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[Mechanic] passive dodge chance mechanic

general_a6
general_a6
Soul Shriven
I have to say from a designer perspective it's the most lazy and unoriginal way of making a defensive ability.
From a player point of view it ,just simply a not fun mechanic at all. Players get zero feedback from it and cannot control it.

Please remove passive dodge chance from the game. It will improve the combat in many aspects.
  • Rohamad_Ali
    Rohamad_Ali
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    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 .
    Edited by Rohamad_Ali on June 10, 2016 1:24PM
  • general_a6
    general_a6
    Soul Shriven
    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?
  • Rohamad_Ali
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    general_a6 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
    nikolaj.lemcheb16_ESO
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    Its the evasion buff that give you a 20% dodge chance he talks about. It is immensely powerful because it breaks enemy rotations.
  • general_a6
    general_a6
    Soul Shriven
    general_a6 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 ?

    yeah
  • general_a6
    general_a6
    Soul Shriven
    Its the evasion buff that give you a 20% dodge chance he talks about. It is immensely powerful because it breaks enemy rotations.

    wasn't talking about powerful, it's just a not fun way of making something defensive. would even say, lame.
  • Rohamad_Ali
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  • Solariken
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    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).
  • Vangy
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    Solariken wrote: »
    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).

    Ouch.... That would mean my stam builds have 15% less mitigation... =( Especially considering doge rolling more than twice in a row is a bad idea no matter how much cost reduction you have. This only punishes tanks running 5 piece heavy brutally since resistances are worth nothing in this game... Every1 has easily at least 15k pen. Right now shuffle is a staple in all tank builds....... While medium armour users can get away with the change you suggested, tanks gona get slapped hard.
    Edited by Vangy on June 13, 2016 6:27AM
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  • Serenityx
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    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
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    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
    Edited by Crom_CCCXVI on October 8, 2016 12:41PM
  • Berenhir
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    Serenityx wrote: »
    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)

    No.
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  • CapuchinSeven
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    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

    Stating it as 1 in 5 chance is really underselling it and not a very well thought out post.

    That 1 in 5 chance can still technically turn out to be 19 dodges out of 20 attacks and when combined with an already high stamina amount and cost reduction on the current stamina meta AND on top of a very powerful stamina burst HoT you end up with something like -

    5% health, dodge, auto dodge, dodge, dodge, auto dodge, auto dodge, 100% health, turn around and burst kill.

    I say this as someone WITH a stamina NB build running Viper.
  • TheBonesXXX
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    I just think Shuffles dodge chance is broken, its more like 80%
  • Ahzek
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    I use shuffle purely becuase it would be stupid for my build to give up the damage mitigation and snare/root immunity.

    The issue is not with the power level of major evasion though. Thhe issue is with the RNG based nature of it. Any RNG based combat effect needs some form of interactivity for it to contribute to healthy gameplay in my opinion.
    For example critical hits can be influenced in various ways both by the attacker and the target and thus provide the game with more complexity and make build (and gameplay) choices matter.
    Evasion on the other hand is a static effect, there is nothing that can be done about it, and when it screws you over it will always leave a sour taste in your mouth. It simply makes people feel powerless when their opponent simply dodges their well timed ultimate by chance alone, and then the fight turns against them, or when you desperately try to stun your opponent to get some breathing room while they break free, but instead are only greeted with a (0) from your FTC combat text (or whatever else you do or do not use) and then get inevitably finished off.
    These examples are extremes, but they are not that unlikely to happen, especially in longer fights one or the other will be bound to happen eventually. And as is our nature, we keep such drastic examples much more in mind than the more subtle ones.
    I specifically remember just shuffle dodgin 4 procced frags in a row in a fight, with my opponent being unable to do anything about it, instantly giving me control of the fight by the virtue of RNGeesus alone.

    This is why I think evasion from all sources needs a rework in order to simply make the game more fun to play. Maybe some static effect enhancing active roll doding or a new mechanic with actual counterplay would do the job just fine.
    Edited by Ahzek on October 8, 2016 3:10PM
    Jo'Khaljor
  • CapuchinSeven
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    I just think Shuffles dodge chance is broken, its more like 80%

    It can feel this way, I made a post on it a while back but.. I dunno, it's hard to test and can feel more powerful than 20% really is.
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