Sugaroverdose wrote: »1. Blocking is already insanely punishing thing on live for builds which isn't about it, with doubled cost it's useless(for everyone except blockholders who will just utilise frost staff and S&B ultimate)
Sugaroverdose wrote: »3. You can be CC'ed while blocking, but if you block - than you get ~40% of damage, so most definitely you'll be CC'ed not in full health.
Sugaroverdose wrote: »block sometimes, game should not give any silver bullets, while dodge is already outperforms other ways to mitigate damage(except shieldstacking sorcs of course).
1. This builds are all about tanking, so it's not main defence, but the only thing of them - being damage sponge.Sugaroverdose wrote: »1. Blocking is already insanely punishing thing on live for builds which isn't about it, with doubled cost it's useless(for everyone except blockholders who will just utilise frost staff and S&B ultimate)
Obviously i meant builds that use blocks as their main defense. In med you can also block. The point is, exactly as you put it out, that you wouldn't prefer to.Sugaroverdose wrote: »3. You can be CC'ed while blocking, but if you block - than you get ~40% of damage, so most definitely you'll be CC'ed not in full health.
No you can't. The only was to get CC-ed while blocking are disorients and fears. And this property of blocking is shared with dodging.
All the stuns, knockbacks and knockdowns does not affect a blocking target at all.
And damage mitigation while blocking STARTS at 50% and get scaled much higher with DK passives and gear.Sugaroverdose wrote: »block sometimes, game should not give any silver bullets, while dodge is already outperforms other ways to mitigate damage(except shieldstacking sorcs of course).
This is incorrect for the reasons i outlined in the original post and here.
sodantokb16_ESO wrote: »Not gonna happen. ZoS wants players to rely on more than one mean of defense. Except if that defense is shield, block, healing, passive mitigation or big HP pool.
Medium armor lul -> no bonus to healing, small passive mitigation, no bonus to HP, blocking is the most expensive of any builds in the game, using main defense punished by stacking cost, all shields in the game scaling of the 2 worst resources
DisgracefulMind wrote: »I could get behind this if it only applied to those wearing 5 or more medium armor. Or how about add a damage reduction percentage per piece. Like 2% per. So at 7 pieces you'd reduce at 14%. I think 50% would be far too much.
This part is understandable and arguable. Personally i'd make it apply to everybody, to promote consistency. I'm not aware of any non-med pvp spec that becomes so much stronger in the result of this change, that we need to limit the change to medium only.
But yes, main target of the change is obvious medium armor builds.
Sugaroverdose wrote: »1. This builds are all about tanking, so it's not main defence, but the only thing of them - being damage sponge.
Sugaroverdose wrote: »3. Disorient + Any stun ability = stun.
Sugaroverdose wrote: »5. DK passive reduces damage by additional 15%, does it makes it OP? Nah, with current damage numbers DK in LA can be killed trough block.
Sugaroverdose wrote: »You didn't actually said anything unusual which tells for what the hell reason already outperforming dodging should be buffed
Sugaroverdose wrote: »UPD: Uh, almost forgot it: wepswap during block = being CC'ed
If it's not tied to armor, there's a slight imbalance in that magic classes would get the same benefit from a single cast as stamina but stamina does not the same benefit from casting shields as they are based on resource pool.
Avran_Sylt wrote: »So, thinking about it a bit more again.
How long does the current dodge bonus last? testing it it appears to only last for about one second.
Here's my revised opinion:
Assuming the roll dodge effect lasts for 1 second:
Avran_Sylt wrote: »Roll dodge should grant 0.5 seconds of Ground Targeted Damage immunity. (cause them to miss)
Roll dodge should grant 0.75 seconds of Channeled Single target ability immunity (cause them to miss)
Roll dodge should grant the normal 1 second of Direct Damage immunity. (cause them to miss)
Roll dodge should grant 1 second of full Damage immunity while the player is not effected by Dodge Fatigue (cause them to miss)
reasoning for the 0.5 sec of ground damage immunity: once you land you're on the ground.
reasoning for the 0.75 seconds of channeled single target immunity, they move with you after your initial movement
reasoning for the 1 second normal damage immunity: if they aren't focused on you (or it's a direct attack) it will miss if you're not there.
reasoning for the 1 second full Damage immunity while not effected by dodge fatigue: The initial roll dodge is a surprise to the enemy, but if you continue to dodge, they will follow your actions.
I just don't like the idea of a full damage resistance always when you dodge. Your thoughts?
Joy_Division wrote: »I'm sure there is a better idea. People talk about how this game is getting dumbed down, how there are no counters, and now we want to make every single type of attack, regardless of what it is do 50% damage against dodging? Doesn''t blocking already do this?
That's the whole point that blocking already does that. And you can't block while dodging. This makes it so you can get punished for dodging, unlike any other defense mechanics in the game.Joy_Division wrote: »If I see a sorcerer casting fragments, damn it I want to dodge that and avoid it entirely.
Now you see, say a templar jabbing you with pol:) As literally any other spec, but med armor, you just block the jabs and/or spam shields/heals. As a med armor spec at best you pray, at worst you dodge. That's the key problem - your worst decision would be to use your main avoidance mechanic.
None of the other mechanics share this vulnerability. There're zero cases when blocking, shielding or healing would make your situation worse.
Thus the proposed change.
Alternatively, even though it's worse for multiple reasons, let's make blocking available in the middle of the dodge. It will bring a similar outcome as the proposed change at the expense of much higher stam costs and requirement to the personal skill of the player.
Avran_Sylt wrote: »@Dorrino
lol, yeah, I'm a stickler for rp kinda abilities, like everything to be kinda grounded in reality so players can have an intuition for some things. And it most certainly is a more complicated system. And I mean, you could argue that that is the case with the current dodgeroll description ingame when it says "Your character can dodge roll out of the path of incoming attacks" wouldn't duration based beams also be considered "incoming" attacks? which you even point out in your main post : )
(dodgeroll description is located under the combat section of the ingame help menu)
Joy_Division wrote: »Oh, I think I misunderstood you. You want dodge to avoid attacks AND receive a 50% damage mitigation.
Joy_Division wrote: »That's way too high.
Joy_Division wrote: »ZoS added the dodge roll penalty in the first place because rolly-polly builds were abusing it.
Joy_Division wrote: »As someone who mains a templar, I can assure you that any halfway decent play can easily avoid the majority of jabs coming their way through a variety of means. All you have to do is dodge roll through the templar and you avoid getting hit entirely.
Avran_Sylt wrote: »@Dorrino
lol, yeah, I'm a stickler for rp kinda abilities, like everything to be kinda grounded in reality so players can have an intuition for some things. And it most certainly is a more complicated system. And I mean, you could argue that that is the case with the current dodgeroll description ingame when it says "Your character can dodge roll out of the path of incoming attacks" wouldn't duration based beams also be considered "incoming" attacks? which you even point out in your main post : )
(dodgeroll description is located under the combat section of the ingame help menu)
Yep, i know. That just adds to the inconsistency.
Check your pm btw.Joy_Division wrote: »Oh, I think I misunderstood you. You want dodge to avoid attacks AND receive a 50% damage mitigation.
Yes.Joy_Division wrote: »That's way too high.
I put out justifications why 50% might even be too low.
Why can it be too high?:)Joy_Division wrote: »ZoS added the dodge roll penalty in the first place because rolly-polly builds were abusing it.
The penalty is fine and needs to stay. The costs are not the problem. The problems i outlined above multiple times.Joy_Division wrote: »As someone who mains a templar, I can assure you that any halfway decent play can easily avoid the majority of jabs coming their way through a variety of means. All you have to do is dodge roll through the templar and you avoid getting hit entirely.
As someone that mains a stamblade i can assure you that this is wrong, taking into account that jabs range is higher than dodge distance and that templar can turn around:)
Trust me i'm not making these examples up nor exaggerating anything.
Joy_Division wrote: »Well I think you are exaggerating.
Joy_Division wrote: »If you can't dodge roll a stationary templar who is locked into a jobs channel, you need to L2P.
Joy_Division wrote: »A dodge roll is faster than a templar who tries to rotate around (i.e., the game prevents them from instantly "turning" around).
Joy_Division wrote: »You are so quick to point out the "unique disadvantage" of dodge roll as a defense, but fail to acknowledge the unique advantage of dodge roll in that it completely avoids many incoming attacks entirely and the subsequent aftereffects of said attacks, something neither blocking, shielding, or healing can do.
Joy_Division wrote: »Because dodge has this unique advantage, it has unquiet disadvantages too. Channels go through dodge. As intended by ZoS (see patch notes for TG's change to Radiant Destruction). Because channels have the unique advantage of going through dodge, they can be interrupted, can't be animation canceled, can't be block-cast, and super-snare the caster (except for Dark Deal for some strange reason).
Joy_Division wrote: »Now you want the major protection buff + the minor protection buff + the nord's racial mitigation passive + another 6% just for the hell of it protection against the very attack designed to counter dodge ... while apparently thinking it's balanced that channels still have the accompanying disadvantages. Of course you do because you main a stamblade.
Joy_Division wrote: »And blocking does not reduce all damage. The destro ultimate for starters.
Joy_Division wrote: »It also does nothing against ground Dots. Or against Dots ticking on you. It does not prevent after-effects such as the snare from Vampire's Bane.
Joy_Division wrote: »A blocker also greatly restricts her mobility.
Joy_Division wrote: »What it boils down to is you want to combine the unique advantage of dodge with something even better than blocking (and think this might be too low!) and have it remove snares and apparently keep the already existing drawbacks of channeled attacks and the unique disadvantages of other form of defense (e.g. healing must contend with defile, which is also going to be far more prevalent in Morrowind).
Joy_Division wrote: »I get it, the cliffracer skill is dumb and medium armor sucks (and so does light armor). These are specific problems that do not need an overhaul of the combat system to benefit your main.
Dodgerolling is already getting a buff with Morrowind were you become immune to crowd controlling effects (such as DK´s talons)
Joy_Division wrote: »@Dorrino
Grind Skyreach on a Templar then message me in game, I will show you how to dodge roll Puncturing Sweeps.
1. Hell so what does it means? Some run it, but in fact magplars main defence is HoT/BoL with ritual under they're legs, blocking is just to prevent being instantly CC'edSugaroverdose wrote: »1. This builds are all about tanking, so it's not main defence, but the only thing of them - being damage sponge.
Any build using s&b relies on blocking as their main form of damage mitigation. So most magplars, stam dks, mag dks, some stam sorcs and stamplars in pvp.Sugaroverdose wrote: »3. Disorient + Any stun ability = stun.
If you didn't break free - yes. Same for dodge, but without disorient. The question is why wouldn't you break free when everybody else would?:)Sugaroverdose wrote: »5. DK passive reduces damage by additional 15%, does it makes it OP? Nah, with current damage numbers DK in LA can be killed trough block.
10%.
Dks in la use shields for damage mitigation. And they will still mostly play in heavy in pvp.Sugaroverdose wrote: »You didn't actually said anything unusual which tells for what the hell reason already outperforming dodging should be buffed
Since you never even started to justify how come the worst damage mitigation in pvp is suddenly outperforming it's hard for me to imagine what reasons are you looking for:)Sugaroverdose wrote: »UPD: Uh, almost forgot it: wepswap during block = being CC'ed
Weapon swap without block also == being CC-ed:) It's not a property of blocks.
https://www.youtube.com/watch?v=oaDVESEN0x4Joy_Division wrote: »@Dorrino
Grind Skyreach on a Templar then message me in game, I will show you how to dodge roll Puncturing Sweeps.
Joy_Division wrote: »A dodge roll is faster than a templar who tries to rotate around (i.e., the game prevents them from instantly "turning" around).
Sugaroverdose wrote: »1. Hell so what does it means? Some run it, but in fact magplars main defence is HoT/BoL with ritual under they're legs, blocking is just to prevent being instantly CC'ed
Sugaroverdose wrote: »3. I have bad news for ya - disorient and hardCC comes at the same moment from any viable player(except magdk, who don't have viable hardCC)
Sugaroverdose wrote: »5. Why should i run shields on LA? That's f problem of the game, you are somehow decided for me how should i play(MA=Dodgeroll,LA=Shields and both must mitigate everything because you suck at making decisions but want to spam one f button every time things going to be bad), i have bad news for yahttps://www.youtube.com/watch?v=oaDVESEN0x4
5xLA,1xHA,1xMA
Joy_Division wrote: »@Dorrino
Grind Skyreach on a Templar then message me in game, I will show you how to dodge roll Puncturing Sweeps.
Well, i tend to trust people until they repeatedly show me they can't be trusted.
Well guess what? Because I actually played the class for three years as opposed to just hopping on the PTS, I can tell you there are situations where dodge roll is a better choice than BoL. I could be heal debuffed, I might need LoS, I might be in an Eye of the Storm, a nearby ally might have lower health than me, I might want to create separation from multiple attackers beating on me, etc. Breath of Life is good, but it reactive and it has a huge drawback in that you have to eat things like Incapacitating Strike. It is not a panacea. It is not something in my estimation that is trustworthy as a reliable primary defense. I use secondary defenses like block, dodge roll, Mist form, potions of immovability & speed, etc. to cover the weaknesses of Breath of Life. You might deem your own Rally heal or cloak or LOS or whatever other secondary defense you have as "vastly inferior," but just like a healer, sometimes there are situations in which you are better off using them instead of your primary defense.Imagine that as a magplar you'd have NOT to spam bol and instead you'd HAVE to dodgeroll.
Joy_Division wrote: »
I see. And it should trust a person who yells in CAPS to everyone as if their opinions are somehow more than just that are are absolute truths that the rest of us are too ignorant to understand?
Joy_Division wrote: »Whenever ZoS comes onto these forums they always ask people to consider the implication of a proposed change beyond the benefit of their class or spec. In particular how this might negatively impact the other mechanics in the game. I do not think you have met this standard.
Joy_Division wrote: »You yell at me:Well guess what? Because I actually played the class for three years as opposed to just hopping on the PTS, I can tell you there are situations where dodge roll is a better choice than BoL.Imagine that as a magplar you'd have NOT to spam bol and instead you'd HAVE to dodgeroll.
Joy_Division wrote: »I could be heal debuffed, I might need LoS, I might be in an Eye of the Storm, a nearby ally might have lower health than me, I might want to create separation from multiple attackers beating on me, etc. Breath of Life is good, but it reactive and it has a huge drawback in that you have to eat things like Incapacitating Strike.
Joy_Division wrote: »It is not a panacea. It is not something in my estimation that is trustworthy as a reliable primary defense. I use secondary defenses like block, dodge roll, Mist form, potions of immovability & speed, etc. to cover the weaknesses of Breath of Life.
Joy_Division wrote: »You might deem your own Rally heal or cloak or LOS or whatever other secondary defense you have as "vastly inferior," but just like a healer, sometimes there are situations in which you are better off using them instead of your primary defense.
Joy_Division wrote: »And you have yet to even address the disadvantages, namely interruption, no block-cast, no animation-cancel, limited mobility, that accompany channels because they are designed to defeat dodge-roll.
Joy_Division wrote: »This is what ZoS means when considering the impact on other game mechanics. Why should a channeler subject themselves to those disadvantages just to have their damage reduced by 50%?
Joy_Division wrote: »When they attack blockers, they don't have to suffer those drawbacks and still are mitigated by a default 50%. Against shields, instant-casts do 100% unmitigated damage. Channeled attack would be too undermined. During the IC patch, we have already seen the effect when even something as powerful as RD was undermined by dodge-rollers.
Joy_Division wrote: »Yes I think it would be too strong to combine the best aspects of dodge (avoiding hits, mobility) and block (50% mitigation against everything in the game - even 50% mitigation against damage block does not currently mitigate) while adding snare removal and doing nothing to the drawbacks of channels.
Joy_Division wrote: »Because I hold it, that doesn't somehow make me "wrong" in which you need to lecture me in CAPS.
Joy_Division wrote: »I do think the suggestion posted by Bee by tying a smaller percentage tied to how many medium armor pieces is a good suggestion. Such a reform would also by a similar reform for Light Armor because it too is not reliable. Ideally both reforms would be implemented, perhaps with an accompanying passive to light armor that afford the user some passive protection while channeling.
KellieHusker wrote: »from a pve perspective I'd love to see something like "When 5 or more pieces of Medium Armor are equipped: Reduced damage taken from area of effect attacks by 20%."
Yes I would also want this to stack with Deadly Cloak, it might mean stamina builds could finally survive aoes in vTrials. It would Mean stamina classes take 40%~ less total damage from area of effect skills, absorb shields still give more survivability to magicka builds than that, and to a wider range of damage but it would be a step in the right direction.
NightbladeMechanics wrote: »ZOS is reducing counterplay across all means of defense. You'll need to use multiple to adapt going forward.
NightbladeMechanics wrote: »You know a thread like this won't amount to anything.
NightbladeMechanics wrote: »You know a thread like this won't amount to anything.
Am i supposed to cry and threaten to leave then?:P Is it how it works here?