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How about we change Major Evasion

Strider_Roshin
Strider_Roshin
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In my opinion, RNG dodging, and damaging proc sets are bad for any game. They essentially exchange player skill with armor skill. Proc sets are already getting nerfed as is Major Evasion, but may I make a suggestion? How about we get rid of Major Evasion, and in its place we have an ability that rewards player skill?

My suggestion: Instead of Major Evasion, lets have Evasion Mastery

What it does is allow you to dodge roll through AoEs, and channel abilities.

No more RNG dodging. Instead, your opponent actually has to pay attention in order to dodge your abilities. Maybe add a little cost reduction for dodge rolling for the other morph of elude in order to make it more enticing, idk.

What do you guys think?
  • Kadoozy
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    You mean like being able to dodge jesus beam and other undodgeables as well? If so then yes for sure I would take that.
  • Skinzz
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    So make stamplars even more useless with biting jabs? No thanks.
    Anybody got a group? LFG, anybody? Hello?
  • Mashille
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    I think they should just make it 1 Guaranteed dodge every 5 seconds.
    House Baratheon: 'Ours Is The Fury'
  • zuto40
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    20% chance to dodge an attack no cooldown, instead of the 20% chance to open a dodge window like now
    Stamblade- Legate
    Tank/Heals Templar- Sergeant
    Magic DK- Corporal
    Stam DK- Sergeant
    Stamplar- Corporal

    YouTube https://www.youtube.com/channel/UCy8uqORxhlrMh8oz2230s9g
  • J2JMC
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    Ignoring the fact that dodge chance should be unnecessary in a game with active dodge mechanics...

    The passive dodge mechanics in this game feel simplistic and unfinished from a pvp perspective. First looking at the unfinished aspect, there should be a way to reduce your opponent's dodge chance. If you could actually counter major evasion by reducing an enemies dodge chance it would not feel as unfun to play against as it currently does because it gives agency to the player who has to combat someone passively dodging.

    As for my comment about the dodge chance being too simplistic, imo their should be a dodge rating and an accuracy rating. This adds another element of mitigation alongside resistance and crit reduction. If the game is balanced around these ratings it would be harder for people to get super tanky and have high dps as they have to factor in another form of mitigation which would detract from their damage. Likewise dps would have to factor in accuracy to make sure they do damage consistently and (factoring in lower mitigation values with a system like this implemented) would probably also want a decent amount of dodge chance for survival. Adding more levers to how people can consistently put forth high amounts of damage makes it harder to burst people, while having great sustain and high defenses.

    There are a few "downsides" to the rating system. ZOS doesn't like to separate their PVP and PVE. To work optimally, the dodge rating system would require monsters to have levels so ratings can be adjusted based on monster level and relative to player level. Higher level monsters require higher accuracy which can be passively achieved through gaining levels. Unfortunately ZOS also doesn't like tried and true leveling progression(and I'm not just referring to MMOs). They either make a system that's an arduous grind(vet ranks) and significantly slows down players from learning about the most fun aspects of the game or they make a system where a character leveling up actually makes the character weaker(hello one tamriel and battle leveling) which is asinine but that's another rage post for another day.

    The worst part about it is that I think ZOS would be fully capable of correctly implementing a dodge rating system based on how they have handled other rating systems in the game. However it would require overhaul of the entire mitigation system as none of the game is designed to take into account chance to miss being a core part of gameplay(as opposed to a way of briefly increasing mitigation like it currently is). Still if this were implemented it would be another lever to deal with pvp balance as you can separate ratings requirements for dealing with players and monsters. Through simply leveling, pve players would be able to deal with high level monsters without worrying about accuracy and even getting some leeway through dodge chance while pvp players would have to take accuracy into account given the higher dodge rating max level players would have. As far as solutions that could be implemented within the confines of this game, major evasion should be significantly shorter(3 seconds) with 100 percent chance to dodge single target attacks so the player has to make the active choice to certain moves. The buff should be stamina based so it can be affected by unchained and magicka classes can actually utilize unchained and reduce the need for roll dodge.

    TL;DR: Everything I wrote is irrelevant because passive dodge chance should not be necessary in a game with active dodge abilities to begin with
    Knee Jerk, L2P, Obtuse, Casual, Entitled, All The Best, unnecessary mention of CoD

    Battle leveling for pve content defeats the idea of progression. Remove CP

    "Apparently the players are more informed than we are"-Richard Lambert

  • Rohamad_Ali
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    They did nerf it already . From the PTS patch notes "Major Evasion: Reduced this buff category’s dodge chance bonus to 15% dodge chance from 20% dodge chance." .

    Stamina users I think bug people the most because they do it a lot . Mirage gives more resistance passives then dodges from personal experience . It dodges sometimes .

    The OP's suggestion hits some classes harder then others , like Templar , which I don't play anymore . It wouldn't effect my attacks at all . I don't know if I like it or not .
  • ArchMikem
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    If it means not seeing the word "Dodged" on my screen so much then I'm for it.
    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Strider_Roshin
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    They did nerf it already . From the PTS patch notes "Major Evasion: Reduced this buff category’s dodge chance bonus to 15% dodge chance from 20% dodge chance." .

    Stamina users I think bug people the most because they do it a lot . Mirage gives more resistance passives then dodges from personal experience . It dodges sometimes .

    The OP's suggestion hits some classes harder then others , like Templar , which I don't play anymore . It wouldn't effect my attacks at all . I don't know if I like it or not .

    It would allow medium armor wearers to have a reliable means of defense again. Light armor wearers, can shield every attack, heavy armor wearers can block everything but that destro ult; however, medium armor wearers have to eat the majority of powerful attacks in the game. This hardly seems fair; punishing even for medium armor wearers.

    Also my suggested change will allow medium armor wearers to be able to react, and defend themselves rather than just waste stamina, and get hit anyways.
  • Skinzz
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    Just make it so 5pc light is required for annulment, 5pc med required for shuffle and heavy has no access to annulment and shuffle.
    Anybody got a group? LFG, anybody? Hello?
  • Strider_Roshin
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    ArchMikem wrote: »
    If it means not seeing the word "Dodged" on my screen so much then I'm for it.

    If you do it'll be because someone used a brain cell, and consciously reacted to your attack, and not because of rotten luck
  • ArchMikem
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    ArchMikem wrote: »
    If it means not seeing the word "Dodged" on my screen so much then I'm for it.

    If you do it'll be because someone used a brain cell, and consciously reacted to your attack, and not because of rotten luck

    I get the feeling that them's fightin' words.
    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Strider_Roshin
    Strider_Roshin
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    xskinzcity wrote: »
    Just make it so 5pc light is required for annulment, 5pc med required for shuffle and heavy has no access to annulment and shuffle.

    I think you're missing the point. I'm try to bring some skill back in the game by removing RNG dodging, and put conscientious dodging in its place.

    I'm not saying major evasion is OP, I'm saying it's a dumb mechanic that takes an aspect of skill out of the game.
    Edited by Strider_Roshin on January 17, 2017 9:29PM
  • Strider_Roshin
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    @ZOS_GinaBruno @Wrobel @ZOS_RichLambert

    I hope you guys see this, and at the very least communicate the idea to pertinent persons.
  • OOJIMMY
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    Ok make damage shields last the same "window" as the dodge.
  • Solariken
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    I hate Evasion as much as anyone, but I'm not crazy about the OP solution because active dodge should only be a counter to specific types of attacks but ineffective against others, such as AoE, beams (ZOS has actually reached a pretty decent balance on this IMO). Passive dodge should NOT be a thing at all though, it's pretty frustrating that we have to deal with it.

    Plenty of people disagreed with my solution too, but here it is for anyone who is interested:

    https://forums.elderscrollsonline.com/en/discussion/311097/change-the-evasion-buff-to-deflection/p1
    Edited by Solariken on January 18, 2017 1:04AM
  • idk
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    In my opinion, RNG dodging, and damaging proc sets are bad for any game. They essentially exchange player skill with armor skill. Proc sets are already getting nerfed as is Major Evasion, but may I make a suggestion? How about we get rid of Major Evasion, and in its place we have an ability that rewards player skill?

    My suggestion: Instead of Major Evasion, lets have Evasion Mastery

    What it does is allow you to dodge roll through AoEs, and channel abilities.

    No more RNG dodging. Instead, your opponent actually has to pay attention in order to dodge your abilities. Maybe add a little cost reduction for dodge rolling for the other morph of elude in order to make it more enticing, idk.

    What do you guys think?

    Looks like someone merely wants a skill that allows them do dodge abilities we cannot dodge currently.
  • AlMcFly
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    Player skill? You mean, that thing that only matters when you have godly internet connection, perfectly low Ping, and ZOS servers are actually working properly (I've never seen this)? Yah, your argument is meaningless when Cyrodiil is nothing but a lagfest for all involved. Besides all of PvP is either zerg or ganking, neither of which is skill really relevant.
    Edited by AlMcFly on January 18, 2017 3:13AM
  • Strider_Roshin
    Strider_Roshin
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    In my opinion, RNG dodging, and damaging proc sets are bad for any game. They essentially exchange player skill with armor skill. Proc sets are already getting nerfed as is Major Evasion, but may I make a suggestion? How about we get rid of Major Evasion, and in its place we have an ability that rewards player skill?

    My suggestion: Instead of Major Evasion, lets have Evasion Mastery

    What it does is allow you to dodge roll through AoEs, and channel abilities.

    No more RNG dodging. Instead, your opponent actually has to pay attention in order to dodge your abilities. Maybe add a little cost reduction for dodge rolling for the other morph of elude in order to make it more enticing, idk.

    What do you guys think?

    Looks like someone merely wants a skill that allows them do dodge abilities we cannot dodge currently.

    It's almost like I want a reliable means of defense while at the same time not missing my attack because RNG isn't currently in my favor.
  • idk
    idk
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    In my opinion, RNG dodging, and damaging proc sets are bad for any game. They essentially exchange player skill with armor skill. Proc sets are already getting nerfed as is Major Evasion, but may I make a suggestion? How about we get rid of Major Evasion, and in its place we have an ability that rewards player skill?

    My suggestion: Instead of Major Evasion, lets have Evasion Mastery

    What it does is allow you to dodge roll through AoEs, and channel abilities.

    No more RNG dodging. Instead, your opponent actually has to pay attention in order to dodge your abilities. Maybe add a little cost reduction for dodge rolling for the other morph of elude in order to make it more enticing, idk.

    What do you guys think?

    Looks like someone merely wants a skill that allows them do dodge abilities we cannot dodge currently.

    It's almost like I want a reliable means of defense while at the same time not missing my attack because RNG isn't currently in my favor.

    I only see skills that Zos chose to be not dodge-able listed in the OP as ones you want dodge able. An based on the interest in this thread it seems to not be a popular idea. No offense.

    It is fine as it is, even with the nerf.
  • Draxys
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    I agree that passive dodge chance without having do something (like standing your ground inside the old cinder storm) is very bad for the game.

    In my opinion, Shuffle should solely have the removal of snares and roots function. In exchange for not having the dodge chance, the duration of immunity should be extended. It would still be an incredibly useful skill, but not overpowered or governed by RNG.
    Edited by Draxys on January 18, 2017 7:11AM
    2013

    rip decibel
  • ScooberSteve
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    They have already nerfed ot down to 15%. Just use a skill thry cant dodge.
  • WillhelmBlack
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    They should have taken it out of the game when they took miss chance out. Then dodge roll, which effects all builds, never would have to have been nerfed.
    PC EU
  • Strider_Roshin
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    Draxys wrote: »
    I agree that passive dodge chance without having do something (like standing your ground inside the old cinder storm) is very bad for the game.

    In my opinion, Shuffle should solely have the removal of snares and roots function. In exchange for not having the dodge chance, the duration of immunity should be extended. It would still be an incredibly useful skill, but not overpowered or governed by RNG.

    At the same time, they're making dodge rolling more, and more unreliable while at the same time maintaining its cool down. If they're going to make this defense maneuver that situational, they should really make it less punishing resource-wise.
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