sodantokb16_ESO wrote: »Misses 4 attacks in a row -> Gotta QQ on forum
Hits 4 attacks in a row -> It is fine!
Shuffle is actually so bad after Morrowind that it will perform much better on nonMedium builds. Right now the best thing is softCC immunity, but medium builds will get it very often by dodge rolling. Making shuffle mostly skill that gives you slight chance to dodge that 1 light attack you haven't dodged yourself.
But if people are so triggered by jackpot shuffle procs I am all for rework. Something like 25% undodgeable damage mitigation would work good with medium. Obviously would anger all those heavy armor dudes.
sodantokb16_ESO wrote: »Misses 4 attacks in a row -> Gotta QQ on forum
Hits 4 attacks in a row -> It is fine!
Shuffle is actually so bad after Morrowind that it will perform much better on nonMedium builds. Right now the best thing is softCC immunity, but medium builds will get it very often by dodge rolling. Making shuffle mostly skill that gives you slight chance to dodge that 1 light attack you haven't dodged yourself.
But if people are so triggered by jackpot shuffle procs I am all for rework. Something like 25% undodgeable damage mitigation would work good with medium. Obviously would anger all those heavy armor dudes.
Well with a 15% dodge chance I would think 4 hits in a row would connect a lot more often than missing. I wouldn't say Im triggered by it, but it does seems to be a bit odd in the way it functions and Im all for making medium armor an equally viable choice.
Problem is how it works. It would be ok when it just miss one attack, but when shuffel prock it makes a small doggeroll window were evry attack miss.
Problem is how it works. It would be ok when it just miss one attack, but when shuffel prock it makes a small doggeroll window were evry attack miss.
Medium would still suck.Not fixing the issue with how bad medium is.Magic build will still use heavy not many use shields.deepseamk20b14_ESO wrote: »Please just stop. I'm starting to get annoyed with this one.
Make armor skills available to those wearing 5 or more of their respective armor lines and we are fine. Nerfing it more is just rediculous.
Shuffle absolutely overperforms. I would argue that it needs a slight nerf, maybe down a few percent, and/or should be relegated to a certain number of medium armor pieces. It's insane when you can go after someone and have shuffle dodge 3-4 attacks in a row. It's a great skill obviously but I think it just goes to show that's it's clearly a bit over performing when nearly every stam user runs it including tanky heavy armor users who shouldn't even need it. And I say this as a heavy armor user who loves to use it. It's a great skill, maybe it doesn't need to be relegated to medium armor users only, but it's performance needs to be evaluated. Thoughts?
sodantokb16_ESO wrote: »Problem is how it works. It would be ok when it just miss one attack, but when shuffel prock it makes a small doggeroll window were evry attack miss.
That is untrue. There is no avidence supporting that. What is better, there is simple way to disprove it just by pulling large amount of mobs in some dungeon. It would be so godlike OP skill if it worked that way (at least for solo pve)
sodantokb16_ESO wrote: »Problem is how it works. It would be ok when it just miss one attack, but when shuffel prock it makes a small doggeroll window were evry attack miss.
That is untrue. There is no avidence supporting that. What is better, there is simple way to disprove it just by pulling large amount of mobs in some dungeon. It would be so godlike OP skill if it worked that way (at least for solo pve)
The skill is fine for pve and a 1v1 scenario. The power comes in an outnumbert scenario. When shuffel prock and only one skill miss, it will be ok, but atm all skills will miss. For pve tanks or solo pve that doesnt matter, because you will not get hit that often. ( and for pve tanks, there are no reason to run this skill)
@geonsocal I like it as well for dueling but open world the snare and root removal to important.call me crazy - i like mirage better than shuffle on my stamblade...
stamina is a really precious commodity...
I use it on my NB and NEVER get the kind of perma-dodge/miss status I see from 'some" other players. It has me considering the ridiculousness isn't coming from the spell itself but rather...something else. Just sayin.
Another nerf on that? Why not just scrap Nightblades, then? They don't have alot of shields like sorcs, they can't tank like dragonknights, and they have terrible self-heal in comparisson to Templars. The 15% dodge chance isn't even a guaranteed thing like the main skills the other classes use.
Shields? Cast it, get it.
Resistance buff? Cast it, get it.
Heal? Cast it, get it or get it over time.
Dodge chance? Cast it, pray to RNGesus that the 15% hits with every incoming attack.
Cloak doesn't work,shade needs a target to be cast.Helpful hint if you stand on the shade he can't teleport to it.Another nerf on that? Why not just scrap Nightblades, then? They don't have alot of shields like sorcs, they can't tank like dragonknights, and they have terrible self-heal in comparisson to Templars. The 15% dodge chance isn't even a guaranteed thing like the main skills the other classes use.
Shields? Cast it, get it.
Resistance buff? Cast it, get it.
Heal? Cast it, get it or get it over time.
Dodge chance? Cast it, pray to RNGesus that the 15% hits with every incoming attack.
Dodge roll, cloak ,shade = 3 most OP abilities in a non Heavy armour meta which is upcoming.
Another nerf on that? Why not just scrap Nightblades, then? They don't have alot of shields like sorcs, they can't tank like dragonknights, and they have terrible self-heal in comparisson to Templars. The 15% dodge chance isn't even a guaranteed thing like the main skills the other classes use.
Shields? Cast it, get it.
Resistance buff? Cast it, get it.
Heal? Cast it, get it or get it over time.
Dodge chance? Cast it, pray to RNGesus that the 15% hits with every incoming attack.
Dodge roll, cloak, shade = 3 most OP abilities in a non Heavy armour meta which is upcoming.
Ragnaroek93 wrote: »Another nerf on that? Why not just scrap Nightblades, then? They don't have alot of shields like sorcs, they can't tank like dragonknights, and they have terrible self-heal in comparisson to Templars. The 15% dodge chance isn't even a guaranteed thing like the main skills the other classes use.
Shields? Cast it, get it.
Resistance buff? Cast it, get it.
Heal? Cast it, get it or get it over time.
Dodge chance? Cast it, pray to RNGesus that the 15% hits with every incoming attack.
Dodge roll, cloak, shade = 3 most OP abilities in a non Heavy armour meta which is upcoming.
Indeed... medium is the best now... for roleplay. I think we play different games.
GreenSoup2HoT wrote: »I think when players bring up issues with evasion its often because they misunderstand that when you dodge you dodge everything for the animation period of the dodge.
For example, someone spamming abilitys at someone dodging may think evasion is broken but in reality they are immune for a brief period. 100 people could target someone and the player will still dodge everything within that animation period.
Also evasion gets a bad rep because of roll dodge used in tandum. Roll dodge does the same thing but can be used by the player when he knows incomming damage is on the way (which is more skill based then rng).
To fix this issue shuffle should be for 5 medium users only. Then nightblades will have the niche for light/heavy users dodge chance with doubletake/mirage.
Ok guys im about to bust some knowledge.
A few things about medium armor builds that are too strong.
A: there is a hidden passive dodge chance in all armor types, with medium armor taking the largest passive dodge chance. (Not even using shuffle) im not sure exactly what it is, but if you put on on medium armor and no shuffle go into pve and pull a couple mobs, you see your med toon do it WAY more than a light armor build.
B: the above base dodge chance stacks with shuffle to give infact much more than 15% from shuffle.
C: active dodge roll is the best mitigation in game, it DOES have counters, but is extremely effective on its own. Even without shuffle.self healing for stamina toons is extremely strong. Vigor, stacked with two handed heal is very potent, just cast vigor and cast two handed heal and your up. There are also other ways for stamina toons to get even more healing, though twin slashes, flurry, draining shot, absorb magick.
All of these things on their own are not that great or unbalanced but couple all of these things together and you have a set up that will absolutely wipe the floor with any magbuild except magsorc and magblade (if they manage to cloak away from your godliness).
Vigor was never meant to be THE heal for stamina solo, it was meant to be a way to encourage raids to allow stamina toons into the pvp raids. They didnt offer anything but steel tornado and caltrops for a VERY long time, they added vigor as a way for them to give a potent hot to the raid.
Now i personally really enjoy the dodge roll mechanic on stamina toons, it feels exactly like what they are supposed to be doing for defense.
So heres what i would do to balance stamina toons
A: change vigor to only heal allies for a larger amount than live, help them have a role in raids, which they still struggle with. (Most raids carry mag users for their better utility and ults).
B: restrict shuffle to ONLY those with 5 medium armor,
C: buff shuffle to 30%remove passive dodge mechanics that are hidden from the players. The baseline passive dodge chance that all armors have? Yeah remove it...hence the buff to shuffle
E: flatten the cost for dodge roll and drastically reduce the cost more across the board, i mean no more increasing cost the more you roll.
F: this one is iffy, i dont know if it will need to happen. Remove the burst heal from two hander
G: iffy as well, increase the HOT from two handed skill by maybe 50-100%?
H: go over many abilities that go through dodge, many may be too powerfull this time around after all the changes.
Theres a few reasons all these changes are needed. Magick build (save magsorc...) are weak (the light armored ones not the heavy armored mag builds...they dont count XD)compared to stamina, weak in defense mainly, they still have comparable damage to stamina (much better ult damage). You dont see many non healer light armored magbuilds running around small team, they just arent good at it, cause they are too squish. Its why most farm groups run stamina builds and a mag healer. We need to buff the raid effectiveness of stamina toons while makeing their personal defense more based on the dodge mechanic.
I once played a stam sorc medium armor build, i had a light armor magplar with a focus on range and dark flare. Ill tell you, i hit him with purifying light, unstable core, missed the dark flare and landed the javelin, and hit him with soul assault which he blocked the full amount, he was at ~30% health, he cast vigor and two hander and boom...full health, he charged me, stunned me dotted me and boom...through 8k shield and full impen light armor with 25k health, i was dead.
Dont have a problem with the dead part but that he was able to heal up, dodge all incomming projectiles and i couldnt do a thing...
My point is that stamina needs to go back to its roots, just a buffed form of roots than before. It should take a stamina toon awhile to heal up, they are supposed to dodge incomming attacks, and currently the game DISCOURAGES ACTIVE DODGE ROLLING...which doesnt make sense really. Its supposed to be their main form of defense...and not its not, somehow weve allowed our physical specs to be able to heal like a magplar, when they still have their awesome dodge mechanics...
Wow that was a lot thanks for listening