mike.gaziotisb16_ESO wrote: »Agrippa_Invisus wrote: »Pixysticks wrote: »I think spam roll dodging as fine as long as every class has at least 1 counter to it. Dks have whip, I have Curse, Nbs have Conceal, do Temps have something that can hit spam dodgers?
One of the many reasons that I feel DKs really, really need a stamina morph of whip.
As it is, it feels that everything I can do as a stamina DK a NB does better.
I'm already starting to reconsider a transition back to Magicka and how I'd do that. But Nirnhoned keeps me away.
That won't happen as you imagine it. By design magicka melee abilities are not dodgable while stamina ones are.
For example Ambush (considered melee by the game, procs Redguard Adrenaline Rush) is dodgeable, unmorphed as Teleport Strike it's not dodgeable.
Concealed Weapon is not dodgeable, Suprise Attack is dodgeable.
Every melee weapon skill is dodgeable. Every magicka melee skill is not
By same design as Concealed Weapon, if there was a stamina morph of Whip it would be dodgeable.
Since it's consistent, I'd guess that developers see it as a boost for magicka melee to counter stamina roll dodge spam.
Pixysticks wrote: »mike.gaziotisb16_ESO wrote: »Agrippa_Invisus wrote: »Pixysticks wrote: »I think spam roll dodging as fine as long as every class has at least 1 counter to it. Dks have whip, I have Curse, Nbs have Conceal, do Temps have something that can hit spam dodgers?
One of the many reasons that I feel DKs really, really need a stamina morph of whip.
As it is, it feels that everything I can do as a stamina DK a NB does better.
I'm already starting to reconsider a transition back to Magicka and how I'd do that. But Nirnhoned keeps me away.
That won't happen as you imagine it. By design magicka melee abilities are not dodgable while stamina ones are.
For example Ambush (considered melee by the game, procs Redguard Adrenaline Rush) is dodgeable, unmorphed as Teleport Strike it's not dodgeable.
Concealed Weapon is not dodgeable, Suprise Attack is dodgeable.
Every melee weapon skill is dodgeable. Every magicka melee skill is not
By same design as Concealed Weapon, if there was a stamina morph of Whip it would be dodgeable.
Since it's consistent, I'd guess that developers see it as a boost for magicka melee to counter stamina roll dodge spam.
That is definitely true, but I assume DKs would be fine with the fact it could be dodged as long as they're given the choice to have stam class abilities. I think every class wants the choice to be able to go stam or magicka and be as effective as the other. Sadly for some classes they have no choice but to go magicka because they have 0 class abilities that synergize well enough to do so. It's just important not to nerf their only viable spec, because then the class becomes useless and they reroll to one that is, creating an endless cycle of fotm.
what classes need is CCs such as petrify to stun through dodge roll. this works amazingly well.
You and I fundamentally disagree on the solution to dodge roll spam. Dodge roll is very important in this game, it is a fundamental mechanic necessary, especially for players not zerging. You add more CC that works through dodge, good players won't be able to compete, just as the zerg does already with CC spam, theyll spam these dodge ignoring CCs because thats all you need to do in a zerg, spam your 1 most effective button. Dodge is a counter towards CCs... youre asking to remove a counter to CC basically, that isn't the solution.
Dodge roll plays a significant role (heh) in this game, the problem isn't a good player using dodge once to counteract an enemy incoming meteor or whatever, the problem is being able to spam it to mitigate all damage... remove the ability to spam it and you're done.
KISS. Keep it simple stupid. These other solutions have far more drastic consequences. Since ESO is against cooldowns, its simple. Give it the bolt escape treatment and be done with it. Dodge roll is my only option as a templar healer to avoid instant gibbing trouble from a variety of sources... and you want to put a CC in that people can spam. I'll say again. Zergs tend to spam 1 button. Usually their most effective CC. AOE root spam, charge (also a root), etc. No thanks for CCs that go through root, that will just be the new thing to spam. For someone who complains about the zerg so much I assume you understand that principal.
Pixysticks wrote: »Pixysticks wrote: »I think spam roll dodging as fine as long as every class has at least 1 counter to it. Dks have whip, I have Curse, Nbs have Conceal, do Temps have something that can hit spam dodgers?
Sabre Ali offered a pretty interesting solution to me before about spam bolt escaping, everytime you use it more than 2 times in 5 seconds, you get electrocuted, taking a disintigration proc each time (~7-9k shock damage). I'm not sure if I agree with it but I think something along these lines is a pretty cool idea and could possibly work, it makes sense at least. I think if it does, something similar could be added to spamming Dark Cloak, and other similar abilities as well.
with 1700 spell dmg, molten whip isn't enough to deal with a nightblade spamming dodge roll + rally. Plus, the nightblade can gets gear bonus to increase his run speed forcing you to use a gap closer to reach him and making it even harder to deal consistent damage as the nightblade keeps dodge rolling + cloaking at super speed abusing obstacles and LoS.
what classes need is CCs such as petrify to stun through dodge roll. this works amazingly well.
Ali actually told me the one thing he really can't deal with is magicka DKs holding block and spamming him with whip. If you were talking about trying to stop a NB from running, well you can't really, no one really can if they want to desperately run, same goes for a sorc who really wants to run.
But yeah, if I wasn't specced to do any damage and had 1700 spell damage, I wouldn't able to be kill anyone really, let alone someone spamming roll dodge, so that would be part of the problem.
Agrippa_Invisus wrote: »It's not any one particular trait or thing that's causing the balance issues, unfortunately.
It's nice to point to Nirnhoned as a culprit, but Vort has a major point -- We don't need MORE burst in this game. At all.
The burst that's in this game needs to be vastly reduced. Fights are too quick and globaling by a single player is getting more and more common. Player damage, across the board, either needs to be cut or have some hard caps imposed.
TTK/TTL was already low in this game, and it's getting to CS levels of bad.
Frankly, if I wanted a TTL this low, I'd be playing 'one hit kill slappers only' in Goldeneye with shots for kills/deaths. Then it'd at least be amusing.
We shouldn't be looking at the freaking lowbie campaign as a better example of TTL/TTK. There the fights have tactics that you actually have to use to win against other opponents of equal skill. None of this instagib business.
Agrippa_Invisus wrote: »Pixysticks wrote: »I think spam roll dodging as fine as long as every class has at least 1 counter to it. Dks have whip, I have Curse, Nbs have Conceal, do Temps have something that can hit spam dodgers?
One of the many reasons that I feel DKs really, really need a stamina morph of whip.
As it is, it feels that everything I can do as a stamina DK a NB does better.
I'm already starting to reconsider a transition back to Magicka and how I'd do that. But Nirnhoned keeps me away.
Agrippa_Invisus wrote: »Pixysticks wrote: »I think spam roll dodging as fine as long as every class has at least 1 counter to it. Dks have whip, I have Curse, Nbs have Conceal, do Temps have something that can hit spam dodgers?
One of the many reasons that I feel DKs really, really need a stamina morph of whip.
As it is, it feels that everything I can do as a stamina DK a NB does better.
I'm already starting to reconsider a transition back to Magicka and how I'd do that. But Nirnhoned keeps me away.
This, I've always ran a Stamina DK, but having played my NB..there is absolutely zero reason for me to do Stamina DK in comparison...Nightblade is just better
I would rather nirnhoned be left in the game as is. I am not saying it is not bugged or should not be changed.
I main a sorcerer and find that the added survivability is nice especially when soloing resources. I also roll vamp so I can really feel the difference when the spell resist drops off. The lack of damage against similar opponents I can deal with.
I know my buddy Ezareth disagrees, but I certainly would not mind if it stays as is.
I would rather nirnhoned be left in the game as is. I am not saying it is not bugged or should not be changed.
I main a sorcerer and find that the added survivability is nice especially when soloing resources. I also roll vamp so I can really feel the difference when the spell resist drops off. The lack of damage against similar opponents I can deal with.
I know my buddy Ezareth disagrees, but I certainly would not mind if it stays as is.
Hey I'm hoping to get a chance to experience the OP that Nirnhoned is on my NB as well before it is nerfed and he also (currently) happens to be a Vampire.
My disagreement with Nirnhoned however was believe it or not, not made in my interests but in the interests of balance.
Personally, as a min/max player, I'm always going to do what is best to the best of my ability. I recognize that I have zero power over what changes in this game so the only thing I can do is maximize my effectiveness by any means possible (short of using exploits).
My presence on these forums really isn't aimed at trying to "stop my class from getting nerfed etc as people seem to think". I'm playing a NB right now because they're the most powerful class and I'm using every single thing at my exposal to take advantage of that. You're not going to find me switching my stances on things because I'm wrecking face on my NB. If I think something is too strong, no matter what it is, I'll say so whether it hurts me or not. I want balance in the game just as much as (most) anyone else.
vortexman11 wrote: »I was reading a few comments from Pixysticks on some other posts and they gave me a new idea for this thread, lets see if you all like it.
Basically Pixy pointed out how easily he can get to around 20,000 spell penetration by running full divines with the Apprentice, at least 5 light for the armour passive, and with the sharpened traits, and I believe he also mentioned the destro passive.
Now lets look at some things, the current hard cap on mitigation that you can get from Spell/Physical Resist is 50% which is achieved at 32,000 Resist more or less (I don't want to look it up right now). Now, normally if you could penetrate 20,000 of that 32,000 resist, everything would be fine, but the problem is people can stack above the 32,000 in order to basically negate penetration. So would a soft cap on the amount of Phys/Spell Resist you can stack not help with this issue?
I know the issue is TTK, but I just wanted to go back to talking about nirnhoned for a second.
Lava_Croft wrote: »Not fixing Nirnhoned is a problem because it's hard enough to do proper Magic damage as a non-Sorcerer.
Fixing Nirnhoned is a problem because it will make Sorcerers even stronger than they already are.
If I was ZOS, I would only fix Nirnhoned together with a slew of balance changes.[/size]