Shuffle, prior to the Major Evasion changes, was already hard to justify running as it only granted 2.5-3.5 seconds of snare immunity with a cost of 3888 stamina, compared to Forward Momentum which grants 8 seconds of snare immunity, for 1783 stamina.
Updated the interaction between Roll Dodge and projectiles.
Fixed an issue where a projectile would always be dodged if the target was Roll Dodging at the moment the projectile was created.
Projectiles can now only be evaded if the Roll Dodge occurs within one second prior to their impact.
With these changes, what is the actual point of running medium and light armour in PVP? Both lost their forms of mitigation, and you can easily offset the damage/sustain loss in heavy.
Light armour saw a 1-second cast time be tacked onto their only form of mitigation. While light armour did see the introduction of snare reduction and sprint cost reduction, it in no way makes up for the utterly pointless nerf to shields.
Don't forget shields using resists... Another push to heavy.
With these changes, what is the actual point of running medium and light armour in PVP? Both lost their forms of mitigation, and you can easily offset the damage/sustain loss in heavy.
Light armour saw a 1-second cast time be tacked onto their only form of mitigation. While light armour did see the introduction of snare reduction and sprint cost reduction, it in no way makes up for the utterly pointless nerf to shields.
Many damage oriented magDKs and magplars have been running light for several patches now without shields. You can build quite tanky in light armor while retaining the other light armor benefits.
The light armor changes are small buffs that I like; I run sprint cost reduction in CP in this speed meta Wolfhunter patch that I can now allocate elsewhere (or keep.)
That said, I see nothing that makes heavy less desireable for stamina toons. They don't need more damage. The changes to medium basically buff gankblades... and they don't need more damage either.
With these changes, what is the actual point of running medium and light armour in PVP? Both lost their forms of mitigation, and you can easily offset the damage/sustain loss in heavy.
Light armour saw a 1-second cast time be tacked onto their only form of mitigation. While light armour did see the introduction of snare reduction and sprint cost reduction, it in no way makes up for the utterly pointless nerf to shields.
Many damage oriented magDKs and magplars have been running light for several patches now without shields. You can build quite tanky in light armor while retaining the other light armor benefits.
The light armor changes are small buffs that I like; I run sprint cost reduction in CP in this speed meta Wolfhunter patch that I can now allocate elsewhere (or keep.)
That said, I see nothing that makes heavy less desireable for stamina toons. They don't need more damage. The changes to medium basically buff gankblades... and they don't need more damage either.
Magplars and magdks have extremely strong instant self healing, including damage skills that heal. Magsorc does not have this.
One second cast time is incredibly stupid and unnecessary. remove shield breaker from the ga e while you are at it
Many damage oriented magDKs and magplars have been running light for several patches now without shields.
Many damage oriented magDKs and magplars have been running light for several patches now without shields.
Massive burst healing, something sorcs and mageblades don't have access to. DK's and Magplars will be directly countered by the soldier of anguish set regardless of using light or heavy armor. Sorc's will be countered crushing shock or bash.
Convert to a stam sorc for this patch.
Agreed, and I'd like to point out that dodge roll also lost a lot of iframes due/thanks (I think in general this is a good change) to this:Updated the interaction between Roll Dodge and projectiles.
Fixed an issue where a projectile would always be dodged if the target was Roll Dodging at the moment the projectile was created.
Projectiles can now only be evaded if the Roll Dodge occurs within one second prior to their impact.
...which is a hit to (mostly) medium armor's survivability.
Also I find it a bit weird that ZOS decided to give medium armor more damage, which is something it didn't exactly lack.
What medium armor lacks (now even more so than before) is survivability and identity compared to heavy armor.
You're supposed to be quick & avoid hits in medium armor, but after this patch you avoid even less as Major Evasion is gone and heavy can still be just as quick (Swift+Speed Pots) with more or less permanent snare immunity from Forward Momentum.
Not cool.
Agreed, and I'd like to point out that dodge roll also lost a lot of iframes due/thanks (I think in general this is a good change) to this:Updated the interaction between Roll Dodge and projectiles.
Fixed an issue where a projectile would always be dodged if the target was Roll Dodging at the moment the projectile was created.
Projectiles can now only be evaded if the Roll Dodge occurs within one second prior to their impact.
...which is a hit to (mostly) medium armor's survivability.
Also I find it a bit weird that ZOS decided to give medium armor more damage, which is something it didn't exactly lack.
What medium armor lacks (now even more so than before) is survivability and identity compared to heavy armor.
You're supposed to be quick & avoid hits in medium armor, but after this patch you avoid even less as Major Evasion is gone and heavy can still be just as quick (Swift+Speed Pots) with more or less permanent snare immunity from Forward Momentum.
Not cool.
Should they decrease Roll Dodge stacking costs at this point? A lot of dodge change was removed and the value of each individual dodge roll got diminished as well.
I think the weapon damage was to bring stam damage up in PvE and to increase heals in PvP, since it would be needed due to increased incoming damage.
I was against it before, but now giving Shuffle increased root and snare immunity sounds perfectly fair. Forward Momentum can be changed to solely snare, but target can still be rooted. Maybe decrease duration of roots/allow players to "Break Free" from snares while the skill is slotted.
Shuffle, prior to the Major Evasion changes, was already hard to justify running as it only granted 2.5-3.5 seconds of snare immunity with a cost of 3888 stamina, compared to Forward Momentum which grants 8 seconds of snare immunity, for 1783 stamina.
I do agree on this point, strongly. The root and snare immunity in 5-7 medium armor is riduculously weak for a 3.8k cost. It needs to be at the very least 6-8 seconds. I do welcome the other change, I never rly like the randomness of evasion, I much rather prefer the aoe dmg reduction.
redspecter23 wrote: »This almost feels like we're seeing half the picture. The intention is to balance defense and offense for the armor sets perhaps? Light and medium both lost some defense and gained some small offensive benefits, but I may have missed the notes on heavy losing some of its offensive punch. If we also see heavy lose much of its damage potential, it might make more sense, even if I don't agree with all the changes.
Agreed, and I'd like to point out that dodge roll also lost a lot of iframes due/thanks (I think in general this is a good change) to this:Updated the interaction between Roll Dodge and projectiles.
Fixed an issue where a projectile would always be dodged if the target was Roll Dodging at the moment the projectile was created.
Projectiles can now only be evaded if the Roll Dodge occurs within one second prior to their impact.
...which is a hit to (mostly) medium armor's survivability.
Also I find it a bit weird that ZOS decided to give medium armor more damage, which is something it didn't exactly lack.
What medium armor lacks (now even more so than before) is survivability and identity compared to heavy armor.
You're supposed to be quick & avoid hits in medium armor, but after this patch you avoid even less as Major Evasion is gone and heavy can still be just as quick (Swift+Speed Pots) with more or less permanent snare immunity from Forward Momentum.
Not cool.
BrokenGameMechanics wrote: »Trying evaluate the new Shuffle/Evasion here.
If I'm running Medium, most likely I'm wielding DW or 2H.
If 2H -> FM superior CC immun for less cost.
If DW -> Deadly Cloak gives me Major Evasion (25% AOE reduct) + 3 sec tic Damage over 15 secs + Enchant procing + Direct Melee procing of Sets (specifically will proc Selenes, which DW Rapids doens't and Rending doesn't except the intial hit as both are considered indirect melee)
If I take the CC and then absorb the break free cost, I'll get CC immun (4 secs??).
In other words, seems to be to take FM or Deadly Cloak over Shuffle every time. The couple of secs of CC immun for the cost seems to be poor in comparison to the other options.
BrokenGameMechanics wrote: »Trying evaluate the new Shuffle/Evasion here.
If I'm running Medium, most likely I'm wielding DW or 2H.
If 2H -> FM superior CC immun for less cost.
If DW -> Deadly Cloak gives me Major Evasion (25% AOE reduct) + 3 sec tic Damage over 15 secs + Enchant procing + Direct Melee procing of Sets (specifically will proc Selenes, which DW Rapids doens't and Rending doesn't except the intial hit as both are considered indirect melee)
If I take the CC and then absorb the break free cost, I'll get CC immun (4 secs??).
In other words, seems to be to take FM or Deadly Cloak over Shuffle every time. The couple of secs of CC immun for the cost seems to be poor in comparison to the other options.
OooH, sprint costs less on light armor, wow, ever wanted that on my light armor said no one ever....
Why does medium armor still have sneak passives when you can get them from ledgerman? can we just get physical penetration like light armor, that would actually be useful....
No one ever asked for sprint cost on light armor, did you even think before implementing this change? why would you need sprint cost reduction on light armor? you should not even have a big stamina pool on it since you are probably putting all your points into magicka if you are using light armor, so wouldn't it be better to give something that synergizes better with magicka rather than stamina i wonder?
I know, those are some pretty wild suggestions.