK will take that unless they wants to impress people with a target dummy parse.
You said it yourself: "In Cyrodiil its rare indeed to get into a 1v1 with a templar". Yeah, gee, I wonder why that could possibly be the case. That people out there just whining "Whah BoL healbotz take no skillz" "RD is instant death no counterplay!" "Whah RD has been nerfed 12 times, it's still OP plz nerf I suck lolz" have completely eviscerated the viability of running out there on a templar by itself in Cyrodiil.
No CP the ability is even worse because it's too expensive, you lose out on the bonus damage because sustain is terrible, and getting interrupted pretty much drains your already empty stam pool.
Personally, I would be very hesitant to come onto these forums and admit in public that I struggle Vs anything in this game. Especially when I get Soul Assaulted and Jesus Beamed every night - every night - by Xv1 heroes and do not find these attacks particularly difficult to counter.
lol, I wasnt claiming it was OP, just that it does show up often enough on my death recap that obviously plenty of people still use it, just like mages wrath, or executioner. None of these are OP, all are still used often.
As for not being difficult to counter....its not a big deal in 1v1, its another matter entirely for a MDK in Xv1...the only way that doesn't eat through your resources is to use mist form and retreat...MDKs have a limited stam pool so blocking may or may not be possible at any given point in a fight...and while healing ward, mutagen, and coagulating blood work fine 1v1, they are far less effective Xv1. All well and good if you have something close to LOS the beam...but in the middle of a field its not a good situation. Claim what you want, but the limited mobility you have as a DK makes it a dangerous ability...and that's fine, its a hard counter to wings...no big deal, its not OP by any means but in the real world it can be a problem for magicka builds lacking real mobility, this really applies more to SA than RD, but RD is far from useless when used in the situation described above...which happens often(this assumes its cast at under 25% health)
Amdar_Godkiller wrote: »
It's useless against anything with a damage shield or anything that can block. And it's very easy to outheal since it's a 4 seconds channel.
.
The point is, it's impossible to mitigate it with some classes in medium armor, which is currently underperforming in PVP to such an extent that it's not even viable for the most part with certain classes.
Put another way, if you think soul assault is fine as is, then you should also be in favor of
1. Massively buffing shield breaker because it is effectively the MA trump card over LA in the same way that Soul Assault is an LA trump over MA, however the 2K damage from SB is much weaker than Soul Assault, therefore it needs a 50%-75% buff to keep the two "totally fair" un-counterable build options in line with one another. Any vote in favor of Soul Assault is also a vote for buffing the Sorc aBuser set. Obviously I'm being facetious, but this illustrates why Soul Assault IS IMBALANCED and needs to be changed.
2. 2% passive dodge chance for each piece of medium armor worn in exchange for the reduced sneak cost passive, which useless as sneak cost is already cheaper than any other aspect of the game. This would literally only give MA about 6%-11% more actual mitigation due to diminishing returns on different sources of mitigation. I would settle for 1% increased dodge chance to put shuffle back in line with the 20% it once provided. Alternatively, you could just add 5% dodge chance to both major and minor evasion.
Evasion/dodge chance only seems OP to some Mag users because it once was much stronger, and because the most fully viable medium armor class, Nightblades, can combine it with cloak and roll dodge to seemingly become unhittable if the three things are timed perfectly. The issues are created much more as a result of dodge roll mechanics and cloak mechanics though, than they are because of dodge chance from evasion, which isn't really that special or impactful compared to blocking (70% mitigation if you can afford it), or damage shields which:a. double your HP effectively, andb. fully mitigates crits. This is stronger at base crit damage modifier than major evasion in terms of mitigation and gets stronger against enemies with high crit modifier. At base modifier, it's worth 33% mitigation x attacker's crit chance. most builds in pvp sit at around 40% or so ( and would probably be higher if not for damage shields being uncrittable), which makes the mitigation from just the crits equal to 13%-14% on average for non templar non nightblade attackers with no cp in precise strikes or elfborn. This mitigation is additive unlike dodge chance because it is factored before resistance and other mitigating sources. It's equivalent to 8800 physical and spell resistance. That's more than you'd get from 2 pieces of chudan,
5 pieces of armor master, 5 pieces of fortified brass, etc. At best, a glass cannon medium armor user with no cp in anything mitigation related would get 12.5% mitigation from major evasion assuming his resistances are lower than 11300. Once again, we aren't even adding the mitigation provided by the bonus HP a damage shield gets you, which is 50%-90% increase to the amount of damage you can take.
With regard to cloak, this could and should be corrected by preventing cloak from causing attacks to miss and There is no logical explanation for why a person who becomes invisible, suddenly also becomes immune to single target attacks. If I punch the location where a man's face is, my fist does not go through it just because he disappears from my view. Cloak needs to have no effect on incoming damage. Period.
Also, by decreasing the base cost of dodge roll while increasing the cool-down penalty so all builds are at least capable of a single dodge roll in the heat of battle without being forced to walk throughout combat and completely avoid blocking.
Really, Break free, dodge roll, and block all need base cost reductions if we're being honest. We just need to consolidate and eliminate certain exploitable means of cost reduction. It sucks that a handful of builds that are unbalanced now cause all of us to have limited use of basic combat functions. The solution should never have been to nerf mechanics, when all that was necessary was cost reduction caps and/or a system that only factors in the highest source of cost reduction, instead of stacking all of them.
Light armor shouldn't be able to dodge roll as well as MA, but it should be able to do it much more reliably and cost-efficiently than it does (and logically, it should do it better than a guy wearing chainmail as well; I don't recall ever hearing of a band of knights tumbling there way to victory in battle, though it would be absurdly amusing spectacle to be sure).
3. A medium armor passive that grants 4% chance per piece of MA to purge all disabling effects, DOTs, and debuffs whenever you roll dodge more than once within its 4 second cooldown (this is simply logical balance, since it's high cost to dodge roll twice within its cooldown, because it requires rng, but also because it provides MA a means of dealing with defiles/dots, since NONE exists for non-templars aside from a very high cost Support skill). The need for this could be eliminated however with a monster set that gives a 1 pc bonus that is stam friendly and a 2 pc bonus that provides the wearer with a purge proc.
Damage shields double your mitigation in most instances especially considering their stupidly OP ability to cancel all crit damage, heavy armor and S&B more than doubles mitigation and allows easy access to resistance cap.
Medium armor OTOH provides 5% more resistance than Light armor and allows you to use a skill that gives you 15% dodge chance. It's effectively less than 15% mitigation after factoring the diminishing returns of CP and resistance based mitigation.
With CP HA users can reduce block cost (HA mitigation and makes medium armor sustain passives unnecessary) and receive greater benefit from roll dodge cost reduction as well. Light armor users can enhance damage shield strength (LA mitigation buffed multiplicatively with 5 other CP stars!). But for medium armor users, there is nothing but dodge roll cost reduction and diminishing returns from the resistance buffs and most cost reduction CP stars. It is stupid to invest in dodge roll as a MA user because you receive less total cost reduction from it than both HA and LA users (LOL!), due to medium armor passives.
I suggest that maybe evasion needs the equivalent of befoul in the red CP constellation: a CP star that increases the amount of dodge chance provided by evasion buffs. This is what medium armor focus should be.
Otherwise, as CP increases, Mag mitigation will continue to increase rapidly and from many sources will do so multiplicative with one another, while medium armor's mitigation will only increase by an exponentially diminishing margin.
So this world where Soul Assault is perfectly balanced and fine, is absolute nonsense. The only argument in favor of it being balanced presupposes that medium armor, must be unable to mitigate yet ANOTHER source of damage.
HA and LA can mitigate Soul Assault to a much greater degree, as has already been mentioned, so the only reason to slot it would be to kill specifically medium armor wearers, which is a ridiculous reason to slot a skill, because medium armor users are already the easiest to kill. Ergo, in order to argue in favor of Soul Assault's current balance, you must acknowledge and support how poorly medium armor is balanced.
Compare that to shield breaker, which was created because there are so few sources of damage that catastrophically affect light armor mitigation.
The issue is that there are already enough hard counters against MA, while there are so few means of attacking LA and HA users that entirely lack counterplay. The last thing we need is another ULTIMATE that insta-kills MA users. Eye of the Storm already exists for this unbalanced non-competitive purpose.
If you want it to remain this strong against MA, then lets push for a morph that deals oblivion damage and prevents the target from casting a damage shield during the channel, and the other morph deals bleed damage over time after the channel ends, and triples the cost of block. Then it's still OP, but at least balanced.
Amdar_Godkiller wrote: »
It's useless against anything with a damage shield or anything that can block. And it's very easy to outheal since it's a 4 seconds channel.
.
The point is, it's impossible to mitigate it with some classes in medium armor, which is currently underperforming in PVP to such an extent that it's not even viable for the most part with certain classes.
Put another way, if you think soul assault is fine as is, then you should also be in favor of
1. Massively buffing shield breaker because it is effectively the MA trump card over LA in the same way that Soul Assault is an LA trump over MA, however the 2K damage from SB is much weaker than Soul Assault, therefore it needs a 50%-75% buff to keep the two "totally fair" un-counterable build options in line with one another. Any vote in favor of Soul Assault is also a vote for buffing the Sorc aBuser set. Obviously I'm being facetious, but this illustrates why Soul Assault IS IMBALANCED and needs to be changed.
2. 2% passive dodge chance for each piece of medium armor worn in exchange for the reduced sneak cost passive, which useless as sneak cost is already cheaper than any other aspect of the game. This would literally only give MA about 6%-11% more actual mitigation due to diminishing returns on different sources of mitigation. I would settle for 1% increased dodge chance to put shuffle back in line with the 20% it once provided. Alternatively, you could just add 5% dodge chance to both major and minor evasion.
Evasion/dodge chance only seems OP to some Mag users because it once was much stronger, and because the most fully viable medium armor class, Nightblades, can combine it with cloak and roll dodge to seemingly become unhittable if the three things are timed perfectly. The issues are created much more as a result of dodge roll mechanics and cloak mechanics though, than they are because of dodge chance from evasion, which isn't really that special or impactful compared to blocking (70% mitigation if you can afford it), or damage shields which:a. double your HP effectively, andb. fully mitigates crits. This is stronger at base crit damage modifier than major evasion in terms of mitigation and gets stronger against enemies with high crit modifier. At base modifier, it's worth 33% mitigation x attacker's crit chance. most builds in pvp sit at around 40% or so ( and would probably be higher if not for damage shields being uncrittable), which makes the mitigation from just the crits equal to 13%-14% on average for non templar non nightblade attackers with no cp in precise strikes or elfborn. This mitigation is additive unlike dodge chance because it is factored before resistance and other mitigating sources. It's equivalent to 8800 physical and spell resistance. That's more than you'd get from 2 pieces of chudan,
5 pieces of armor master, 5 pieces of fortified brass, etc. At best, a glass cannon medium armor user with no cp in anything mitigation related would get 12.5% mitigation from major evasion assuming his resistances are lower than 11300. Once again, we aren't even adding the mitigation provided by the bonus HP a damage shield gets you, which is 50%-90% increase to the amount of damage you can take.
With regard to cloak, this could and should be corrected by preventing cloak from causing attacks to miss and There is no logical explanation for why a person who becomes invisible, suddenly also becomes immune to single target attacks. If I punch the location where a man's face is, my fist does not go through it just because he disappears from my view. Cloak needs to have no effect on incoming damage. Period.
Also, by decreasing the base cost of dodge roll while increasing the cool-down penalty so all builds are at least capable of a single dodge roll in the heat of battle without being forced to walk throughout combat and completely avoid blocking.
Really, Break free, dodge roll, and block all need base cost reductions if we're being honest. We just need to consolidate and eliminate certain exploitable means of cost reduction. It sucks that a handful of builds that are unbalanced now cause all of us to have limited use of basic combat functions. The solution should never have been to nerf mechanics, when all that was necessary was cost reduction caps and/or a system that only factors in the highest source of cost reduction, instead of stacking all of them.
Light armor shouldn't be able to dodge roll as well as MA, but it should be able to do it much more reliably and cost-efficiently than it does (and logically, it should do it better than a guy wearing chainmail as well; I don't recall ever hearing of a band of knights tumbling there way to victory in battle, though it would be absurdly amusing spectacle to be sure).
3. A medium armor passive that grants 4% chance per piece of MA to purge all disabling effects, DOTs, and debuffs whenever you roll dodge more than once within its 4 second cooldown (this is simply logical balance, since it's high cost to dodge roll twice within its cooldown, because it requires rng, but also because it provides MA a means of dealing with defiles/dots, since NONE exists for non-templars aside from a very high cost Support skill). The need for this could be eliminated however with a monster set that gives a 1 pc bonus that is stam friendly and a 2 pc bonus that provides the wearer with a purge proc.
Damage shields double your mitigation in most instances especially considering their stupidly OP ability to cancel all crit damage, heavy armor and S&B more than doubles mitigation and allows easy access to resistance cap.
Medium armor OTOH provides 5% more resistance than Light armor and allows you to use a skill that gives you 15% dodge chance. It's effectively less than 15% mitigation after factoring the diminishing returns of CP and resistance based mitigation.
With CP HA users can reduce block cost (HA mitigation and makes medium armor sustain passives unnecessary) and receive greater benefit from roll dodge cost reduction as well. Light armor users can enhance damage shield strength (LA mitigation buffed multiplicatively with 5 other CP stars!). But for medium armor users, there is nothing but dodge roll cost reduction and diminishing returns from the resistance buffs and most cost reduction CP stars. It is stupid to invest in dodge roll as a MA user because you receive less total cost reduction from it than both HA and LA users (LOL!), due to medium armor passives.
I suggest that maybe evasion needs the equivalent of befoul in the red CP constellation: a CP star that increases the amount of dodge chance provided by evasion buffs. This is what medium armor focus should be.
Otherwise, as CP increases, Mag mitigation will continue to increase rapidly and from many sources will do so multiplicative with one another, while medium armor's mitigation will only increase by an exponentially diminishing margin.
So this world where Soul Assault is perfectly balanced and fine, is absolute nonsense. The only argument in favor of it being balanced presupposes that medium armor, must be unable to mitigate yet ANOTHER source of damage.
HA and LA can mitigate Soul Assault to a much greater degree, as has already been mentioned, so the only reason to slot it would be to kill specifically medium armor wearers, which is a ridiculous reason to slot a skill, because medium armor users are already the easiest to kill. Ergo, in order to argue in favor of Soul Assault's current balance, you must acknowledge and support how poorly medium armor is balanced.
Compare that to shield breaker, which was created because there are so few sources of damage that catastrophically affect light armor mitigation.
The issue is that there are already enough hard counters against MA, while there are so few means of attacking LA and HA users that entirely lack counterplay. The last thing we need is another ULTIMATE that insta-kills MA users. Eye of the Storm already exists for this unbalanced non-competitive purpose.
If you want it to remain this strong against MA, then lets push for a morph that deals oblivion damage and prevents the target from casting a damage shield during the channel, and the other morph deals bleed damage over time after the channel ends, and triples the cost of block. Then it's still OP, but at least balanced.
Try running some defensive options in medium. Medium Impreg/Brass are comparable in direct mitigation to heavy armor specs.
ShadowMonarch wrote: »Classic case of inexperienced player crying about something he doesn't fully understand.Amdar_Godkiller wrote: »
It's useless against anything with a damage shield or anything that can block. And it's very easy to outheal since it's a 4 seconds channel.
.
The point is, it's impossible to mitigate it with some classes in medium armor, which is currently underperforming in PVP to such an extent that it's not even viable for the most part with certain classes.
Put another way, if you think soul assault is fine as is, then you should also be in favor of
1. Massively buffing shield breaker because it is effectively the MA trump card over LA in the same way that Soul Assault is an LA trump over MA, however the 2K damage from SB is much weaker than Soul Assault, therefore it needs a 50%-75% buff to keep the two "totally fair" un-counterable build options in line with one another. Any vote in favor of Soul Assault is also a vote for buffing the Sorc aBuser set. Obviously I'm being facetious, but this illustrates why Soul Assault IS IMBALANCED and needs to be changed.
2. 2% passive dodge chance for each piece of medium armor worn in exchange for the reduced sneak cost passive, which useless as sneak cost is already cheaper than any other aspect of the game. This would literally only give MA about 6%-11% more actual mitigation due to diminishing returns on different sources of mitigation. I would settle for 1% increased dodge chance to put shuffle back in line with the 20% it once provided. Alternatively, you could just add 5% dodge chance to both major and minor evasion.
Evasion/dodge chance only seems OP to some Mag users because it once was much stronger, and because the most fully viable medium armor class, Nightblades, can combine it with cloak and roll dodge to seemingly become unhittable if the three things are timed perfectly. The issues are created much more as a result of dodge roll mechanics and cloak mechanics though, than they are because of dodge chance from evasion, which isn't really that special or impactful compared to blocking (70% mitigation if you can afford it), or damage shields which:a. double your HP effectively, andb. fully mitigates crits. This is stronger at base crit damage modifier than major evasion in terms of mitigation and gets stronger against enemies with high crit modifier. At base modifier, it's worth 33% mitigation x attacker's crit chance. most builds in pvp sit at around 40% or so ( and would probably be higher if not for damage shields being uncrittable), which makes the mitigation from just the crits equal to 13%-14% on average for non templar non nightblade attackers with no cp in precise strikes or elfborn. This mitigation is additive unlike dodge chance because it is factored before resistance and other mitigating sources. It's equivalent to 8800 physical and spell resistance. That's more than you'd get from 2 pieces of chudan,
5 pieces of armor master, 5 pieces of fortified brass, etc. At best, a glass cannon medium armor user with no cp in anything mitigation related would get 12.5% mitigation from major evasion assuming his resistances are lower than 11300. Once again, we aren't even adding the mitigation provided by the bonus HP a damage shield gets you, which is 50%-90% increase to the amount of damage you can take.
With regard to cloak, this could and should be corrected by preventing cloak from causing attacks to miss and There is no logical explanation for why a person who becomes invisible, suddenly also becomes immune to single target attacks. If I punch the location where a man's face is, my fist does not go through it just because he disappears from my view. Cloak needs to have no effect on incoming damage. Period.
Also, by decreasing the base cost of dodge roll while increasing the cool-down penalty so all builds are at least capable of a single dodge roll in the heat of battle without being forced to walk throughout combat and completely avoid blocking.
Really, Break free, dodge roll, and block all need base cost reductions if we're being honest. We just need to consolidate and eliminate certain exploitable means of cost reduction. It sucks that a handful of builds that are unbalanced now cause all of us to have limited use of basic combat functions. The solution should never have been to nerf mechanics, when all that was necessary was cost reduction caps and/or a system that only factors in the highest source of cost reduction, instead of stacking all of them.
Light armor shouldn't be able to dodge roll as well as MA, but it should be able to do it much more reliably and cost-efficiently than it does (and logically, it should do it better than a guy wearing chainmail as well; I don't recall ever hearing of a band of knights tumbling there way to victory in battle, though it would be absurdly amusing spectacle to be sure).
3. A medium armor passive that grants 4% chance per piece of MA to purge all disabling effects, DOTs, and debuffs whenever you roll dodge more than once within its 4 second cooldown (this is simply logical balance, since it's high cost to dodge roll twice within its cooldown, because it requires rng, but also because it provides MA a means of dealing with defiles/dots, since NONE exists for non-templars aside from a very high cost Support skill). The need for this could be eliminated however with a monster set that gives a 1 pc bonus that is stam friendly and a 2 pc bonus that provides the wearer with a purge proc.
Damage shields double your mitigation in most instances especially considering their stupidly OP ability to cancel all crit damage, heavy armor and S&B more than doubles mitigation and allows easy access to resistance cap.
Medium armor OTOH provides 5% more resistance than Light armor and allows you to use a skill that gives you 15% dodge chance. It's effectively less than 15% mitigation after factoring the diminishing returns of CP and resistance based mitigation.
With CP HA users can reduce block cost (HA mitigation and makes medium armor sustain passives unnecessary) and receive greater benefit from roll dodge cost reduction as well. Light armor users can enhance damage shield strength (LA mitigation buffed multiplicatively with 5 other CP stars!). But for medium armor users, there is nothing but dodge roll cost reduction and diminishing returns from the resistance buffs and most cost reduction CP stars. It is stupid to invest in dodge roll as a MA user because you receive less total cost reduction from it than both HA and LA users (LOL!), due to medium armor passives.
I suggest that maybe evasion needs the equivalent of befoul in the red CP constellation: a CP star that increases the amount of dodge chance provided by evasion buffs. This is what medium armor focus should be.
Otherwise, as CP increases, Mag mitigation will continue to increase rapidly and from many sources will do so multiplicative with one another, while medium armor's mitigation will only increase by an exponentially diminishing margin.
So this world where Soul Assault is perfectly balanced and fine, is absolute nonsense. The only argument in favor of it being balanced presupposes that medium armor, must be unable to mitigate yet ANOTHER source of damage.
HA and LA can mitigate Soul Assault to a much greater degree, as has already been mentioned, so the only reason to slot it would be to kill specifically medium armor wearers, which is a ridiculous reason to slot a skill, because medium armor users are already the easiest to kill. Ergo, in order to argue in favor of Soul Assault's current balance, you must acknowledge and support how poorly medium armor is balanced.
Compare that to shield breaker, which was created because there are so few sources of damage that catastrophically affect light armor mitigation.
The issue is that there are already enough hard counters against MA, while there are so few means of attacking LA and HA users that entirely lack counterplay. The last thing we need is another ULTIMATE that insta-kills MA users. Eye of the Storm already exists for this unbalanced non-competitive purpose.
If you want it to remain this strong against MA, then lets push for a morph that deals oblivion damage and prevents the target from casting a damage shield during the channel, and the other morph deals bleed damage over time after the channel ends, and triples the cost of block. Then it's still OP, but at least balanced.
Moronic idea.
Stop crying you need a buff and get better at the game, nothing is wrong with the play style its the player that hasn't learn how to play it yet.
utterly moronic.
Amdar_Godkiller wrote: »ShadowMonarch wrote: »Classic case of inexperienced player crying about something he doesn't fully understand.Amdar_Godkiller wrote: »
It's useless against anything with a damage shield or anything that can block. And it's very easy to outheal since it's a 4 seconds channel.
.
The point is, it's impossible to mitigate it with some classes in medium armor, which is currently underperforming in PVP to such an extent that it's not even viable for the most part with certain classes.
Put another way, if you think soul assault is fine as is, then you should also be in favor of
1. Massively buffing shield breaker because it is effectively the MA trump card over LA in the same way that Soul Assault is an LA trump over MA, however the 2K damage from SB is much weaker than Soul Assault, therefore it needs a 50%-75% buff to keep the two "totally fair" un-counterable build options in line with one another. Any vote in favor of Soul Assault is also a vote for buffing the Sorc aBuser set. Obviously I'm being facetious, but this illustrates why Soul Assault IS IMBALANCED and needs to be changed.
2. 2% passive dodge chance for each piece of medium armor worn in exchange for the reduced sneak cost passive, which useless as sneak cost is already cheaper than any other aspect of the game. This would literally only give MA about 6%-11% more actual mitigation due to diminishing returns on different sources of mitigation. I would settle for 1% increased dodge chance to put shuffle back in line with the 20% it once provided. Alternatively, you could just add 5% dodge chance to both major and minor evasion.
Evasion/dodge chance only seems OP to some Mag users because it once was much stronger, and because the most fully viable medium armor class, Nightblades, can combine it with cloak and roll dodge to seemingly become unhittable if the three things are timed perfectly. The issues are created much more as a result of dodge roll mechanics and cloak mechanics though, than they are because of dodge chance from evasion, which isn't really that special or impactful compared to blocking (70% mitigation if you can afford it), or damage shields which:a. double your HP effectively, andb. fully mitigates crits. This is stronger at base crit damage modifier than major evasion in terms of mitigation and gets stronger against enemies with high crit modifier. At base modifier, it's worth 33% mitigation x attacker's crit chance. most builds in pvp sit at around 40% or so ( and would probably be higher if not for damage shields being uncrittable), which makes the mitigation from just the crits equal to 13%-14% on average for non templar non nightblade attackers with no cp in precise strikes or elfborn. This mitigation is additive unlike dodge chance because it is factored before resistance and other mitigating sources. It's equivalent to 8800 physical and spell resistance. That's more than you'd get from 2 pieces of chudan,
5 pieces of armor master, 5 pieces of fortified brass, etc. At best, a glass cannon medium armor user with no cp in anything mitigation related would get 12.5% mitigation from major evasion assuming his resistances are lower than 11300. Once again, we aren't even adding the mitigation provided by the bonus HP a damage shield gets you, which is 50%-90% increase to the amount of damage you can take.
With regard to cloak, this could and should be corrected by preventing cloak from causing attacks to miss and There is no logical explanation for why a person who becomes invisible, suddenly also becomes immune to single target attacks. If I punch the location where a man's face is, my fist does not go through it just because he disappears from my view. Cloak needs to have no effect on incoming damage. Period.
Also, by decreasing the base cost of dodge roll while increasing the cool-down penalty so all builds are at least capable of a single dodge roll in the heat of battle without being forced to walk throughout combat and completely avoid blocking.
Really, Break free, dodge roll, and block all need base cost reductions if we're being honest. We just need to consolidate and eliminate certain exploitable means of cost reduction. It sucks that a handful of builds that are unbalanced now cause all of us to have limited use of basic combat functions. The solution should never have been to nerf mechanics, when all that was necessary was cost reduction caps and/or a system that only factors in the highest source of cost reduction, instead of stacking all of them.
Light armor shouldn't be able to dodge roll as well as MA, but it should be able to do it much more reliably and cost-efficiently than it does (and logically, it should do it better than a guy wearing chainmail as well; I don't recall ever hearing of a band of knights tumbling there way to victory in battle, though it would be absurdly amusing spectacle to be sure).
3. A medium armor passive that grants 4% chance per piece of MA to purge all disabling effects, DOTs, and debuffs whenever you roll dodge more than once within its 4 second cooldown (this is simply logical balance, since it's high cost to dodge roll twice within its cooldown, because it requires rng, but also because it provides MA a means of dealing with defiles/dots, since NONE exists for non-templars aside from a very high cost Support skill). The need for this could be eliminated however with a monster set that gives a 1 pc bonus that is stam friendly and a 2 pc bonus that provides the wearer with a purge proc.
Damage shields double your mitigation in most instances especially considering their stupidly OP ability to cancel all crit damage, heavy armor and S&B more than doubles mitigation and allows easy access to resistance cap.
Medium armor OTOH provides 5% more resistance than Light armor and allows you to use a skill that gives you 15% dodge chance. It's effectively less than 15% mitigation after factoring the diminishing returns of CP and resistance based mitigation.
With CP HA users can reduce block cost (HA mitigation and makes medium armor sustain passives unnecessary) and receive greater benefit from roll dodge cost reduction as well. Light armor users can enhance damage shield strength (LA mitigation buffed multiplicatively with 5 other CP stars!). But for medium armor users, there is nothing but dodge roll cost reduction and diminishing returns from the resistance buffs and most cost reduction CP stars. It is stupid to invest in dodge roll as a MA user because you receive less total cost reduction from it than both HA and LA users (LOL!), due to medium armor passives.
I suggest that maybe evasion needs the equivalent of befoul in the red CP constellation: a CP star that increases the amount of dodge chance provided by evasion buffs. This is what medium armor focus should be.
Otherwise, as CP increases, Mag mitigation will continue to increase rapidly and from many sources will do so multiplicative with one another, while medium armor's mitigation will only increase by an exponentially diminishing margin.
So this world where Soul Assault is perfectly balanced and fine, is absolute nonsense. The only argument in favor of it being balanced presupposes that medium armor, must be unable to mitigate yet ANOTHER source of damage.
HA and LA can mitigate Soul Assault to a much greater degree, as has already been mentioned, so the only reason to slot it would be to kill specifically medium armor wearers, which is a ridiculous reason to slot a skill, because medium armor users are already the easiest to kill. Ergo, in order to argue in favor of Soul Assault's current balance, you must acknowledge and support how poorly medium armor is balanced.
Compare that to shield breaker, which was created because there are so few sources of damage that catastrophically affect light armor mitigation.
The issue is that there are already enough hard counters against MA, while there are so few means of attacking LA and HA users that entirely lack counterplay. The last thing we need is another ULTIMATE that insta-kills MA users. Eye of the Storm already exists for this unbalanced non-competitive purpose.
If you want it to remain this strong against MA, then lets push for a morph that deals oblivion damage and prevents the target from casting a damage shield during the channel, and the other morph deals bleed damage over time after the channel ends, and triples the cost of block. Then it's still OP, but at least balanced.
Moronic idea.
Stop crying you need a buff and get better at the game, nothing is wrong with the play style its the player that hasn't learn how to play it yet.
utterly moronic.
You'll have to be more specific. I proposed several elaborate and moronic ideas, guy who regularly whines on this message board about Stam Wardens and MagSorcs being too OP, who plays Magblade almost exclusively, and who just last month said, concerning the current state of stam builds:
"every stamclass is the exact same pile of crap with a new gimmic."
that's your own quote on the current state of stamina, so clearly you don't really disagree with my moronic assessment of the issue, at least not fully.
You just have a limited understanding of builds/life in general and disapprove of any and all things that might get in the way of your cowardly play style because for some reason you're getting buried by two classes that are currently much weaker than your own.
http://img.memecdn.com/keyboard-warriors_o_468725.jpg
And in truth, though it was for the sake of absurdity, I wasn't really asking for a buff or nerf to any class, or build, just the balancing of an ultimate so that it isn't disproportionately strongest against the weakest armor type in pvp. That could be a buff that makes it more effective against heavy and light armor, or a nerf that provides counter play for medium armor users.
If you have original ideas for the game that are productive, then suggest them, but don't waltz in, drop a load, and act like others who suggest changes and improvements are doing it because they are as gutless and unaware as you have shown yourself to be. Especially considering your post history is literally littered with constant QQing, entitlement, and idiotic, cliched accusations of the game turning P2W because you suck vs Wardens.
"nothing is wrong with the play style its the player that hasn't learn how to play it yet."
-some keyboard warrior
Thanks for the irony,
A. Godkiller
Max Level characters:
PVP Stamina WereWarden - Whitney the Widowmaker
PVP Stam Sorc - Rhythmic Jim Nasty
Hybrid Vamp DK healer - Amdar Godkiller
Magden Vamp duelist and BG build- Mara Godkiller
PVE Stamblade - Dora of Lahora
PVP Mag DK - Mean Faustine
PVE Mag Sorc - Elyon Nefili
PVP Magplar - Bags-the-Dead
Not yet max level characters:
Stamplar - Sir Bas Tardeyes Level 29
Magblade - OK Annie Level 19
1300+ CP on two accounts
XBX NA
Amdar_Godkiller wrote: »
It's useless against anything with a damage shield or anything that can block. And it's very easy to outheal since it's a 4 seconds channel.
.
The point is, it's impossible to mitigate it with some classes in medium armor, which is currently underperforming in PVP to such an extent that it's not even viable for the most part with certain classes.
Put another way, if you think soul assault is fine as is, then you should also be in favor of
1. Massively buffing shield breaker because it is effectively the MA trump card over LA in the same way that Soul Assault is an LA trump over MA, however the 2K damage from SB is much weaker than Soul Assault, therefore it needs a 50%-75% buff to keep the two "totally fair" un-counterable build options in line with one another. Any vote in favor of Soul Assault is also a vote for buffing the Sorc aBuser set. Obviously I'm being facetious, but this illustrates why Soul Assault IS IMBALANCED and needs to be changed.
2. 2% passive dodge chance for each piece of medium armor worn in exchange for the reduced sneak cost passive, which useless as sneak cost is already cheaper than any other aspect of the game. This would literally only give MA about 6%-11% more actual mitigation due to diminishing returns on different sources of mitigation. I would settle for 1% increased dodge chance to put shuffle back in line with the 20% it once provided. Alternatively, you could just add 5% dodge chance to both major and minor evasion.
Evasion/dodge chance only seems OP to some Mag users because it once was much stronger, and because the most fully viable medium armor class, Nightblades, can combine it with cloak and roll dodge to seemingly become unhittable if the three things are timed perfectly. The issues are created much more as a result of dodge roll mechanics and cloak mechanics though, than they are because of dodge chance from evasion, which isn't really that special or impactful compared to blocking (70% mitigation if you can afford it), or damage shields which:a. double your HP effectively, andb. fully mitigates crits. This is stronger at base crit damage modifier than major evasion in terms of mitigation and gets stronger against enemies with high crit modifier. At base modifier, it's worth 33% mitigation x attacker's crit chance. most builds in pvp sit at around 40% or so ( and would probably be higher if not for damage shields being uncrittable), which makes the mitigation from just the crits equal to 13%-14% on average for non templar non nightblade attackers with no cp in precise strikes or elfborn. This mitigation is additive unlike dodge chance because it is factored before resistance and other mitigating sources. It's equivalent to 8800 physical and spell resistance. That's more than you'd get from 2 pieces of chudan,
5 pieces of armor master, 5 pieces of fortified brass, etc. At best, a glass cannon medium armor user with no cp in anything mitigation related would get 12.5% mitigation from major evasion assuming his resistances are lower than 11300. Once again, we aren't even adding the mitigation provided by the bonus HP a damage shield gets you, which is 50%-90% increase to the amount of damage you can take.
With regard to cloak, this could and should be corrected by preventing cloak from causing attacks to miss and There is no logical explanation for why a person who becomes invisible, suddenly also becomes immune to single target attacks. If I punch the location where a man's face is, my fist does not go through it just because he disappears from my view. Cloak needs to have no effect on incoming damage. Period.
Also, by decreasing the base cost of dodge roll while increasing the cool-down penalty so all builds are at least capable of a single dodge roll in the heat of battle without being forced to walk throughout combat and completely avoid blocking.
Really, Break free, dodge roll, and block all need base cost reductions if we're being honest. We just need to consolidate and eliminate certain exploitable means of cost reduction. It sucks that a handful of builds that are unbalanced now cause all of us to have limited use of basic combat functions. The solution should never have been to nerf mechanics, when all that was necessary was cost reduction caps and/or a system that only factors in the highest source of cost reduction, instead of stacking all of them.
Light armor shouldn't be able to dodge roll as well as MA, but it should be able to do it much more reliably and cost-efficiently than it does (and logically, it should do it better than a guy wearing chainmail as well; I don't recall ever hearing of a band of knights tumbling there way to victory in battle, though it would be absurdly amusing spectacle to be sure).
3. A medium armor passive that grants 4% chance per piece of MA to purge all disabling effects, DOTs, and debuffs whenever you roll dodge more than once within its 4 second cooldown (this is simply logical balance, since it's high cost to dodge roll twice within its cooldown, because it requires rng, but also because it provides MA a means of dealing with defiles/dots, since NONE exists for non-templars aside from a very high cost Support skill). The need for this could be eliminated however with a monster set that gives a 1 pc bonus that is stam friendly and a 2 pc bonus that provides the wearer with a purge proc.
Damage shields double your mitigation in most instances especially considering their stupidly OP ability to cancel all crit damage, heavy armor and S&B more than doubles mitigation and allows easy access to resistance cap.
Medium armor OTOH provides 5% more resistance than Light armor and allows you to use a skill that gives you 15% dodge chance. It's effectively less than 15% mitigation after factoring the diminishing returns of CP and resistance based mitigation.
With CP HA users can reduce block cost (HA mitigation and makes medium armor sustain passives unnecessary) and receive greater benefit from roll dodge cost reduction as well. Light armor users can enhance damage shield strength (LA mitigation buffed multiplicatively with 5 other CP stars!). But for medium armor users, there is nothing but dodge roll cost reduction and diminishing returns from the resistance buffs and most cost reduction CP stars. It is stupid to invest in dodge roll as a MA user because you receive less total cost reduction from it than both HA and LA users (LOL!), due to medium armor passives.
I suggest that maybe evasion needs the equivalent of befoul in the red CP constellation: a CP star that increases the amount of dodge chance provided by evasion buffs. This is what medium armor focus should be.
Otherwise, as CP increases, Mag mitigation will continue to increase rapidly and from many sources will do so multiplicative with one another, while medium armor's mitigation will only increase by an exponentially diminishing margin.
So this world where Soul Assault is perfectly balanced and fine, is absolute nonsense. The only argument in favor of it being balanced presupposes that medium armor, must be unable to mitigate yet ANOTHER source of damage.
HA and LA can mitigate Soul Assault to a much greater degree, as has already been mentioned, so the only reason to slot it would be to kill specifically medium armor wearers, which is a ridiculous reason to slot a skill, because medium armor users are already the easiest to kill. Ergo, in order to argue in favor of Soul Assault's current balance, you must acknowledge and support how poorly medium armor is balanced.
Compare that to shield breaker, which was created because there are so few sources of damage that catastrophically affect light armor mitigation.
The issue is that there are already enough hard counters against MA, while there are so few means of attacking LA and HA users that entirely lack counterplay. The last thing we need is another ULTIMATE that insta-kills MA users. Eye of the Storm already exists for this unbalanced non-competitive purpose.
If you want it to remain this strong against MA, then lets push for a morph that deals oblivion damage and prevents the target from casting a damage shield during the channel, and the other morph deals bleed damage over time after the channel ends, and triples the cost of block. Then it's still OP, but at least balanced.
Try running some defensive options in medium. Medium Impreg/Brass are comparable in direct mitigation to heavy armor specs.