Roehamad_Ali wrote: »Dodge is bad because perspective ?
You can dodge anytime you have enough stamina to do so . That's a form of control . If you dodge a attack you will see it .
general_a6 wrote: »Roehamad_Ali wrote: »Dodge is bad because perspective ?
You can dodge anytime you have enough stamina to do so . That's a form of control . If you dodge a attack you will see it .
i think i was clear when i wrote several times "Passive" not "Active" or am i wrong?
Roehamad_Ali wrote: »general_a6 wrote: »Roehamad_Ali wrote: »Dodge is bad because perspective ?
You can dodge anytime you have enough stamina to do so . That's a form of control . If you dodge a attack you will see it .
i think i was clear when i wrote several times "Passive" not "Active" or am i wrong?
You mean on the character stats ?
nikolaj.lemcheb16_ESO wrote: »Its the evasion buff that give you a 20% dodge chance he talks about. It is immensely powerful because it breaks enemy rotations.
Although I use Shuffle frequently, I actually agree with the OP. Major Evasion over-performing in most situations - 20% is simply too much dodge chance.
If I could change it, I would probably make Major Evasion a 5% passive chance and Minor Evasion a 1% chance. Then I would make the medium armor skill continue to grant Major and also reduce the cost of sprint and dodge roll by X% while active. This would make dodging more active while also limiting the player's ability to be fully offensive while passively dodging a ton of attacks as we do currently.
The Nightblade skill could continue to grant Major and perhaps something like the Minor armor and spell resist buffs (the Mirage morph would need something else added to account for this).
Ive seen lots of posts about dodging being OP/occuring too often. However it bothers me that people go strait to blaming things like major evasion buffs and others even blamed a so called shuffle stack (which I have shown is not bugged in another post with video proof/evidence). I dont personally percieve such buffs abilitys to be what is causing the dodge mechanic to "proc" so darn much.
Basically when you cast any targeted range based ability (as opposed to an abilitys with an AoE effect) the server must calculate distance between you and the target and LoS ~line of sight (for abilitys with long ranges). In my own experience I find that dodge chance buffs (major evasion) have very little role in what results as a "dodge" 90% of the time a dodge occurs. What is actually happening is during the time your ability effects (and animations) are being caculated the target has moved so slightly out of that abilitys range or LoS. This causes the ability to be "dodged" rather than giving you the error that the target is out of range/LoS which would prevent you from casting the ability in the first place since you have already casted it, this is generally only the case with "instantly" casted abilitys. So an ability like wrecking blow, with a cast time of "1 second", if the target moves out of range or LoS it will stop the ability from casting rather than resulting in a dodge. This same thing is occuring with "instant" cast abilitys except your getting the dodge result because the target has moved before the server finished calculation effects/animations.
Also, when I say the target has moved, Im not ever reffering to a dodge roll as movement. I mean the target has walked/sprinted/knocked away what have you from the exact area the server was expecting it to be while running its calculations. Dodge rolling however has a seperate mechanic in it that 100% procs the dodge effect during the time the player was dodge rolling. I dont feel as keen on that mechanic so Im not going to bother trying to go into detail about it (and OP didnt really specifically mention dodge roll being an issue as much as the evasion chance buffs/basic dodge chances)
Crom_CCCXVI wrote: »Oh no, my META attack rotation didn't work perfectly like I saw in a Youtube video!
better cry to ZOS.
1 in 5 chance to dodge is OP? Ridiculious
TheBonesXXX wrote: »I just think Shuffles dodge chance is broken, its more like 80%