NightbladeMechanics wrote: »No, but you could propose more realistic changes. ZOS does not want dodge roll to be a primary means of defense for anyone, even medium armor builds. Keep that in mind when making suggestions.
Good luck doing it on consoles.KellieHusker wrote: »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).
As expected this proved to be totally false.
You can instantly turn your camera around in the middle of puncturing sweeps and all subsequent sweeps will now hit the target that was behind you. No lag, no delay. Additionally you can cancel ongoing sweeps and cast them again on the target.
As to your really generous offer to help me learn to counter jabs - i definitely accept it. Log onto PTS and show to me how do you reliably dodge my sweeps:)
Oh right, and pay extreme amount of stamina for it, while still getting damage and do not be actually mobile, templar passive reduces cost only for blocking projectilesKellieHusker wrote: »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
In pvp 'magplars main defence is HoT/BoL with ritual under they're legs' WHILE BLOCKING.
'blocking is just to prevent being instantly CC'ed' - blocking is to reduce incoming damage by 70% (base 50% + 20% from s&b passive) and to protect against cc.
"Global cooldown", hah, did you ever played pvp or just pretending?KellieHusker wrote: »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)
Since this game has a global cooldown of 1 sec shared between all skills 'disorient and hardCC' CANNOT come 'at the same moment'. At the very best they are 1 sec apart. Sorry about that:)
Even magblade can do that, and half of the battle i do not blockhold because you can't LA weave on consoles holding block, don't know how it works on PCKellieHusker wrote: »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
You demonstrated a video that a magdk can blockcast even in light:) If that's not an example of how block overperforms, i'm not sure what is:)
NightbladeMechanics wrote: »No, but you could propose more realistic changes. ZOS does not want dodge roll to be a primary means of defense for anyone, even medium armor builds. Keep that in mind when making suggestions.
Source and reasons behind it, please, if you have those.
NightbladeMechanics wrote: »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?
No, but you could propose more realistic changes. ZOS does not want dodge roll to be a primary means of defense for anyone, even medium armor builds. Keep that in mind when making suggestions.
Strider_Roshin wrote: »In my honest opinion, I can rationalize ground AoEs being undodgeable, I can rationalize channels being undodgeable.
What I can not rationalize is the Cliff Racer being undodgeable simply because you can see it coming. I also can't rationalize non-ground AoEs being undodgeable. As someone that did MMA for quite some time you can most certainly "dodge" AoEs.
For example: if I get a pole, and I start swinging it in a circle do you mean to tell me that you are incapable of ducking or "rolling" out of the way of that pole?
I'm fine with certain abilities being undodgeable as a means of counterplay. I just find the list of undodgeable moves to be too generous, and irrational at times.
If they gave dodge rolling mitigation while trying to dodge undodgeable abilities it'll mitigate (pun intended) the stupidity that is their criteria for undodgeable attacks.
Strider_Roshin wrote: »In my honest opinion, I can rationalize ground AoEs being undodgeable, I can rationalize channels being undodgeable.
What I can not rationalize is the Cliff Racer being undodgeable simply because you can see it coming. I also can't rationalize non-ground AoEs being undodgeable. As someone that did MMA for quite some time you can most certainly "dodge" AoEs.
For example: if I get a pole, and I start swinging it in a circle do you mean to tell me that you are incapable of ducking or "rolling" out of the way of that pole?
I'm fine with certain abilities being undodgeable as a means of counterplay. I just find the list of undodgeable moves to be too generous, and irrational at times.
If they gave dodge rolling mitigation while trying to dodge undodgeable abilities it'll mitigate (pun intended) the stupidity that is their criteria for undodgeable attacks.
I can rationalize it. Watch every nightblade streaming/YouTube vid. What's one thing they have in common? Dodge roll as primary defense due to it's 100% mitigation.
It's a stupid rule to have Cliff racer undodgeable, as it incentivizes the zergs, but if they can land a shalk -crit rush-cluff racer then you better have vigor/Dodge roll/block/Los.
Everyone will be begging for the old Jesus beam channel lol.
Sugaroverdose wrote: »Good luck doing it on consoles.
Sugaroverdose wrote: »Oh right, and pay extreme amount of stamina for it, while still getting damage and do not be actually mobile, templar passive reduces cost only for blocking projectiles
Sugaroverdose wrote: »"Global cooldown", hah, did you ever played pvp or just pretending?
Sugaroverdose wrote: »Templar:
Javeling+Luminous
Toppling+Luminous
Luminous+Ultimate
Sugaroverdose wrote: »Sorc(if he really wants to):
Rune Prison+Frag
Rune Prison+Ultimate
Sugaroverdose wrote: »Magdk:
Petrify+Ultimate
Sugaroverdose wrote: »All those stuff can be placed almost instantly
Sugaroverdose wrote: »Even magblade can do that, and half of the battle i do not blockhold because you can't LA weave on consoles holding block, don't know how it works on PC
I can rationalize it. Watch every nightblade streaming/YouTube vid. What's one thing they have in common? Dodge roll as primary defense due to it's 100% mitigation.
Strider_Roshin wrote: »Sorcs utilize shields for their 100% damage mitigation. The only difference is that there's no cost penalty for repeated use, and there isn't a generous list of abilities that ignore damage shields. Must be nice.
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?
Ok, since you for some reason interpret CAPS as yelling instead of neutral means of emphasizing key points in the sentence, i'll use bold instead from now on. No yelling was meant.
and“Trust me i'm not making these examples up nor exaggerating anything
But then proceed to be hypocritical and say things like some issues templars face in PvP are irrelevantI'd ask you specifically not to diminish the problem with dodgerolls
which is exaggerating and diminishing the problem with the templar defense.“since they are holding block the whole time”
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.
I said multiple times that i think this change should be applied to any dodge instead of med armor only. Frankly i think adding it to med only will lead to inconsistency, confusion and negative disparity between different specs.
Thus the aim of my suggestion is to buff an underperforming defense mechanics for everybody using it. The change is aimed to benefit any class/spec and thus it meets your standard by definition.
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.
This is undeniably true. Though the point wasn't that 'bol is always the strongest defense choice'. The point was 'there're no circumstances when using bol would put the templar to a worse spot as compared to not using it'.
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.
This 'huge' drawback is not even relevant, since templars purge defiles first and cast bol second. And since they are holding block the whole time they can't even get punished during 1sec gcd before bol.
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.
Just like med specs use block, pots, cloaks etc to cover the weaknesses of dodges. The problem is that combined effectiveness of bol+secondary means type of defense generally outweigh combined effectiveness of dodge+secondary means for the reasons outlined in the OP (not yelling caps).
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.
These 'disadvantages' occur against any target, dodging or not. They are not dodge specific.
But more importantly why would you claim 'they are designed to defeat dodge roll'? Besides that this is not true, please point at skills 'designed to defeat blocks' and 'skills designed to defeat shields' (skills, not sets). Even skills 'designed to defeat heals' don't work against classes with purge.
ZoS wrote:Fixed an issue where channeled attacks (such as Radiant Destruction), Restoration and Lightning Staff Heavy Attacks could be avoided by dodge rolling. Channeled attacks cannot be dodged.
andZOS_JessicaFolsom wrote: »
With the changes coming in Update 6, will Fear still go through block?
Yes, Fear will still go through block. We like that Fear has a unique role on the battlefield, but we’ll continue to monitor how this interaction affects balance.
.ZOS_GinaBruno wrote: »Fear should not be blockable.
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%?
Yes, why? When his target dodge rolls the 'channeler' puts himself in zero danger, because the target has zero means to punish him for channeling. So why this 'channeler' has to be provided with a non-brainer/not punishable way to 'defeat dodge rolls'? Just because he slotted a universally effective med to high damage channeling skill?
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.
ps. I hope i understood your silence correctly and we agree now that jabs/sweeps pose a big problem to specs with dodgerolls as their primary defense mechanism?:)
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.
Yet none of the few points that you provided as a justification of this position are strong enough to do so. It is still unclear too me, why people need to receive full damage through a damage-avoidance mechanics.
Med specs obviously will benefit more from this change because they use dodges more, we can discuss it this might have a negative impact on the game.
Joy_Division wrote: »
The constant use comes across as condescending.
That may be “emphasizing key points.” But it is not neutral as you are cherry-picking instances that are convenient for your case and using a double standard.
Joy_Division wrote: »
I did not dispute either of these.
Joy_Division wrote: »This to me is specious reasoning. If I cast BoL when it is a poor decision and it results in a defeat, then it does not matter that I was better off that it restored 4,000 health when I took 20,000. I'm still dead. You are taking an extremist position and holding onto it because of a technically. A better way to determine the relative effectiveness is who would survive more often, the always beneficial BoL dependent Templar or the med armor spec dependent dodge roller who is sometimes worse but also sometime far better off for having avoided an attack(s) entirely. It’s more complicated than you are making it out to be.
Joy_Division wrote: »It is very relevant. If I get Incaped, I get stunned, I suffer more incoming damage, and I get heal debuffed. I have to first break the stun, then cleanse, and finally hit BoL. That's two global cooldowns I have to trust in my passive defenses not to die. Oh, and since templars are hitting their opponents with puncturing sweeps, they are not holding block "the whole time."
Joy_Division wrote: »You are constantly making assertions about how templars are played and just accept these as truths when you don’t even play them.
Joy_Division wrote: »You insist on bringing up the best-case scenario as the default scenario as the means in to argue balance.
Joy_Division wrote: »Yes templars can cleanse, but there are times when cleansing is not possible or optimal and thus they do suffer debuffs.
Joy_Division wrote: »Yes Templars can hit players with sweeps, but they are best set up because otherwise opponents can avoid them without much difficulty
Joy_Division wrote: »prevent them by immobilization (which has no cooldown).
Joy_Division wrote: »Yes magplars hold block, but their stamina pool is limited because they spec into magicka.
Joy_Division wrote: »But when it comes to dodge-rolling, you cite the worst-case scenario for your justifications why it is inadequate.
Joy_Division wrote: »And when I bring up the advantages of dodge you tell me "not to diminish the problem with dodgerolls " when you have no issue diminishing the problems with templars. If you want to have an honest discussion, how about yet abide by the standards you insist I follow.
Joy_Division wrote: »I don't necessary disagree with that. But I don't necessarily see it as a problem.
Joy_Division wrote: »A stamina Nightblade has mechanics that allow it to attain a quick burst damage much easier than a Templar. A lot of stamina NBs insist that the price for this firepower is that they are squishy. OK, fair enough. If we make it so the NBs defenses are not outweighed by BoL+secondary means, I suppose you'll still think it fair and balanced for Nightblades to also keep that quick burst damage. Your suggestion would do nothing to diminish the firepower a Nightblade and give them equivalent defenses of a class designed for stationery powerful defense.
Joy_Division wrote: »ZoS wrote:Fixed an issue where channeled attacks (such as Radiant Destruction), Restoration and Lightning Staff Heavy Attacks could be avoided by dodge rolling. Channeled attacks cannot be dodged.
If ZoS is saying channeled attacks cannot be dodged, then it is intended for dodgerollers to take damage from them.
'Channels were made uninterruptable by dodges to prevent making them totally useless against a spammable mechanic. That, in turn, as a collateral, made them too strong against dodges. My change aims at reducing this gap to a more balanced amount.'
Joy_Division wrote: »As for a skill designed to defeat blocks:andZOS_JessicaFolsom wrote: »
With the changes coming in Update 6, will Fear still go through block?
Yes, Fear will still go through block. We like that Fear has a unique role on the battlefield, but we’ll continue to monitor how this interaction affects balance..ZOS_GinaBruno wrote: »Fear should not be blockable.
ZoS has monitored this and have kept it. Also disorients also bypass block.
Joy_Division wrote: »Anti-healing skills such as Dark Flare and Incap do work against classes with purge because it is possible to use these skills in combination to kill the opponent before they get a heal off.
Joy_Division wrote: »Once again, you are always assuming the best-case scenario when it is convenient for you. Incap stuns, giving you two global cooldowns to burst down a templar before the BoL is cast; the nightblade is designed for such a burst.
Joy_Division wrote: »Now this gets into the whole RD argument. You can't punish a channeler by dodge-rolling so don’t dodge-roll. This is going to be one of those situations where you have to rely on a secondary means of defense unless you are dodging for LOS.
Joy_Division wrote: »If you want to argue that RD shouldn't have the range it does and is overly restricts counter-play options and that the new soul assault also is too easy, I will not disagree. But these are issues that ought to be addressed by reforming these particular skills.
Joy_Division wrote: »Not at all. Though I don’t know why it can’t be done on Live.
Joy_Division wrote: »You have fought me on my templar enough on PC NA to demonstrate that it is possible to stay mobile and avoid enough of the sweeps that such an attack is best set-up via a stun or immobilize if an opponent does not accept mano a mano melee combat. You do this every night you play yet come on these forums and exaggerate the ease in which a class you don’t even play has using this attack. Also you have made it quite clear in a tell to me that you do not think very much of me as an opponent. If you genuinely want to see me try and avoid your sweep attacks, then add me on the PTS as a contact. My @ name is the same as my forum account
Joy_Division wrote: »At base I don't think it's unreasonable for dodge-rolling to sometimes receive full-damage because there are times it receives no damage. It's boom or bust. Your proposal only make it boom. There's no downside. It would always be strong mitigation and in too many instances be the best and by a large margin at that.
Joy_Division wrote: »Your proposal would give the best form of damage avoidance as the primary defense for med armor specs that invest everything into offense. It’s a broken combination.
Joy_Division wrote: »Let's look at blocking. By default it mitigates 50% of many incoming attacks.While you consistently point out the best-case scenario for blocking (DK, sword & shield, gear) making that mitigation higher and the cost lower, this is not universally true and those that heavily invest in block undermine their offensive firepower. You say "I put out justifications why 50% might even be too low." That's not a justification. That's cherry picking the best case scenario while conveniently ignoring the loss of offensive potency that a dodge roller would not have to suffer.
Joy_Division wrote: »But blocking does not mitigate all; destro ult, ground AoEs, DoTs, Curse, etc., all completely penetrate it. It’s not fullproof.
You love to throw the it’s wrong for a dodge-roll to be useless against certain attacks and somehow that a unique drawback but do not consider a blocker’s primary defense is useless against Eye of the Storm, Curse, and Power of the Light.
Joy_Division wrote: »Fear and disorients are in the game to defeat block as confirmed by Jessica Folsam and Gina Bruno.
Joy_Division wrote: »Also while blocking does prevent CC's it does not prevent procs or secondary effects such as snares and secondary DoTs. Yes this also happens to dodge, but only with skills that actually hit them. With block it’s everything.
Joy_Division wrote: »Block costs be default less than roll dodge, but next patch such a cost can be incurred 4 times in one second, making it potentially twice as expensive as dodge roll
Joy_Division wrote: », not to mention dodge roll is reduced by stam cost reduction glyphs
Joy_Division wrote: »And, as you acknowledge, blocking restricts mobility that can and will get players who rely on it killed when mobility is called for.
Joy_Division wrote: »Whether or not dodge is better than block is debatable. It certainly is in many cases because it is mobile and potentially zero damage, zero debuffs, and zero procs.
Joy_Division wrote: »What you want to do remove this ambiguity. You propose the baseline mitigation for block and have it apply to all damage in the game, something block cannot do.
Joy_Division wrote: »Where is the weakness?
Joy_Division wrote: »OK there is a cumulative penalty for dodge, but the same can be said for blocking as it also has penalties for excessive use and these are getting more prohibitive next patch.
Joy_Division wrote: »Your dodge proposal is way stronger than block because it takes the best of both while discarding the drawbacks.
Joy_Division wrote: »Now, to get to your admission that "Med specs obviously will benefit more from this change because they use dodges more," what is the offensive profile of a med spec? Quick burst damage, which is the best means to kill players. So not only do you want to reform dodge-roll into this powerful defense-mechanic, you want to have that very same defense mechanic to primarily benefit lethal offensive specs. Perma-block tanks may be super-frustrating because they don't die, but at least they can't kill me.
Joy_Division wrote: »Their mobility is not as good because they can't sprint while casting shields (and they cannot spam Streak).
Joy_Division wrote: »Shields must be maintained every 6 seconds even when not taking damage. It would also be easier to overwhelm shields by a sheer number because every attack hits and eventually the light armor underneath is all the sorcerer is relying on.
Joy_Division wrote: »Not to mention CCs ignore shields. A dodger-roller under your proposal is avoiding many attacks in the first place and the attacks that do hit him are subject to a 50% damage reduction right off the bat. It’s not even close. They aren’t in the same tier.
Joy_Division wrote: »The high firepower med armor specs that you admitted would be the primary beneficiaries of a defense mechanic that combines the best of dodge and block while avoiding the inherent flaws in each.
Joy_Division wrote: »I don’t think you consider the perspectives of those who disagree with you seriously.
Joy_Division wrote: »You lecture me about how a templar is played even though you don’t even have one on live, and the very fact that you ask me not to diminish dodge-rolls downfalls suggests you do not want to discuss, let alone confront, perspectives that do not conform to your beliefs.
Joy_Division wrote: »Because you were incapable of convincing the ESO community or the developers of your opinion that stealth gameplay was too strong and that ZoS should make it so beginning a channeled attack pulls the attacker out of stealth, you decided to write a program that does. That epitomizes selfishness. You cared nothing about ZoS’s perspective, ZoS’s intention, or the opinions of the other players of the PvP community. Instead you were convinced of your righteousness and dropped a fait accompli on everyone because you personally wanted it in the game.
Joy_Division wrote: »Who are you to make such a decision?
Joy_Division wrote: »That you would implement features into a game something the developers did not is conceit and arrogance.
Joy_Division wrote: »I don’t care if the information was accessible on the UI.
Joy_Division wrote: »There was a reason ZoS did not change the gameplay even after it was debated, but that did not matter to you.
Joy_Division wrote: »You felt that since you know what fun for PvP better than ZoS, you made your vision a reality.
Joy_Division wrote: »Then claiming you just did this to make Cyrodiil more fun and beneficial to everyone is nothing but self-justification.
Joy_Division wrote: »You try to claim objectivity because you main a stam NB, but that meaningless because that’s not the only class that ganks or uses stealth and stam NBs are also victims of stealth attacks.
Joy_Division wrote: »You comfort yourself in the idea that this makes the gameplay between stealth and non stealth more even and that everyone can enjoy its features, but you do not care about those players whose gameplay and advantages against you are circumvented by your add-on.
Joy_Division wrote: »You do not care about the people who do not use your add-on are losing access to a critical piece of combat information
Joy_Division wrote: »the ZoS developers did not intend.
Joy_Division wrote: »Your entire mode of thinking here is selfish; what you wanted, what you felt was balanced, what you thought was fun.
Joy_Division wrote: »You claim to accept other people’s opinions, but your actions say otherwise.
Joy_Division wrote: »I will acknowledge that dodge-rolling has been undermined by questionable changes instituted by ZoS; I see no justification for spammables such as crushing shock and cliff-racer to act as channels because it does not have the accompany disadvantages. But I think your proposal to grant them 50% mitigation against everything on top of the 100% avoidance on many things without any investment would have an overall negative impact on game balance.
People ask for nerfing shields since softcap removal, there's no reason to ask for buffing thing which already same-way cancerous.Strider_Roshin wrote: »Strider_Roshin wrote: »In my honest opinion, I can rationalize ground AoEs being undodgeable, I can rationalize channels being undodgeable.
What I can not rationalize is the Cliff Racer being undodgeable simply because you can see it coming. I also can't rationalize non-ground AoEs being undodgeable. As someone that did MMA for quite some time you can most certainly "dodge" AoEs.
For example: if I get a pole, and I start swinging it in a circle do you mean to tell me that you are incapable of ducking or "rolling" out of the way of that pole?
I'm fine with certain abilities being undodgeable as a means of counterplay. I just find the list of undodgeable moves to be too generous, and irrational at times.
If they gave dodge rolling mitigation while trying to dodge undodgeable abilities it'll mitigate (pun intended) the stupidity that is their criteria for undodgeable attacks.
I can rationalize it. Watch every nightblade streaming/YouTube vid. What's one thing they have in common? Dodge roll as primary defense due to it's 100% mitigation.
It's a stupid rule to have Cliff racer undodgeable, as it incentivizes the zergs, but if they can land a shalk -crit rush-cluff racer then you better have vigor/Dodge roll/block/Los.
Everyone will be begging for the old Jesus beam channel lol.
Sorcs utilize shields for their 100% damage mitigation. The only difference is that there's no cost penalty for repeated use, and there isn't a generous list of abilities that ignore damage shields. Must be nice.
Sugaroverdose wrote: »
@Dorrino stop posting this large post, it's extremely difficult to read them.
Sugaroverdose wrote: »Also check your calculations, 70% mitigation isn't possible with just S&B equipped it's (damage*0.5*0.8)=which is actually 60% of mitigation and not (damage*(1-0.5-0.2)) which would result in your numbers
Sugaroverdose wrote: »Also there's no GDC between ultimate and ability, this how nightblades does actually kill people HA+Ulti+Execute
Currently dodgeroll is a unique type of damage mitigation when you spend stamina to fully avoid incoming attacks. But 2 types of attacks go through dodgeroll drastically reducing its effectiveness.
These attack types are channeled damage skills (soul assault, radiant destruction, templar jabs) and aoe skills (destruction ults, jabs again, dawnbreaker and dragon leap). This puts dodgerolls in a peculiar spot when you spend your resources for better defense, but instead you're locked from blocking for 1sec while in the dodgeroll while receiving full damage from a subset of attacks.
This, along with stacking dodge fatigue and ability to get cc-ed while in a dodgeroll, makes dodgerolls an inferior main damage mitigation mechanics compared to blocking (which contributes to heavy pvp meta on live as one of the major factors).
I propose to add 50% incoming damage mitigation for the duration of a dodgeroll (1sec). This will not affect dots already on the player and will only be applied to the new incoming damage sources while in the dodgeroll.
This way using dodgeroll will give some benefits even in the worst case scenario and still allows counter a dodgerolling player by using both aoe CCs and single target disorients (vampire drain, fossilize etc).
PS. While we're at it, we might want to make dodgerolls to remove snares in addition to roots. People have been complaining about the overabundance of snares in the game for quite a while, so i think an ability to remove them without adding a snare-immunity would be a very much welcome change.-
There's no GDC between ability,LA,(bash|dodge),ulti they're all can be placed in 1sSugaroverdose wrote: »
@Dorrino stop posting this large post, it's extremely difficult to read them.
What can i do, people ask many questions and make many points:)Sugaroverdose wrote: »Also check your calculations, 70% mitigation isn't possible with just S&B equipped it's (damage*0.5*0.8)=which is actually 60% of mitigation and not (damage*(1-0.5-0.2)) which would result in your numbers
I assumed it was additive. My bad.
60% then.Sugaroverdose wrote: »Also there's no GDC between ultimate and ability, this how nightblades does actually kill people HA+Ulti+Execute
There is. Each ability invokes a gcd. I don't know any exceptions.
'HA+Ulti+Execute' works because either ha or ult stuns and at the very best the target will be at the end of its 1 sec gcd after instantaneous break free (yes, break free is an ability and it does start a gcd).
Sugaroverdose wrote: »There's no GDC between ability,LA,(bash|dodge),ulti they're all can be placed in 1s
Breakfree isn't "typical" ability, it stun lock you for 1s to watch stupid animation, so it's not GDC.
Sugaroverdose wrote: »in mDK case it's Metheor, 1s wait, petrify - both lands in the same time, zero chance to mitigate if dk does not get distracted between those two.
Sugaroverdose wrote: »i've rechecked my vids 5 seconds ago - Ultimate do nothing to GDC, ability bar isn't grayed out at all.
Maybe you're right in this case i don't have anything to test it out properly: console does not give such amount of data to make accurate test
I still do not agree about buffing dodge, it's extremely viable even if you run LA, here's primer with all ways of dmg mitigation(except reflect, it's current benefits are just don't excuses huge price) used at one battle(cheaper ones are used more ophen which should not be a surprise):Sugaroverdose wrote: »i've rechecked my vids 5 seconds ago - Ultimate do nothing to GDC, ability bar isn't grayed out at all.
Maybe you're right in this case i don't have anything to test it out properly: console does not give such amount of data to make accurate test
On PC i can find exact times up to ms when each event happens. So break free is weird (see my edit), but the rest works as described.
https://www.youtube.com/watch?v=2v-5uds0FFwSugaroverdose wrote: »
Don't tell me that mDK main defence is blockhold or shieldstack in LA it's just not true, even igeous with it's 4k value is mitigation mechanics which must be used when it fits your needs
Sugaroverdose wrote: »And yeah, tallons and fossilise as you can see are also good mitigation mechanics(as well as SalamiPirate retreat), so it's about situation awareness instead of reflexes