Nivzruo_ESO wrote: »So what I'm getting from this is that Sorcs are OP and 20k CF & 15k overload light attacks are too much when hiding behind a 30k hard ward and we need to nerf sorcs into the ground? Did that just about sum it up? Also I agree sorcs are out of control.
Emma_Eunjung wrote: »The only thing killing PvP is PvP. Which is also killing PvE, by the way.
One player should not be able to fend off 10 other players in PVP simply because you cannot touch them. No melee range attack should be able to be roll dodged. Roll dodge should be to get away from someone (and get out of range), or to avoid ranged attacks. If you are still in range of a weapon attack, you should be hit. Maybe take slightly less damage, but it should not miss completely 100% of the time. Currently, you can roll around someone for 10 minutes and they cannot hit you until you run out of stamina (yes I know there are a couple powers in the game that can actually hit them but 95% cannot). PVP should not be about who can stack the most shields and roll around the map the most. The problem is magnified even more when your opponent has shields. Breaking through the shields takes time as it is, but now even more time when you can't even make contact with them due to them joining their kindergarten tumbling class.
Beating the dead horse here, but this is seriously killing PVP.
Fixes:
1. Put a cool down on rolling and slightly increase the distance traveled (supposed to get you of of range) - say maybe 2 seconds. Grant 3 seconds of sprint after the roll at no stamina cost. (Bow passive will still increase the speed at which you sprint). This is countered by gap closers - everything should have a counter.
2. Instead of missing a person in melee range who just rolled, apply a damage reduction.
3. Range attacks can still be dodged and should be the purpose of rolling
4. AOE attacks should hit anyone rolling providing they are still in the radius of the effect
Personally, I never had any problem taking down someone rolling all around. Actually, I like it when they start doing it.
One player should not be able to fend off 10 other players in PVP simply because you cannot touch them. No melee range attack should be able to be roll dodged. Roll dodge should be to get away from someone (and get out of range), or to avoid ranged attacks. If you are still in range of a weapon attack, you should be hit. Maybe take slightly less damage, but it should not miss completely 100% of the time. Currently, you can roll around someone for 10 minutes and they cannot hit you until you run out of stamina (yes I know there are a couple powers in the game that can actually hit them but 95% cannot). PVP should not be about who can stack the most shields and roll around the map the most. The problem is magnified even more when your opponent has shields. Breaking through the shields takes time as it is, but now even more time when you can't even make contact with them due to them joining their kindergarten tumbling class.
Beating the dead horse here, but this is seriously killing PVP.
Fixes:
1. Put a cool down on rolling and slightly increase the distance traveled (supposed to get you of of range) - say maybe 2 seconds. Grant 3 seconds of sprint after the roll at no stamina cost. (Bow passive will still increase the speed at which you sprint). This is countered by gap closers - everything should have a counter.
2. Instead of missing a person in melee range who just rolled, apply a damage reduction.
3. Range attacks can still be dodged and should be the purpose of rolling
4. AOE attacks should hit anyone rolling providing they are still in the radius of the effect
Does no one think to pop agony, encase or petrify on dodgers? Throw down caltrops to cover an area, apply abilities like radiant destruction or soul assault or inevitable detonation that cannot be dodged? Take advantage of several single target abilities like lava whip or concealed weapon that hit through roll dodge.
Does no one think to pop agony, encase or petrify on dodgers? Throw down caltrops to cover an area, apply abilities like radiant destruction or soul assault or inevitable detonation that cannot be dodged? Take advantage of several single target abilities like lava whip or concealed weapon that hit through roll dodge.
this
Does no one think to pop agony, encase or petrify on dodgers? Throw down caltrops to cover an area, apply abilities like radiant destruction or soul assault or inevitable detonation that cannot be dodged? Take advantage of several single target abilities like lava whip or concealed weapon that hit through roll dodge.
Edit Gotta L2P instead of throwing out half thought out nerfs on the boards. There are stamina builds that don't run high regen, that need every bit out of roll dodge. As it stands even with regen, you'd be surprised how fast these people are getting low on stamina and all it takes is some smart CC and/or knowing how to counter.
One player should not be able to fend off 10 other players in PVP simply because you cannot touch them. No melee range attack should be able to be roll dodged. Roll dodge should be to get away from someone (and get out of range), or to avoid ranged attacks. If you are still in range of a weapon attack, you should be hit. Maybe take slightly less damage, but it should not miss completely 100% of the time. Currently, you can roll around someone for 10 minutes and they cannot hit you until you run out of stamina (yes I know there are a couple powers in the game that can actually hit them but 95% cannot). PVP should not be about who can stack the most shields and roll around the map the most. The problem is magnified even more when your opponent has shields. Breaking through the shields takes time as it is, but now even more time when you can't even make contact with them due to them joining their kindergarten tumbling class.
Beating the dead horse here, but this is seriously killing PVP.
Fixes:
1. Put a cool down on rolling and slightly increase the distance traveled (supposed to get you of of range) - say maybe 2 seconds. Grant 3 seconds of sprint after the roll at no stamina cost. (Bow passive will still increase the speed at which you sprint). This is countered by gap closers - everything should have a counter.
2. Instead of missing a person in melee range who just rolled, apply a damage reduction.
3. Range attacks can still be dodged and should be the purpose of rolling
4. AOE attacks should hit anyone rolling providing they are still in the radius of the effect

Bfish22090 wrote: »If people are complaining that
Staminda dodge roller nightblades are op
Shield stacking bolt escaping sorcs are op
Jesus bean templars are op
Dragon wing lava whipping dks are op
Doesn't that mean the game is balanced if all classes are op?
No melee range attack should be able to be roll dodged.
Bfish22090 wrote: »If people are complaining that
Staminda dodge roller nightblades are op
Shield stacking bolt escaping sorcs are op
Jesus bean templars are op
Dragon wing lava whipping dks are op
Doesn't that mean the game is balanced if all classes are op?