I would be against such a change. Shields are taking a pretty significant hit this patch, as are two other primary forms of defense for magicka builds - Protective and Pirate Skeleton.
Given Magicka Necromancer's sustain issues, bar space limitations, and the nerfs to Harness Magicka, there's a really good chance I won't even be able to run any shields. If I end up being forced to run a defense 5 piece set, which seems kinda likely, the shields will end up too small to matter, and absolutely not be worth the resource cost.
If I have to eat all this DOT damage, why shouldn't you? Stamina builds already have superior mobility, and are more likely to be able to break range/LOS and get some breathing room. Sure, I have more healing options than you do, but it's not like I'll be able to stand around shrugging off all the damage, especially not with how bad Magicka Necromancer's sustain is (and that'll get worse if I end up having to run Fortified Brass or something next patch).
And you think light armor is going to be much better off? Just toss an occasional HOT and happily ignore all the DOT damage which, unlike stam builds, you can't escape from?Nerftheforums wrote: »I would be against such a change. Shields are taking a pretty significant hit this patch, as are two other primary forms of defense for magicka builds - Protective and Pirate Skeleton.
Given Magicka Necromancer's sustain issues, bar space limitations, and the nerfs to Harness Magicka, there's a really good chance I won't even be able to run any shields. If I end up being forced to run a defense 5 piece set, which seems kinda likely, the shields will end up too small to matter, and absolutely not be worth the resource cost.
If I have to eat all this DOT damage, why shouldn't you? Stamina builds already have superior mobility, and are more likely to be able to break range/LOS and get some breathing room. Sure, I have more healing options than you do, but it's not like I'll be able to stand around shrugging off all the damage, especially not with how bad Magicka Necromancer's sustain is (and that'll get worse if I end up having to run Fortified Brass or something next patch).
You compare the balancing of an armor to the one of a terribly designed class. Despite I agree with the statement that having iframes tied to dot suppression isn't good, you argument is extremely weak.
Medium armor is poop, it has been for years, a bit because of how much damage has ramped up, a bit because of how poor the passives are. Thing is, medium armor users gonna melt no matter what next patch, unless they give us soemthing to counter these crazy dots passively (hots, resistances to dots, etc). Being immune to dots mid dodge roll won't change much since you'll get *** as soon as you try to sprint or attack.
And you think light armor is going to be much better off? Just toss an occasional HOT and happily ignore all the DOT damage which, unlike stam builds, you can't escape from?Nerftheforums wrote: »I would be against such a change. Shields are taking a pretty significant hit this patch, as are two other primary forms of defense for magicka builds - Protective and Pirate Skeleton.
Given Magicka Necromancer's sustain issues, bar space limitations, and the nerfs to Harness Magicka, there's a really good chance I won't even be able to run any shields. If I end up being forced to run a defense 5 piece set, which seems kinda likely, the shields will end up too small to matter, and absolutely not be worth the resource cost.
If I have to eat all this DOT damage, why shouldn't you? Stamina builds already have superior mobility, and are more likely to be able to break range/LOS and get some breathing room. Sure, I have more healing options than you do, but it's not like I'll be able to stand around shrugging off all the damage, especially not with how bad Magicka Necromancer's sustain is (and that'll get worse if I end up having to run Fortified Brass or something next patch).
You compare the balancing of an armor to the one of a terribly designed class. Despite I agree with the statement that having iframes tied to dot suppression isn't good, you argument is extremely weak.
Medium armor is poop, it has been for years, a bit because of how much damage has ramped up, a bit because of how poor the passives are. Thing is, medium armor users gonna melt no matter what next patch, unless they give us soemthing to counter these crazy dots passively (hots, resistances to dots, etc). Being immune to dots mid dodge roll won't change much since you'll get *** as soon as you try to sprint or attack.
Epicasballs wrote: »Can we have DoT suppression while we have the iframes buff active after dodge roll? With all the stam healing being nerfed how are medium builds going to survive with sub par heals. Mag builds can soak them up with shields or out heal them with more than fine healing. Dodge roll into vigor or rally gives meduim a shot at gaining health back if DoTs were suppressed during the invulnerability window. Otherwise medium is rip. Cloak suppresses dots so it's not terribly out of line.
@ZOS_BrianWheeler
TriangularChicken wrote: »Epicasballs wrote: »Can we have DoT suppression while we have the iframes buff active after dodge roll? With all the stam healing being nerfed how are medium builds going to survive with sub par heals. Mag builds can soak them up with shields or out heal them with more than fine healing. Dodge roll into vigor or rally gives meduim a shot at gaining health back if DoTs were suppressed during the invulnerability window. Otherwise medium is rip. Cloak suppresses dots so it's not terribly out of line.
@ZOS_BrianWheeler
Im not against a buff to medium armor, but let's not give medium armor NBs 100% DoT suppression please, ok?
I dislike the idea of 100% dmg evasion. That’s just too powerful.
I would like the idea of sth like 50% dmg reduction for dmg over time while dodging.
I dislike the idea of 100% dmg evasion. That’s just too powerful.
I would like the idea of sth like 50% dmg reduction for dmg over time while dodging.
I was just gonna suggest something like this aswell. 100% would be way too strong, 33% is more balanced imo. ZOS should really look into this tho, because medium armor shines in some situations, but are completely negated in others. This is on live, and dots is the main culprit, with Scalebreaker patch this problem for medium armor will just escalate to new heights.
Epicasballs wrote: »I dislike the idea of 100% dmg evasion. That’s just too powerful.
I would like the idea of sth like 50% dmg reduction for dmg over time while dodging.
I was just gonna suggest something like this aswell. 100% would be way too strong, 33% is more balanced imo. ZOS should really look into this tho, because medium armor shines in some situations, but are completely negated in others. This is on live, and dots is the main culprit, with Scalebreaker patch this problem for medium armor will just escalate to new heights.
I'd settle for 33% for 3 seconds following a dodge roll. Restrict it to a 5 piece medium passive.

Epicasballs wrote: »I dislike the idea of 100% dmg evasion. That’s just too powerful.
I would like the idea of sth like 50% dmg reduction for dmg over time while dodging.
I was just gonna suggest something like this aswell. 100% would be way too strong, 33% is more balanced imo. ZOS should really look into this tho, because medium armor shines in some situations, but are completely negated in others. This is on live, and dots is the main culprit, with Scalebreaker patch this problem for medium armor will just escalate to new heights.
I'd settle for 33% for 3 seconds following a dodge roll. Restrict it to a 5 piece medium passive.
I would restrict it to as long as you are actively dodging. If you are in the dodge animation and you are still actively dodging projectiles etc coming at you. This would actually make a certain medium armor set just abit stronger. Not saying this set would be fine then, it would still need further adjustment to be worthy of use.
I would be against such a change. Shields are taking a pretty significant hit this patch, as are two other primary forms of defense for magicka builds - Protective and Pirate Skeleton.
Given Magicka Necromancer's sustain issues, bar space limitations, and the nerfs to Harness Magicka, there's a really good chance I won't even be able to run any shields. If I end up being forced to run a defense 5 piece set, which seems kinda likely, the shields will end up too small to matter, and absolutely not be worth the resource cost.
If I have to eat all this DOT damage, why shouldn't you? Stamina builds already have superior mobility, and are more likely to be able to break range/LOS and get some breathing room. Sure, I have more healing options than you do, but it's not like I'll be able to stand around shrugging off all the damage, especially not with how bad Magicka Necromancer's sustain is (and that'll get worse if I end up having to run Fortified Brass or something next patch).
Many magicka builds are going to be forced to eat a significant amount of DOT damage, and shields aren't nearly as good as some players like to claim, especially on something like Magicka Necromancer (due to terrible sustain). Stamina builds shouldn't be able to simply spam a couple dodge rolls + a few seconds of sprint to suppress basically all damage in the game (Curse and potentially rolling through a ground AOE would be the only exceptions off the top of my head), and get LOS/distance in the process.I would be against such a change. Shields are taking a pretty significant hit this patch, as are two other primary forms of defense for magicka builds - Protective and Pirate Skeleton.
Given Magicka Necromancer's sustain issues, bar space limitations, and the nerfs to Harness Magicka, there's a really good chance I won't even be able to run any shields. If I end up being forced to run a defense 5 piece set, which seems kinda likely, the shields will end up too small to matter, and absolutely not be worth the resource cost.
If I have to eat all this DOT damage, why shouldn't you? Stamina builds already have superior mobility, and are more likely to be able to break range/LOS and get some breathing room. Sure, I have more healing options than you do, but it's not like I'll be able to stand around shrugging off all the damage, especially not with how bad Magicka Necromancer's sustain is (and that'll get worse if I end up having to run Fortified Brass or something next patch).
This is just spoken like someone who doesn't play a medium armor stam build at all.
Many magicka builds are going to be forced to eat a significant amount of DOT damage, and shields aren't nearly as good as some players like to claim, especially on something like Magicka Necromancer (due to terrible sustain). Stamina builds shouldn't be able to simply spam a couple dodge rolls + a few seconds of sprint to suppress basically all damage in the game (Curse and potentially rolling through a ground AOE would be the only exceptions off the top of my head), and get LOS/distance in the process.I would be against such a change. Shields are taking a pretty significant hit this patch, as are two other primary forms of defense for magicka builds - Protective and Pirate Skeleton.
Given Magicka Necromancer's sustain issues, bar space limitations, and the nerfs to Harness Magicka, there's a really good chance I won't even be able to run any shields. If I end up being forced to run a defense 5 piece set, which seems kinda likely, the shields will end up too small to matter, and absolutely not be worth the resource cost.
If I have to eat all this DOT damage, why shouldn't you? Stamina builds already have superior mobility, and are more likely to be able to break range/LOS and get some breathing room. Sure, I have more healing options than you do, but it's not like I'll be able to stand around shrugging off all the damage, especially not with how bad Magicka Necromancer's sustain is (and that'll get worse if I end up having to run Fortified Brass or something next patch).
This is just spoken like someone who doesn't play a medium armor stam build at all.
I'm not completely against the idea of some buffs for medium armor, but total DOT suppression on top of avoiding essentially all direct damage, CC, removing pre-existing roots, and potentially getting Major Expedition? Nah, that's too much.
Epicasballs wrote: »I dislike the idea of 100% dmg evasion. That’s just too powerful.
I would like the idea of sth like 50% dmg reduction for dmg over time while dodging.
I was just gonna suggest something like this aswell. 100% would be way too strong, 33% is more balanced imo. ZOS should really look into this tho, because medium armor shines in some situations, but are completely negated in others. This is on live, and dots is the main culprit, with Scalebreaker patch this problem for medium armor will just escalate to new heights.
I'd settle for 33% for 3 seconds following a dodge roll. Restrict it to a 5 piece medium passive.
I would restrict it to as long as you are actively dodging. If you are in the dodge animation and you are still actively dodging projectiles etc coming at you. This would actually make a certain medium armor set just abit stronger. Not saying this set would be fine then, it would still need further adjustment to be worthy of use.
How about you dodgeroll the ability that applies the dot to you? Medium armor is design to proactively avoid taking damage and hits, not straight up tank it out like heavy does. Most of the dot abilities are hard to land due to dodgerolles anyways.
I see more of a problem with the newly buffed/introduced dots like entropy and soul trap which are undodgeable. Classic dots like sunfire, cripple, poison injection and bloodcraze can all be dodged. If you fail avoiding them, its only right to get punished by taking the damage.
Many magicka builds are going to be forced to eat a significant amount of DOT damage, and shields aren't nearly as good as some players like to claim, especially on something like Magicka Necromancer (due to terrible sustain). Stamina builds shouldn't be able to simply spam a couple dodge rolls + a few seconds of sprint to suppress basically all damage in the game (Curse and potentially rolling through a ground AOE would be the only exceptions off the top of my head), and get LOS/distance in the process.I would be against such a change. Shields are taking a pretty significant hit this patch, as are two other primary forms of defense for magicka builds - Protective and Pirate Skeleton.
Given Magicka Necromancer's sustain issues, bar space limitations, and the nerfs to Harness Magicka, there's a really good chance I won't even be able to run any shields. If I end up being forced to run a defense 5 piece set, which seems kinda likely, the shields will end up too small to matter, and absolutely not be worth the resource cost.
If I have to eat all this DOT damage, why shouldn't you? Stamina builds already have superior mobility, and are more likely to be able to break range/LOS and get some breathing room. Sure, I have more healing options than you do, but it's not like I'll be able to stand around shrugging off all the damage, especially not with how bad Magicka Necromancer's sustain is (and that'll get worse if I end up having to run Fortified Brass or something next patch).
This is just spoken like someone who doesn't play a medium armor stam build at all.
I'm not completely against the idea of some buffs for medium armor, but total DOT suppression on top of avoiding essentially all direct damage, CC, removing pre-existing roots, and potentially getting Major Expedition? Nah, that's too much.
Epicasballs wrote: »How about you dodgeroll the ability that applies the dot to you? Medium armor is design to proactively avoid taking damage and hits, not straight up tank it out like heavy does. Most of the dot abilities are hard to land due to dodgerolles anyways.
I see more of a problem with the newly buffed/introduced dots like entropy and soul trap which are undodgeable. Classic dots like sunfire, cripple, poison injection and bloodcraze can all be dodged. If you fail avoiding them, its only right to get punished by taking the damage.
True. But it's unrealistic to think you can roll every attack and put up an offense. You need offense windows and windows to heal and if you have 2-4 dots on you with a single 4 second vigor you're going to get roasted. Some amount of mitigation while roll dodging will help vigor do its intended job and heal you. Otherwise medium is going to get lit up. You're not always going to have a pocket healer.
Epicasballs wrote: »How about you dodgeroll the ability that applies the dot to you? Medium armor is design to proactively avoid taking damage and hits, not straight up tank it out like heavy does. Most of the dot abilities are hard to land due to dodgerolles anyways.
I see more of a problem with the newly buffed/introduced dots like entropy and soul trap which are undodgeable. Classic dots like sunfire, cripple, poison injection and bloodcraze can all be dodged. If you fail avoiding them, its only right to get punished by taking the damage.
True. But it's unrealistic to think you can roll every attack and put up an offense. You need offense windows and windows to heal and if you have 2-4 dots on you with a single 4 second vigor you're going to get roasted. Some amount of mitigation while roll dodging will help vigor do its intended job and heal you. Otherwise medium is going to get lit up. You're not always going to have a pocket healer.
TBH I don't even think the passive mitigation is that bad of medium armor. You definitly can't dodge everything, by no means, but my stamsorc has run medium for 2 years now and doesn'T struggle defensively. Dodge the obvious attacks, use defensive/utility class skills like cloak, streak, wings, ... to complement dodgerolls and you're fine.
It really all comes down to the popularity of the unavoidable dots, and I think especially entropy will be spammed A LOT.
Something like this (not full suppression thats just OP) has to happen to make medium viable with this back and forth. Block, healing, mitigation even during bleed meta heavy always did it better than medium. Now they nerf Vigor because its strong on heavy armor DK or smth, its never gonna stop.
Now dodge, no heavy armor build can use it often and if some buffs to functionality were also tied to medium (remember stealth passive?) it would be even more medium thing. DoT mitigation also has the advantage of not really buffing nightblade, which are the one spec thats probably keeping medium down past 2 years.
John_Falstaff wrote: »@Jeezye , the pitfall is, the Soul Trap is undodgeable (and I guess unblockable). People will say if Entropy can, but Soul Trap alone is already hefty. Plus stamina can't purge them easily.
Epicasballs wrote: »I dislike the idea of 100% dmg evasion. That’s just too powerful.
I would like the idea of sth like 50% dmg reduction for dmg over time while dodging.
I was just gonna suggest something like this aswell. 100% would be way too strong, 33% is more balanced imo. ZOS should really look into this tho, because medium armor shines in some situations, but are completely negated in others. This is on live, and dots is the main culprit, with Scalebreaker patch this problem for medium armor will just escalate to new heights.
I'd settle for 33% for 3 seconds following a dodge roll. Restrict it to a 5 piece medium passive.
I would restrict it to as long as you are actively dodging. If you are in the dodge animation and you are still actively dodging projectiles etc coming at you. This would actually make a certain medium armor set just abit stronger. Not saying this set would be fine then, it would still need further adjustment to be worthy of use.