Carbonised wrote: »
Despite your condescending wording, sneak passive is useful in many cases. Ask any stamblade, for instance.
It's also extremely useful in legerdemain situations, even my MagDK has a full set of medium armor that I use with the passives for stealing, looting and backstabbing, which is gameplay that many people take part in.
So no, it is not merely "useful for RPers" as you try and make it.
Edit: And I forgot to mention there's a whole new dungeon coming up where sneaking is one of the main mechanics as well.
One of my bigger issues with medium armor gameplay vs heavy armor and light armor gameplay is this:
Light armor takes hard cc and need to ccbreak, you take a big chunk of dmg while doing so and get x amount of dots applied to you. When you've broken free you either shield up or purge or instant heal yourself back to no problemo in a matter of seconds.
Heavy armor takes hard cc and need to ccbreak, you take a big(alot is mitigated tho) chunk of dmg while doing so and get x amount of dots applied to you. When you've broken free you either block and heal or block and shield up or block and instantly heal yourself within a few seconds.
Medium armor takes hard cc and need to ccbreak, you take a big chunk of dmg while doing so and get x amount of dots applied to you. When you've broken free you either start applying HoTs and continue trying to dodge a few more times, most of the time youre already too far up ***'creek and you end up dying.
Now ofcourse the 3 scenarios above is merely examples, but in my experience is often an accurate description. .
Carbonised wrote: »I enjoy medium armor but I feel like I'm suffocating in it. PvE and PvP the shuffle needs at least 4 to 5 seconds
You get 23 seconds of major evasion, which is very powerful and long lasting. You're not supposed to re-cast shuffle every 2.5 seconds, the snare and immobilization immunity is extremely powerful in PvP, and you're not supposed to have that up permanently. You asking for perma-immunity to snares and immobilization is way out of balance.
And this ability works at its full power under battlespirit, whereas light armor shield is cut in half for PvP, which is something you forget to mention. Unless you're a shield stacking sorc, that light armor shield is worth nothing in PvP, and I'll happily trade it for a 23 second passive dodge chance and 2.5 seconds of snare and immobilization immunity.
Medium armor is perfectly fine and on par with light armor. Of course you get better survivability from heavy, that's what heavy armor is for. And you also lose a lot of damage potential. The choice is yours.
Carbonised wrote: »I enjoy medium armor but I feel like I'm suffocating in it. PvE and PvP the shuffle needs at least 4 to 5 seconds
You get 23 seconds of major evasion, which is very powerful and long lasting. You're not supposed to re-cast shuffle every 2.5 seconds, the snare and immobilization immunity is extremely powerful in PvP, and you're not supposed to have that up permanently. You asking for perma-immunity to snares and immobilization is way out of balance.
And this ability works at its full power under battlespirit, whereas light armor shield is cut in half for PvP, which is something you forget to mention. Unless you're a shield stacking sorc, that light armor shield is worth nothing in PvP, and I'll happily trade it for a 23 second passive dodge chance and 2.5 seconds of snare and immobilization immunity.
Medium armor is perfectly fine and on par with light armor. Of course you get better survivability from heavy, that's what heavy armor is for. And you also lose a lot of damage potential. The choice is yours.
Carbonised wrote: »@Liam12548
Your selective reading of all my posts makes me very uninterested in engaging in a debate with you over this.
Cheers.
Carbonised wrote: »I enjoy medium armor but I feel like I'm suffocating in it. PvE and PvP the shuffle needs at least 4 to 5 seconds
You get 23 seconds of major evasion, which is very powerful and long lasting. You're not supposed to re-cast shuffle every 2.5 seconds, the snare and immobilization immunity is extremely powerful in PvP, and you're not supposed to have that up permanently. You asking for perma-immunity to snares and immobilization is way out of balance.
And this ability works at its full power under battlespirit, whereas light armor shield is cut in half for PvP, which is something you forget to mention. Unless you're a shield stacking sorc, that light armor shield is worth nothing in PvP, and I'll happily trade it for a 23 second passive dodge chance and 2.5 seconds of snare and immobilization immunity.
Medium armor is perfectly fine and on par with light armor. Of course you get better survivability from heavy, that's what heavy armor is for. And you also lose a lot of damage potential. The choice is yours.
I don't really want a defensive mechanic based on chance.
In my opinion Major/minor evasion should be gone. make the base effect of the ability to remove snares and reduce effect of incoming snares by 50% for 10~15 secs.
Then one morph would add 4.5 sec of snare inmunity +0.5 per medium armor piece .
The other morph would add minor/major expedition.
I have a stamblade its crap.Also yea sounds like alot of useless RP stuff it should he removed.Carbonised wrote: »
Despite your condescending wording, sneak passive is useful in many cases. Ask any stamblade, for instance.
It's also extremely useful in legerdemain situations, even my MagDK has a full set of medium armor that I use with the passives for stealing, looting and backstabbing, which is gameplay that many people take part in.
So no, it is not merely "useful for RPers" as you try and make it.
Edit: And I forgot to mention there's a whole new dungeon coming up where sneaking is one of the main mechanics as well.
skinnycheeks wrote: »as the 12% weapon dmg is currently not much of a damage gain over wearing heavy armor, especially given some of the high wpn dmg bonuses that heavy armor sets have.
Increasing the mobility/evasion should really be priority. Some possibilities
- Reduce cost of Shuffle. FM is a pretty big trade-off so having Shuffle match duration is overkill. Reducing the cost would create greater mobility without diminishing the value of FM. Most people cast shuffle after a CC break anyways, so a high cost is kind of pointless.
- Buff Major Evasion back to 20%. Mirage should probably as stay Major Evasion, otherwise NB could stack it. Although stacking Major and Minor Evasion may be acceptable. Would need to test.
- AoE damage reduction that increases during roll dodge-medium suffers the most from AoE. AoE is more of an inconvenience than a counter in PvP. PvE-wise this would be a welcome change. Thematically, a nimble warrior should be able to dodge a few arrows, even if a hundred fall from the sky. It will still take more damage than heavy, but a little mitigation would help
- Athletics should increase ALL movement speed by 2% per medium piece. Bonus increases to 3% while Sprinting
- Add to Agility--Every second you Sprint increases Stamina Recovery by 240 for 1 second after you stop Sprinting, up to a maximum of 3 seconds--this would allow better repositioning without creating an excessive drain on Stamina
Athletics
Increases the Movement Speed bonus of Sprint by 3% for each piece of Medium Armor equipped.
Reduces the cost of Roll Dodge by 4% for each piece of Medium Armor equipped.
There, I fixed medium armor.
Seriously though, I think just having a certain 40m undodgeable/unblockable CC that shall not be named dodgeable would do wonders towards making medium armor more viable across the board.
Carbonised wrote: »I enjoy medium armor but I feel like I'm suffocating in it. PvE and PvP the shuffle needs at least 4 to 5 seconds
You get 23 seconds of major evasion, which is very powerful and long lasting. You're not supposed to re-cast shuffle every 2.5 seconds, the snare and immobilization immunity is extremely powerful in PvP, and you're not supposed to have that up permanently. You asking for perma-immunity to snares and immobilization is way out of balance.
And this ability works at its full power under battlespirit, whereas light armor shield is cut in half for PvP, which is something you forget to mention. Unless you're a shield stacking sorc, that light armor shield is worth nothing in PvP, and I'll happily trade it for a 23 second passive dodge chance and 2.5 seconds of snare and immobilization immunity.
Medium armor is perfectly fine and on par with light armor. Of course you get better survivability from heavy, that's what heavy armor is for. And you also lose a lot of damage potential. The choice is yours.
I don't really want a defensive mechanic based on chance.
In my opinion Major/minor evasion should be gone. make the base effect of the ability to remove snares and reduce effect of incoming snares by 50% for 10~15 secs.
Then one morph would add 4.5 sec of snare inmunity +0.5 per medium armor piece .
The other morph would add minor/major expedition.
If anything the dodge chance for shuffle is 15% I want no percentages. I want every 4 attacks dodge the 5th one, way more skill in 1v1 and 1vX to do that as each side can count and make the 5th attack always miss. You can predict what will miss and if you make a mistake its your fault, no RNG CRAPP.
@ZOS_Wrobel
usmguy1234 wrote: »Athletics
Increases the Movement Speed bonus of Sprint by 3% for each piece of Medium Armor equipped.
Reduces the cost of Roll Dodge by 4% for each piece of Medium Armor equipped.
There, I fixed medium armor.
Seriously though, I think just having a certain 40m undodgeable/unblockable CC that shall not be named dodgeable would do wonders towards making medium armor more viable across the board.
Still preaching that message aye....rune is the least of mediums problems. I put up my sorc for several weeks and dusted off my stamplar. Know how many times I died in two weeks to rune cage? 5 total. Care to guess how many times I died to bleed dots, sloads, dawnbreaker and steel tornado? More than I cared to count. But keep on preaching how bad rune cage is.
usmguy1234 wrote: »Athletics
Increases the Movement Speed bonus of Sprint by 3% for each piece of Medium Armor equipped.
Reduces the cost of Roll Dodge by 4% for each piece of Medium Armor equipped.
There, I fixed medium armor.
Seriously though, I think just having a certain 40m undodgeable/unblockable CC that shall not be named dodgeable would do wonders towards making medium armor more viable across the board.
Still preaching that message aye....rune is the least of mediums problems. I put up my sorc for several weeks and dusted off my stamplar. Know how many times I died in two weeks to rune cage? 5 total. Care to guess how many times I died to bleed dots, sloads, dawnbreaker and steel tornado? More than I cared to count. But keep on preaching how bad rune cage is.
5 Total? That sounds like my last BG match alone. 5/6 to Rune Cage 1 to Sload, good times...
Here's the secret on how to avoid bleeds, dawnbreakers & steel tornado: don't be in melee range.
Not ideal I know, but kinda makes me laugh at people who think dodge rollers "need to be countered by Rune Cage".
usmguy1234 wrote: »
If anything the dodge chance for shuffle is 15% I want no percentages. I want every 4 attacks dodge the 5th one, way more skill in 1v1 and 1vX to do that as each side can count and make the 5th attack always miss. You can predict what will miss and if you make a mistake its your fault, no RNG CRAPP.
@ZOS_Wrobel
I had a similar idea.... instead of having unblockable/ undodgeable skills have it to where the first skill you use when entering combat is a guaranteed hit. The rest of them can be blocked or dodged. Once in combat you are guaranteed an unblockable skill once every 20 seconds or so. Could have your skill bar glow to show you that your cooldown has finished.
Ragnaroek93 wrote: »Most heavy and light armor builds can often only get instagibbed while medium armor can be instagibbed and easily killed by pressure. Devs????
Nb is the only stam class which has a bit build diversity, the other 4 stam classes are locked into the same kind of build, which is sad.
Toc de Malsvi wrote: »Increasing the mobility/evasion should really be priority. Some possibilities
- Reduce cost of Shuffle. FM is a pretty big trade-off so having Shuffle match duration is overkill. Reducing the cost would create greater mobility without diminishing the value of FM. Most people cast shuffle after a CC break anyways, so a high cost is kind of pointless.
- Buff Major Evasion back to 20%. Mirage should probably as stay Major Evasion, otherwise NB could stack it. Although stacking Major and Minor Evasion may be acceptable. Would need to test.
- AoE damage reduction that increases during roll dodge-medium suffers the most from AoE. AoE is more of an inconvenience than a counter in PvP. PvE-wise this would be a welcome change. Thematically, a nimble warrior should be able to dodge a few arrows, even if a hundred fall from the sky. It will still take more damage than heavy, but a little mitigation would help
- Athletics should increase ALL movement speed by 2% per medium piece. Bonus increases to 3% while Sprinting
- Add to Agility--Every second you Sprint increases Stamina Recovery by 240 for 1 second after you stop Sprinting, up to a maximum of 3 seconds--this would allow better repositioning without creating an excessive drain on Stamina
Those are some good ideas.
I don’t think medium is the problem. I main a 2h/bow medium armor stamplar and I’m fine in open world. The problem is that certain sets in heavy, I.e Fury, Seventh Legion, Ravager, allow you to obtain stats near identical to what you can pull off in medium. This creates a scenario where many people view medium as useless, because they can run sets in heavy to have near the same stats and be tanker.
TL;DR
Nerf Heavy armor sets that give damage, buff current existing medium armor sets.
usmguy1234 wrote: »
If anything the dodge chance for shuffle is 15% I want no percentages. I want every 4 attacks dodge the 5th one, way more skill in 1v1 and 1vX to do that as each side can count and make the 5th attack always miss. You can predict what will miss and if you make a mistake its your fault, no RNG CRAPP.
@ZOS_Wrobel
I had a similar idea.... instead of having unblockable/ undodgeable skills have it to where the first skill you use when entering combat is a guaranteed hit. The rest of them can be blocked or dodged. Once in combat you are guaranteed an unblockable skill once every 20 seconds or so. Could have your skill bar glow to show you that your cooldown has finished.
The predictable dodge is actually a huge nerf. For instance how would that work with DoTs like Jabs? If 1 channel is 1 dodge then how does it mitigate Rend+LA-Jabs+LA-DB? It really only punishes players that can't weave and you shouldn't need help with those.
As for the guaranteed hit, not sure how it would work in practice. Interesting idea but I just don't see i working in ESO. Could you provide a scenario? 20 seconds seems far too long and it could actually make medium more punishing because people would just save their heavy hitting CC (Dizzy/DB/Meteor etc) for when it's unblockable.