After playing around with bolt escape a lot, this is how I would make it work.

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Cathexis
Cathexis
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Just had some thoughts on this I wanted to throw out into the universe.

On Perceptions of Bolt Escape (+Morphs); I definitely understand a lot of the community outrage at how bolt escape worked in the past. That in mind, I think this has clouded a lot of the issues around bolt escape. Post-nerf bat, as the dust clears and the crying turns to whines of nerfy glee, the problems I've noticed with bolt escape (+morphs) seem to be swept under the matt.

Definite issues I can see that exist;
(1) The morph Streak (and I speculate the other forms as well) can't be cast mid fall, while other skills can. Why can't I jump off a high tower and teleport to a wall?
(2) Bolt Escape (+Morphs) can only go in a straight line, meaning if you go off a cliff or over a hill, you will drop straight down (because you don't have forward momentum), no matter where you point the mouse. If I want to bolt escape straight upward, or down off a cliff face to avoid fall damage, why can't I do this? Maybe even teleport onto keep walls from the ground?
(3) The morph Ball of Lightning drops a huge *** glowy target of doom on the exit point of your teleport point, but only stops range spells. It also only operates in a bubble field, so if you move away from it (for example to the left or right, post teleport) it provides you with no benefit, while continuing to be a giant target. After some testing, I have found the benefit of the unmorphed bolt escape not sticking a giant target on you, far outweighs the benefit of a small spell eating vortex.
(4) The morph Streak provides only utilitary changes, with no actual extra benefit (you lose aoe stun at the start of the cast but gain forward stun).
(5) One thing I have noticed is that bolt escape(+morphs) has become far less effective on non-magika builds. It would be nice if bolt escape would be equally effective for stamina or life builds, and specifically for close range builds (that need a MORE rather than LESS effective bolt escape)

The changes I would make;
(1) I have found that the big issue with bolt escape is that when you need it as an escape move, the resources to use it with stamina/life builds are not usually there when you need them because of magika deficit. How I would achieve this is change the streak morph (commonly used by close range builds) to scale based on %remaining magika that scales up within 3 seconds of each cast. The first cast should have a low cost to maximize its potential as an in combat travel, lets say 10% of remaining mana. The following 3 casts could then consume 20, 30, and then 40% of remaining mana. Generally speaking it takes 3-4 casts to break out of combat completely, 2 with running speed boosts is also pretty reliable. Generally this means you would have to burn 70-100% of remaining mana to escape, but only 10%-30% to move around (in my experience this seems fair for close quarters sorcs, since they have limited effective pvp aoe; I've had more success with single target attacks).

(2) When I chose Streak to test, I was dismayed by the lackluster sideways change it brought me. Mainly this being that the loss of the AoE in favour of a Line stun. Not to say that this is useless, but sacrificing the aoe stun is a huge price tag. I would argue one that isn't worth it after some experience with both (I realize not all will agree). But that's what the real issue for me is; there should at least be a general consensus that the base skill is not as good as the morphed version. The forward stun should really be in addition to the initial aoe stun.

(3) Something with ball of lightning has to give; if your going to paint a huge target on players, it should absorb all projectile types. At the very least, it needs an animation change that doesn't say "THIS IS WHERE I TELEPORTED TO." Perhaps a dark ground texture based animation that is a field rather than a ball that is more subtle, illustrates where the boundaries of protection are, and maybe even covering a larger radius. Or if you like the uniqueness of the animation, make the energy ball huge and blinding so that players can't see where you are. Or perhaps give it the ability to force stealth while in range of it. SOMETHING, ANYTHING better than the game of follow the glow bubbles.

(4) Another direction might be to completely overhaul ball of lightning into straight up long range teleport. First cast should set an exit point, and then casting it again could teleport you to the exit point. 2.5 second cast time, can move while channeling, maximum range 150 meters, can't set exit points in combat. This gives the opportunity to be interupted, while providing a more predictable escape pattern for casters.

(5) Put stun radius ranges on the skill tooltips, please!

(6) Fix pathing issues!

(7) Let me cast it in mid air!


Thanks, thats all good to get that out..
Troll away.
Edited by Cathexis on July 28, 2014 9:36PM
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  • Tonturri
    Tonturri
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    Surprised not many comments on this. *flails around*

    Nice to know why my ball of lightning wasn't working. I was thinking I was being so useful when I clicked that button every once in a while during a boss fight when casters were on me, cackling with glee as I ran. It was quite confusing when spells continued to hit me. Would love it if it were changed to just absorb a spell, as opposed to requiring that I hide behind the ball. Or, how the spell-absorb functions could at least be mentioned in the tooltip...*ahem*
  • Cathexis
    Cathexis
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    Ya its really ambiguous and not nearly as effective as it seems (no doubt contributing to the overzealous calls for nerfbat i imagine). With regard to PvE and some PvP situations though, the ball can be exploited in short range by porting into walls or obstructions (although the fundamental function itself is not at all changed). When I was spec'd into ball, I was humping the anomalies in crag during fights to completely negate damage from the adds that spawn; its true that THAT is unintended and OP but generally speaking, that's the exception rather than the rule. And ya, the tooltips need serious overhauls.
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  • Richard.A.Ferrellub17_ESO
    I use Bolt Escape as an OH S H I T button if I'm about to die. If it were a 2.5 second channeled ability, it wouldn't be a very effective emergency escape tool, regardless of the distance it took you.

    Streak need not lose its initial AoE stun. Agreed.

    Ball Lightning could use a slightly larger Absorb radius, but other than that working as intended.

    I love the idea of continuous scaling of magicka cost, but no ability works off % of remaining magicka. That would be completely OP. With any amount of magicka regen, you could cast it indefinitely.


    I have 50 magicka left, and 100 magicka regen.
    Bolt Escape cast 10%, 5 magicka
    Regen tick @ 50% efficiency
    I have 95 magicka
    Bolt Escape cast 20%, 19 magicka
    Regen tick @ 50% efficiency

    If you carried out the math to completion, the result is 10 casts of bolt escape regardless of magicka, with a 3 second cooldown.

    10 casts of bolt escape
    3 second wait
    10 casts of bolt escape
    3 second wait

    see the problem?
  • Cathexis
    Cathexis
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    I see your point. I would argue though:

    -Waiting 3 seconds in pvp combat is a huge amount of time.
    -A flat minimum cost would probably have to be instituted; something like 300; my understanding is that regen operates at a 2 second timer so the math would be something like

    (for argument lets say regen is 125~ which would be my estimate for high end regen; if you can correct by all means please do)

    Cast bolt escape
    Oom
    Wait 2 seconds gain 125 mana
    Wait 2 seconds gain 125 mana
    Wait 2 seconds gain 125 mana
    Cast bolt escape
    Mana at 75
    Wait 2 seconds gain 125 mana
    Wait 2 seconds gain 125 mana
    Cast bolt escape
    Mana at 25
    Wait 2 seconds gain 125 mana
    Wait 2 seconds gain 125 mana
    Wait 2 seconds gain 125 mana
    Mana at 100
    Wait 2 seconds gain 125 mana
    Wait 2 seconds gain 125 mana

    etc

    Also, you wouldn't be able to cast bolt escape 10 times, you would only be able to cast it 4 times according to my proportions I gave before

    Start with 10% for the first cast. The following 3 casts could then consume 20, 30, and then 40% of remaining mana, adding up to 100% of your mana consumed. So subsequent casts beyond that point would be on a 4-6 second fluctuating delay. However the trade off would be being able to use it with the same consistency at lower mana levels. Personally I would think a 4-6 second fluctuating delay is also too long for combat; 200 would be more ideal for non-mana builds, but that reduces it to a flat 2-4 seconds fluctuating delay for recasts once you have OOMed out..
    Edited by Cathexis on August 18, 2014 4:33PM
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  • Cody
    Cody
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    we don't need it porting you onto keep walls from the ground(unless you mean from inside the keep) the walls are there for you to break down, not completely skip.
  • Cathexis
    Cathexis
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    Cody wrote: »
    we don't need it porting you onto keep walls from the ground(unless you mean from inside the keep) the walls are there for you to break down, not completely skip.

    I can understand the arguments against that with respect to outer walls and siege, but its not as one sided as it appears; guards and other players are obstacles, and only mages would be able to climb walls, so you would have to have a team entirely composed of mages.

    That said, I think it would make for very interesting outer wall siege dynamics.
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  • Leeric
    Leeric
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    I think it would be interesting to bolt escape to walls, it should stay instant, and not a channeled ability. Also, I believe the only thing that really needs a change is the ball of lighting orb. Maybe the orb should stay with you for half the time(obviously a different effect would be needed) and then drop like it currently does for the other half. That would guarantee for a second you wouldn't take any long range damage or CC, but once your orb drops if its not right behind you, you can be hit. This would make using bolt escape in combat, such as kiting, more skill based then just spamming, and counting seconds for the magic increased.
  • Loneshard
    Loneshard
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    Hey,
    Maybe your suggestions will be available for everyone later with SpellCrafting :)
    Bolt Escape has been reworked ,the other skills also need to be reworked!

    Like .. Reflective Scale, Dragon Blood etc..
    There is still much to do.

    Maybe in the next round.
  • Vizier
    Vizier
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    Ridiculous

    BE is an OP skill as it.

    Simple change. Stun on streak is active first cast. Every cast thereafter within 10 seconds of a previous cast does not stun/disorient.

    Additionally reduce AOE stun / damage radius.

    Casters will still be able to use it to escape but have limited use as an offensive ability and will still be able to cast it as often as they do now.
  • Mountain_Dewed
    Mountain_Dewed
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    Just make it an escape skill like it is called, if used, reset everyone on the other side of the fights skills back to full, if the escapee wants to come back to fight, so be it. This way, you can have all the fixes to bolt "escape" that tickles your fancy...
  • Valymer
    Valymer
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    Being unable to cast it while falling is pretty annoying, and gets me killed a lot in Cyrodiil on uneven terrain.
  • PBpsy
    PBpsy
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    I would eliminate all of its offensive,CC and stealth breaking capabilities and reduce its cost to what it was before. Damn since I am generous have a freaking range increase also. I do not care about its escape capabilities.There are plenty of players to kill in Cyro. The OPness of streak comes from the fact it's an insanely offensive skill for a ability that is supposed to be an escape and also destroys the escape ability of another class. When I can use cloak to escape as effectively as a sorc can do with BE and my cloak prevents you from using BE and stuns you maybe we can talk again...
    Edited by PBpsy on October 28, 2014 9:53PM
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  • LunaRae
    LunaRae
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    You don't even mention that ball lightning currently absorbs friendly healing spells. That's more annoying if you're relying on a heal from a Templar and your ball lightning takes it away from you.
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  • Cathexis
    Cathexis
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    This is great constructive feedback (even whines about OP, as long as it is productive).
    • I didn't know about the healing issues, that is a HUGE problem and should be fixed as well.
    • Cloak and bolt escape are two different skills, and are effective in different ways. Bolt escape is more useful in open combat, whereas cloak requires more specialized scenarios and has more offensive uses. Neither is more or less effective than the other; that's like comparing apples and donkeys.
    • I like the idea of a morph that effectively teleports everyone away from each other and restores everyone to full stats etc. That seems fair, although I think many players will find it somewhat annoying when there are multiple mages and everyone keeps getting put back to pre-battle. Perhaps maybe a %chance as a synergy.
    • having the orb follow would be nice even part of the way, but the bigger issue with it in my mind remains that it paints a bullseye on your forehead every time you use that morph
    • Reworking other spells first is outside of this issue. I don't necessarily disagree with that, but I started this thread as an appeal to a more logical solution to the gripes about bolt escape and to address the issues that have been swept under the rug. The way I see it, it is here as a resource, and that resource will continue to grow until the appropriate changes are made.

    Thanks everyone!
    Edited by Cathexis on October 28, 2014 11:50PM
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