leepalmer95 wrote: »leepalmer95 wrote: »relentless_turnip wrote: »Just jumped on! I have 50% crit resist and my roll dodge costs 1939 😂👏
PvP in Greymoore:
Thank god there are equally good magicka traits ... oh wait.
Bro, we have like, all the skills , abilities, and damage shields.
Just change your attack timing by half a second and start a combo right as they are 3/4 way through the Dodge, you'll land everything the moment the Dodge chance ends...
This is why most people can't hit rolly Polly's, they keep the same timing
Roll Dodge is the most effective defense mechanic of the game. It's only counter by undodgeable skills (which there's almost none) and AoE...
With shields you can block the damage but you still getting hit by all the debuffs of the attacks you are eating.
Its only counter is any aoe? What do you mean there arent undodgable skills? What game are you playing?
Is this game where Soul Assault was nerfed to oblivion?
So soul assault got nerfed (as it should) so therefore dodge doesnt have counters?
Wheres my counter for when people block and then healing with a 18k burst heal? Or i get them low and they throw on shields and heal up? Atleast there are ways to kill dodge rollers if you get them low, you can't do anything if someone decided to hold block and slam burst heals or stacks 2 shields like a sorc.
Dodge Roll has no upper limit, shields and heals do.
Shields and Heals require a global cooldown, dodge roll can be used in animation canceling.
2 Shields give you like 20k protection and require 2 global cooldowns and cost about 7k to 8k magicka. A dodge roll can get you more mitigation in a single cooldown while being at half that cost while animation canceling.
Dodge Roll is by far the most potent mitigation tool in the game. And it get's special treatment in armor traits, CPs, and lag.
MurderMostFoul wrote: »leepalmer95 wrote: »leepalmer95 wrote: »relentless_turnip wrote: »Just jumped on! I have 50% crit resist and my roll dodge costs 1939 😂👏
PvP in Greymoore:
Thank god there are equally good magicka traits ... oh wait.
Bro, we have like, all the skills , abilities, and damage shields.
Just change your attack timing by half a second and start a combo right as they are 3/4 way through the Dodge, you'll land everything the moment the Dodge chance ends...
This is why most people can't hit rolly Polly's, they keep the same timing
Roll Dodge is the most effective defense mechanic of the game. It's only counter by undodgeable skills (which there's almost none) and AoE...
With shields you can block the damage but you still getting hit by all the debuffs of the attacks you are eating.
Its only counter is any aoe? What do you mean there arent undodgable skills? What game are you playing?
Is this game where Soul Assault was nerfed to oblivion?
So soul assault got nerfed (as it should) so therefore dodge doesnt have counters?
Wheres my counter for when people block and then healing with a 18k burst heal? Or i get them low and they throw on shields and heal up? Atleast there are ways to kill dodge rollers if you get them low, you can't do anything if someone decided to hold block and slam burst heals or stacks 2 shields like a sorc.
Dodge Roll has no upper limit, shields and heals do.
Shields and Heals require a global cooldown, dodge roll can be used in animation canceling.
2 Shields give you like 20k protection and require 2 global cooldowns and cost about 7k to 8k magicka. A dodge roll can get you more mitigation in a single cooldown while being at half that cost while animation canceling.
Dodge Roll is by far the most potent mitigation tool in the game. And it get's special treatment in armor traits, CPs, and lag.
A mag toon can cast those shields, then go on the offensive while still being protected by them.
A stam toon cannot cast any abilities while being protected by dodge roll.
MurderMostFoul wrote: »leepalmer95 wrote: »leepalmer95 wrote: »relentless_turnip wrote: »Just jumped on! I have 50% crit resist and my roll dodge costs 1939 😂👏
PvP in Greymoore:
Thank god there are equally good magicka traits ... oh wait.
Bro, we have like, all the skills , abilities, and damage shields.
Just change your attack timing by half a second and start a combo right as they are 3/4 way through the Dodge, you'll land everything the moment the Dodge chance ends...
This is why most people can't hit rolly Polly's, they keep the same timing
Roll Dodge is the most effective defense mechanic of the game. It's only counter by undodgeable skills (which there's almost none) and AoE...
With shields you can block the damage but you still getting hit by all the debuffs of the attacks you are eating.
Its only counter is any aoe? What do you mean there arent undodgable skills? What game are you playing?
Is this game where Soul Assault was nerfed to oblivion?
So soul assault got nerfed (as it should) so therefore dodge doesnt have counters?
Wheres my counter for when people block and then healing with a 18k burst heal? Or i get them low and they throw on shields and heal up? Atleast there are ways to kill dodge rollers if you get them low, you can't do anything if someone decided to hold block and slam burst heals or stacks 2 shields like a sorc.
Dodge Roll has no upper limit, shields and heals do.
Shields and Heals require a global cooldown, dodge roll can be used in animation canceling.
2 Shields give you like 20k protection and require 2 global cooldowns and cost about 7k to 8k magicka. A dodge roll can get you more mitigation in a single cooldown while being at half that cost while animation canceling.
Dodge Roll is by far the most potent mitigation tool in the game. And it get's special treatment in armor traits, CPs, and lag.
A mag toon can cast those shields, then go on the offensive while still being protected by them.
A stam toon cannot cast any abilities while being protected by dodge roll.
Yes you can, b/c the dodge roll protection lasts longer than the actual animation. And combined with the great mobility of stamina builds you can keep cost relatively low despite the dodge roll fatigue. Besides, the HoTs and other heals you get allow you to not have to dodge constantly but go on the offensive too.
As for shields / Heals, oftentimes you cannot go on the offensive b/c you have to recast the shield / heal right away since the incoming damage was greater or close to the size of the shield / heal. An issue that dodge rollers don't have.
And to the guy complaining about block:
1) Shields don't get you out of execute range. At 20% HP chances are you will get executed through your shield.
2) Have you ever heard of block casting? 90% damage reduction and still dealing damage or healing. Sure you can stun the guy and give you 1 global cooldown to attack him without block, but that arguement can also be made for stunning a sorc before they put up their shield or a NB before they cloak. However, there are far fewer stuns being able to actually incapacitate a blocking target than there are stuns that incapacitate a target about to shield, heal, or cloak up!
Shields are doo doo. Any decent stam setup melts through a shield with one la-skill. I've seen some magsorcs have some sturdy shields still, but they didn't do much damage at all.
relentless_turnip wrote: »Just jumped on! I have 50% crit resist and my roll dodge costs 1939 😂👏
PvP in Greymoore:
Shields are doo doo. Any decent stam setup melts through a shield with one la-skill. I've seen some magsorcs have some sturdy shields still, but they didn't do much damage at all.
MurderMostFoul wrote: »leepalmer95 wrote: »leepalmer95 wrote: »relentless_turnip wrote: »Just jumped on! I have 50% crit resist and my roll dodge costs 1939 😂👏
PvP in Greymoore:
Thank god there are equally good magicka traits ... oh wait.
Bro, we have like, all the skills , abilities, and damage shields.
Just change your attack timing by half a second and start a combo right as they are 3/4 way through the Dodge, you'll land everything the moment the Dodge chance ends...
This is why most people can't hit rolly Polly's, they keep the same timing
Roll Dodge is the most effective defense mechanic of the game. It's only counter by undodgeable skills (which there's almost none) and AoE...
With shields you can block the damage but you still getting hit by all the debuffs of the attacks you are eating.
Its only counter is any aoe? What do you mean there arent undodgable skills? What game are you playing?
Is this game where Soul Assault was nerfed to oblivion?
So soul assault got nerfed (as it should) so therefore dodge doesnt have counters?
Wheres my counter for when people block and then healing with a 18k burst heal? Or i get them low and they throw on shields and heal up? Atleast there are ways to kill dodge rollers if you get them low, you can't do anything if someone decided to hold block and slam burst heals or stacks 2 shields like a sorc.
Dodge Roll has no upper limit, shields and heals do.
Shields and Heals require a global cooldown, dodge roll can be used in animation canceling.
2 Shields give you like 20k protection and require 2 global cooldowns and cost about 7k to 8k magicka. A dodge roll can get you more mitigation in a single cooldown while being at half that cost while animation canceling.
Dodge Roll is by far the most potent mitigation tool in the game. And it get's special treatment in armor traits, CPs, and lag.
A mag toon can cast those shields, then go on the offensive while still being protected by them.
A stam toon cannot cast any abilities while being protected by dodge roll.
Yes you can, b/c the dodge roll protection lasts longer than the actual animation. And combined with the great mobility of stamina builds you can keep cost relatively low despite the dodge roll fatigue. Besides, the HoTs and other heals you get allow you to not have to dodge constantly but go on the offensive too.
As for shields / Heals, oftentimes you cannot go on the offensive b/c you have to recast the shield / heal right away since the incoming damage was greater or close to the size of the shield / heal. An issue that dodge rollers don't have.
And to the guy complaining about block:
1) Shields don't get you out of execute range. At 20% HP chances are you will get executed through your shield.
2) Have you ever heard of block casting? 90% damage reduction and still dealing damage or healing. Sure you can stun the guy and give you 1 global cooldown to attack him without block, but that arguement can also be made for stunning a sorc before they put up their shield or a NB before they cloak. However, there are far fewer stuns being able to actually incapacitate a blocking target than there are stuns that incapacitate a target about to shield, heal, or cloak up!
Don't forget the new "Mythic" ring. If that goes live as-is and gains much popularity, the Impenetrable trait's value will tank pretty hard. Many people may consider it "enough" to have the baseline crit resistance, and perhaps a couple Impen slots, with the rest being Well-Fitted or Sturdy (especially for Stam builds).Impen is still worth too much compared to other traits. Well fitted and Sturdy can come close depending on build - but overall impen still offers the best value out of all traits for most builds.
Don't forget the new "Mythic" ring. If that goes live as-is and gains much popularity, the Impenetrable trait's value will tank pretty hard. Many people may consider it "enough" to have the baseline crit resistance, and perhaps a couple Impen slots, with the rest being Well-Fitted or Sturdy (especially for Stam builds).Impen is still worth too much compared to other traits. Well fitted and Sturdy can come close depending on build - but overall impen still offers the best value out of all traits for most builds.
leepalmer95 wrote: »MurderMostFoul wrote: »leepalmer95 wrote: »leepalmer95 wrote: »relentless_turnip wrote: »Just jumped on! I have 50% crit resist and my roll dodge costs 1939 😂👏
PvP in Greymoore:
Thank god there are equally good magicka traits ... oh wait.
Bro, we have like, all the skills , abilities, and damage shields.
Just change your attack timing by half a second and start a combo right as they are 3/4 way through the Dodge, you'll land everything the moment the Dodge chance ends...
This is why most people can't hit rolly Polly's, they keep the same timing
Roll Dodge is the most effective defense mechanic of the game. It's only counter by undodgeable skills (which there's almost none) and AoE...
With shields you can block the damage but you still getting hit by all the debuffs of the attacks you are eating.
Its only counter is any aoe? What do you mean there arent undodgable skills? What game are you playing?
Is this game where Soul Assault was nerfed to oblivion?
So soul assault got nerfed (as it should) so therefore dodge doesnt have counters?
Wheres my counter for when people block and then healing with a 18k burst heal? Or i get them low and they throw on shields and heal up? Atleast there are ways to kill dodge rollers if you get them low, you can't do anything if someone decided to hold block and slam burst heals or stacks 2 shields like a sorc.
Dodge Roll has no upper limit, shields and heals do.
Shields and Heals require a global cooldown, dodge roll can be used in animation canceling.
2 Shields give you like 20k protection and require 2 global cooldowns and cost about 7k to 8k magicka. A dodge roll can get you more mitigation in a single cooldown while being at half that cost while animation canceling.
Dodge Roll is by far the most potent mitigation tool in the game. And it get's special treatment in armor traits, CPs, and lag.
A mag toon can cast those shields, then go on the offensive while still being protected by them.
A stam toon cannot cast any abilities while being protected by dodge roll.
Yes you can, b/c the dodge roll protection lasts longer than the actual animation. And combined with the great mobility of stamina builds you can keep cost relatively low despite the dodge roll fatigue. Besides, the HoTs and other heals you get allow you to not have to dodge constantly but go on the offensive too.
As for shields / Heals, oftentimes you cannot go on the offensive b/c you have to recast the shield / heal right away since the incoming damage was greater or close to the size of the shield / heal. An issue that dodge rollers don't have.
And to the guy complaining about block:
1) Shields don't get you out of execute range. At 20% HP chances are you will get executed through your shield.
2) Have you ever heard of block casting? 90% damage reduction and still dealing damage or healing. Sure you can stun the guy and give you 1 global cooldown to attack him without block, but that arguement can also be made for stunning a sorc before they put up their shield or a NB before they cloak. However, there are far fewer stuns being able to actually incapacitate a blocking target than there are stuns that incapacitate a target about to shield, heal, or cloak up!
Your picking and choosing your reply's to bolster you arguement.
Magicka also has Hots, you always only state stamina this and stamina that when it applies to both.
Shields protect you for 6s, magicka ALSO has hots that allow them go on the offensive with shields as well. Get the idea that dodge rollers take 0 dmg when rolling out of your head, its so easy to counter rolling, so many things go through it and its not too hard to just get the timing to where you hit them as soon as they come out of it.
You won't get executed through your shield unless there is like 6 ppl on you, in which case even if you roll you'll die. I've seen plently of mag classes live through dmg that stamina wouldnt.
Yes i heard of block casting? Magicka is the worst for it. You either instant gib a mag templar for example or he gives himself 70% dmg reduction (its not 90 lmao) and then starts throwing 15k breath out. Same applies or mag warden, necro, sorc, dk.
leepalmer95 wrote: »leepalmer95 wrote: »relentless_turnip wrote: »Just jumped on! I have 50% crit resist and my roll dodge costs 1939 😂👏
PvP in Greymoore:
Thank god there are equally good magicka traits ... oh wait.
Bro, we have like, all the skills , abilities, and damage shields.
Just change your attack timing by half a second and start a combo right as they are 3/4 way through the Dodge, you'll land everything the moment the Dodge chance ends...
This is why most people can't hit rolly Polly's, they keep the same timing
Roll Dodge is the most effective defense mechanic of the game. It's only counter by undodgeable skills (which there's almost none) and AoE...
With shields you can block the damage but you still getting hit by all the debuffs of the attacks you are eating.
Its only counter is any aoe? What do you mean there arent undodgable skills? What game are you playing?
Is this game where Soul Assault was nerfed to oblivion?
So soul assault got nerfed (as it should) so therefore dodge doesnt have counters?
Wheres my counter for when people block and then healing with a 18k burst heal? Or i get them low and they throw on shields and heal up? Atleast there are ways to kill dodge rollers if you get them low, you can't do anything if someone decided to hold block and slam burst heals or stacks 2 shields like a sorc.
leepalmer95 wrote: »leepalmer95 wrote: »leepalmer95 wrote: »relentless_turnip wrote: »Just jumped on! I have 50% crit resist and my roll dodge costs 1939 😂👏
PvP in Greymoore:
Thank god there are equally good magicka traits ... oh wait.
Bro, we have like, all the skills , abilities, and damage shields.
Just change your attack timing by half a second and start a combo right as they are 3/4 way through the Dodge, you'll land everything the moment the Dodge chance ends...
This is why most people can't hit rolly Polly's, they keep the same timing
Roll Dodge is the most effective defense mechanic of the game. It's only counter by undodgeable skills (which there's almost none) and AoE...
With shields you can block the damage but you still getting hit by all the debuffs of the attacks you are eating.
Its only counter is any aoe? What do you mean there arent undodgable skills? What game are you playing?
Is this game where Soul Assault was nerfed to oblivion?
So soul assault got nerfed (as it should) so therefore dodge doesnt have counters?
Wheres my counter for when people block and then healing with a 18k burst heal? Or i get them low and they throw on shields and heal up? Atleast there are ways to kill dodge rollers if you get them low, you can't do anything if someone decided to hold block and slam burst heals or stacks 2 shields like a sorc.
Dodge Roll has no upper limit, shields and heals do.
Shields and Heals require a global cooldown, dodge roll can be used in animation canceling.
2 Shields give you like 20k protection and require 2 global cooldowns and cost about 7k to 8k magicka. A dodge roll can get you more mitigation in a single cooldown while being at half that cost while animation canceling.
Dodge Roll is by far the most potent mitigation tool in the game. And it get's special treatment in armor traits, CPs, and lag.
Roll dodge has increasing costs, Do shields and heals?
Sure shields costs resources but it protects you from everything so if your at 20% hp and get a shield up you're free to heal out is danger range.
If you do that with blockt there's so many ways that you'll still die. If I roll at 40% heal someone can easily kill me. If they time it right as I come up to attack it'll hit, if they use an aoe it'll hit, lots of executes will go through roll like fury and beam.
universal_wrath wrote: »I should point out that while stam specs can redce dodge roll cost via well fetted armor trait, but it only works on dodge roll and sprint. Magicka specs can also use nirned and renforced armor traits to max out their resistance and the strength of their dmg shields. Magicka specs can lower the cost of all there migcka abilities via jewelry glyphs ,and amplify it by infused, which include shields casting. They can also pair it will block cost reduction to block cast their shields for more effectivness. Stamina dodge roll is only limited to well fitted armor traits. You can try to included CP, but while it make dodge roll cheaper, it makes shield stronger as well.
The problems with crit resist on pts and utilizing other traits consists of multiple issues:
Impen is still worth too much compared to other traits. Well fitted and Sturdy can come close depending on build - but overall impen still offers the best value out of all traits for most builds.
Then the total value of seven pieces of impen was only reduced by 602 on pts. Which means zos effectively raised crit resistance for anyone who doesn´t bother to change their setup due to various reasons (refarming/crafting upgrade or retrait cost etc) by 748 impen.
This means people could use 3 different traited items to maintain their old impenetrable values. But would they? Apart from the already discussed effort to actually change traits on gear. The benefit of high(er) critical resistance is actually immense.
A hindsight for this should be the impregnable armor set - which offered a lot of impenetrable stat and yet it´s most popular gear trait was?
You guessed it - impenetrable.
What happens on pts with base impen and impen from traits is exactly the same thing as happened with impregnable armor imo.
Reducing critdmg to irrelevant damage gains means eliminating burst. Burst is what kills in pvp. The incentive to actually use other traits outside of builds that already did that is from my perspective VERY low to near nonexistant (when factoring the other gearing factors).
How could ZOS solve this?
They need to look at armor traits:
Impenetrable => still better than anything else from a pvp pov (imo it even gained value for a full stack)
Sturdy => Already used niche trait (will be stacked higher on builds that already utilized it)
Well fitted => Same as sturdy (+might see some extra use on builds)
Divines => super niche ganking trait (nothing really changes regarding usability - current users get extra defense)
Infused => not worth it compared to top 3 on big pieces, absolutely useless on small pieces
nirnhoned, reinforced, invigorating => just no
training => different use scenario
The takeaway for me would be:
Reduce impen further to about 136 per piece in gold.
Sturdy fine as is.
Well fitted maybe reduce by 0.5 to 1% for gold (same values as sturdy).
Divines needs adjustments to offer comparable defense/sustain/dmg gains.
Infused and glyphs need some rework (slight buff for the trait and standardize glyph values for all item pieces while keeping same total stats)
Invigorating, Reinforced and Nirnhoned need to give comparable value to the top 3 traits (nirnhoned currently fills the same role as reinforced - i´d rework it to give wpd spd on armor pieces and fill niche as an offensive trait).
Olupajmibanan wrote: »IMO they should have made it 903 base critical resistance and 129 per piece of impen. Live value wouldn't change, at 7 impen you would have 1806 crit resist. But if you decide to swap some or all of your impen traits for something, you won't be as vulnerable as now.
This change will only result in a buff of overall tankyness instead of reducing it on CP campaigns.
As a PvPer, stacking 4k crit resistance is pure awesomeness.
Yeah - and it will probably continue to be the case, as long as crossheals are not nerfed (ie. diminishing results on heal stacking from allies) and while Purge still continues to be the hard carry tool in mid-to-large groups.This change will only result in a buff of overall tankyness instead of reducing it on CP campaigns.
As a PvPer, stacking 4k crit resistance is pure awesomeness.
Depends, players can respond with the 25% damage ring and negate your investment, but otherwise bad patch to be a khajiit. Great patch for Nords...their racial is almost better than Bloodspawn.
Oddly, I think this will be the support build patch, and the changes will overall make a support build dishing out heals, purges, buffs, transmutation even more impactful in multiplayer encounters.