Dirty_Digs wrote: »I watched a certain dragonknight miraculously dodge about 20-25 attacks in a row last night using shuffle. He was running around with a dc guild notorious for exploiting and I reported it but...this has been going on forever it's just not fun anymore.
Dirty_Digs wrote: »I watched a certain dragonknight miraculously dodge about 20-25 attacks in a row last night using shuffle. He was running around with a dc guild notorious for exploiting and I reported it but...this has been going on forever it's just not fun anymore.
RinaldoGandolphi wrote: »Its not Shuffle Stacking or Stacking Major Evasion.
what happens is this:
when you Roll Dodge, during and a short period after competing the roll you have what I will call an i-frame. During this i-frame time you are invulnerable to everything except AOE attacks. You can still CC these people with Fossilize, Rune Cage, etc, but single target skills will not damage them.
Shuffle appears to work the same way, When Shuffle Procs, it creates the same i-frame Window a Normal Dodge roll does and during that window of immunity you will continually dodge everything that can be dodged by a normal dodge roll.
If you are wearing the Crusader Set, which was updated to CP 160 rank this update, it extends the i-frame window of a normal dodge roll by an extra 0.3 seconds. A user wearing the Crusader Set in theory would literally only have 3 abilities in the entire game that could damage him those being Radiant Destruction, Lighting Staff Heavy, Resto Staff Heavy...most of the CC abilities like Rune Cage that will get a dodge roller do not deal damage.
These heavy Dodge roll centered builds then have Shuffle that when you don't have the stamina for another Dodge the chances are good you will get a Shuffle proc because it lasts 20 some secs and is pretty cheap from a resource perspective.
The fact that poisons increase the cost of Damage Shields(Magic Users main defense) by 60% but Dodge roll is not effected by this change is horribly unbalanced considering the Damage Shield requires a skill bar slot and you cna still be CC while under a shield.
The simply solution to this issue is:
1. Code the i-frame window so it ends after 1 attack has been dodged(no dodging multiple attacks with one dodge roll)
2. Put a 5 sec cooldown on Major Evasion, every other RNG set or proc has some sort of cooldown, Major Evasion should be no different.
Shuffle is not OP on its own, but combined with high regen builds built to dodge combined with Shuffle it keeps an i-frame window open far too long, its unbalanced...this wasn't an issue in the soft caps days because you couldn't roll like you can now...when you take CP Roll reductions, Medium Armor Roll reductions, Stamina Cost reduction Enchants, reducing dodge cost, and now adding Well Fitted and upping the level on Crusader, its just stupid unbalanced.
Of course Damage Shields were unbalanced an broken OP for aobut 2 years so we got about another year i'd say before ZOS realizes this is unbalanced and actually fixes it...
RinaldoGandolphi wrote: »Its not Shuffle Stacking or Stacking Major Evasion.
what happens is this:
when you Roll Dodge, during and a short period after competing the roll you have what I will call an i-frame. During this i-frame time you are invulnerable to everything except AOE attacks. You can still CC these people with Fossilize, Rune Cage, etc, but single target skills will not damage them.
Shuffle appears to work the same way, When Shuffle Procs, it creates the same i-frame Window a Normal Dodge roll does and during that window of immunity you will continually dodge everything that can be dodged by a normal dodge roll.
If you are wearing the Crusader Set, which was updated to CP 160 rank this update, it extends the i-frame window of a normal dodge roll by an extra 0.3 seconds. A user wearing the Crusader Set in theory would literally only have 3 abilities in the entire game that could damage him those being Radiant Destruction, Lighting Staff Heavy, Resto Staff Heavy...most of the CC abilities like Rune Cage that will get a dodge roller do not deal damage.
These heavy Dodge roll centered builds then have Shuffle that when you don't have the stamina for another Dodge the chances are good you will get a Shuffle proc because it lasts 20 some secs and is pretty cheap from a resource perspective.
The fact that poisons increase the cost of Damage Shields(Magic Users main defense) by 60% but Dodge roll is not effected by this change is horribly unbalanced considering the Damage Shield requires a skill bar slot and you cna still be CC while under a shield.
The simply solution to this issue is:
1. Code the i-frame window so it ends after 1 attack has been dodged(no dodging multiple attacks with one dodge roll)
2. Put a 5 sec cooldown on Major Evasion, every other RNG set or proc has some sort of cooldown, Major Evasion should be no different.
Shuffle is not OP on its own, but combined with high regen builds built to dodge combined with Shuffle it keeps an i-frame window open far too long, its unbalanced...this wasn't an issue in the soft caps days because you couldn't roll like you can now...when you take CP Roll reductions, Medium Armor Roll reductions, Stamina Cost reduction Enchants, reducing dodge cost, and now adding Well Fitted and upping the level on Crusader, its just stupid unbalanced.
Of course Damage Shields were unbalanced an broken OP for aobut 2 years so we got about another year i'd say before ZOS realizes this is unbalanced and actually fixes it...
Thanks @RinaldoGandolphi
Insightfull explanation of the dodge combat mechanics !
That i-frame window after a procced Evasion dodge, could that be 0.5 second precise ?
RinaldoGandolphi wrote: »RinaldoGandolphi wrote: »Its not Shuffle Stacking or Stacking Major Evasion.
what happens is this:
when you Roll Dodge, during and a short period after competing the roll you have what I will call an i-frame. During this i-frame time you are invulnerable to everything except AOE attacks. You can still CC these people with Fossilize, Rune Cage, etc, but single target skills will not damage them.
Shuffle appears to work the same way, When Shuffle Procs, it creates the same i-frame Window a Normal Dodge roll does and during that window of immunity you will continually dodge everything that can be dodged by a normal dodge roll.
If you are wearing the Crusader Set, which was updated to CP 160 rank this update, it extends the i-frame window of a normal dodge roll by an extra 0.3 seconds. A user wearing the Crusader Set in theory would literally only have 3 abilities in the entire game that could damage him those being Radiant Destruction, Lighting Staff Heavy, Resto Staff Heavy...most of the CC abilities like Rune Cage that will get a dodge roller do not deal damage.
These heavy Dodge roll centered builds then have Shuffle that when you don't have the stamina for another Dodge the chances are good you will get a Shuffle proc because it lasts 20 some secs and is pretty cheap from a resource perspective.
The fact that poisons increase the cost of Damage Shields(Magic Users main defense) by 60% but Dodge roll is not effected by this change is horribly unbalanced considering the Damage Shield requires a skill bar slot and you cna still be CC while under a shield.
The simply solution to this issue is:
1. Code the i-frame window so it ends after 1 attack has been dodged(no dodging multiple attacks with one dodge roll)
2. Put a 5 sec cooldown on Major Evasion, every other RNG set or proc has some sort of cooldown, Major Evasion should be no different.
Shuffle is not OP on its own, but combined with high regen builds built to dodge combined with Shuffle it keeps an i-frame window open far too long, its unbalanced...this wasn't an issue in the soft caps days because you couldn't roll like you can now...when you take CP Roll reductions, Medium Armor Roll reductions, Stamina Cost reduction Enchants, reducing dodge cost, and now adding Well Fitted and upping the level on Crusader, its just stupid unbalanced.
Of course Damage Shields were unbalanced an broken OP for aobut 2 years so we got about another year i'd say before ZOS realizes this is unbalanced and actually fixes it...
Thanks @RinaldoGandolphi
Insightfull explanation of the dodge combat mechanics !
That i-frame window after a procced Evasion dodge, could that be 0.5 second precise ?
I don't think the i-frame window is a half second its usually around 0.2 or 0.3.(You can however dodge quite a few attacks during this time especailly if you have more then one person attacking you) The Crusader Set AFAIK does not increase the i-frame window on Major Evasion dodges just normal dodge rolls, you should get close to the 0.5 sec Window if wearing the Crusader Set.
During the i-frame window Channeled Attacks(Radiant Destruction, Light and Resto Staff Heavy Attacks), and any Channel Based attack as well as AOE attacks can still hit the dodge roller, but melee and projectile single target abilities like Crystal Frags, Crushing Shock, Flame Lash, and Veiled Strike will miss.
DocFrost72 wrote: »Infinite dodge roll is annoying, but what is worse is seeing an enemy with 20k health pop vigor and be at 100% stat...then dodge all your attacks.
I originally thought, "Oh geez, great pot timing!"...until it happened about every tick of the heal.
WTB 10k battle spirit vigor
Molag_Crow wrote: »DocFrost72 wrote: »Infinite dodge roll is annoying, but what is worse is seeing an enemy with 20k health pop vigor and be at 100% stat...then dodge all your attacks.
I originally thought, "Oh geez, great pot timing!"...until it happened about every tick of the heal.
WTB 10k battle spirit vigor
Exactly. That's why that one particular fight vs a Stamina NB lasted 7 mins and I'm a magicka Templar who can just heal through it -- fair enough, stamina can now heal, but they're now even stronger than a Templar in the healing department? wow, though of course it's more to do with the infinite dodge, but I guess all the stamina cries were heard, or maybe over-heard.
The worse thing is, as a Magicka Templar I must use Stamina & Magicka recovery drinks (But not so much for the Magicka, as my magicka recovery is alright) because without 1k Stamina Recovery, breaking free/dodge-rolling/the slight amount of blocking = the danger zone, big time.
I wish Templar's blazing shield made a return.
DocFrost72 wrote: »WTB 10k battle spirit vigor
I agree, some people may have mad skillz, and some builds most certainly allow for a dodge roll build to be viable.
However!
The sheer amount of Shuffle complaint threads are a clear indication something is wrong. It may be an exploit, or it is simply a disbalance.
I believe there might be a bug in the game that some people know how to replicate and abuse.
http://xboxclips.com/Burning+Talons/c2634602-7f3a-4644-a149-d46920744a05
While this is video evidence, I have had multiple people from my guild say that something like this happened to them - a permadodging NPC.
I have not heard of such a thing until recently.
ZOS should really take a look at their code, the sheer amount of bugs that pop out during every DLC surely does not compliment the way their game is coded.
@hrothbern
That is not my video, I copied it from another thread, so I can't say where that NPC is found.
But I have never noticed an NPC dodge attacks before (unless he was actually dodge rolling).
I think that this NPC behaviour is not intended.
The probability of dodging three attacks in a row is irrelevant if the NPC wasn't supposed to dodge in the first place.
Not sure how the mechanics work but it's dam stupid! This needs to be fix asap!
vyndral13preub18_ESO wrote: »Molag_Crow wrote: »DocFrost72 wrote: »Infinite dodge roll is annoying, but what is worse is seeing an enemy with 20k health pop vigor and be at 100% stat...then dodge all your attacks.
I originally thought, "Oh geez, great pot timing!"...until it happened about every tick of the heal.
WTB 10k battle spirit vigor
Exactly. That's why that one particular fight vs a Stamina NB lasted 7 mins and I'm a magicka Templar who can just heal through it -- fair enough, stamina can now heal, but they're now even stronger than a Templar in the healing department? wow, though of course it's more to do with the infinite dodge, but I guess all the stamina cries were heard, or maybe over-heard.
The worse thing is, as a Magicka Templar I must use Stamina & Magicka recovery drinks (But not so much for the Magicka, as my magicka recovery is alright) because without 1k Stamina Recovery, breaking free/dodge-rolling/the slight amount of blocking = the danger zone, big time.
I wish Templar's blazing shield made a return.
Just wait until he figures out he can use the 60% cost increase poison on you.