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Dodge Rolling really needs some TLC

Strider__Roshin
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Unlike healing and using damage shields, you get punished by spamming this unreliable defense mechanic that's situationally strong, but generally weak. There really needs to be some form of mitigation for dodge rolling when getting hit by an undodgeable attack. On top of this, it's horribly unreliable in pve. If you try to dodge roll an AoE that's being placed on the ground you will get hit by the AoE even though your physical body is out of the AoE because the game still considers you to be in your starting position.

This mechanic needs to be fine tuned, and less punishing considering how unreliable it is.
  • BaneOfBattler
    BaneOfBattler
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    No.
  • casparian
    casparian
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    Do you want stronger stamblades? Because this is how you get stronger stamblades.
    If you try to dodge roll an AoE that's being placed on the ground you will get hit by the AoE even though your physical body is out of the AoE because the game still considers you to be in your starting position.
    That's not an issue specific to dodging; it's a positioning issue in general. Speaking quite generally, this game is pretty unresponsive when it comes to spatial targeting issues like hitboxes and AOE positioning. Just last night I was killed by a poison AOE in vDSA that I was outside of, because at the time the game thought it spawned I was jumping midair over the position at which it would spawn a second later.

    So while I agree that that issue could stand to get some TLC, I don't think it will happen as it's far too general an issue for the team to address this late in the game's life.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Juhasow
    Juhasow
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    Unlike healing or using shields dodge rolling becomes stronger with each additional enemie that attacks You.
  • Strider__Roshin
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    Juhasow wrote: »
    Unlike healing or using shields dodge rolling becomes stronger with each additional enemie that attacks You.
    casparian wrote: »
    Do you want stronger stamblades? Because this is how you get stronger stamblades.
    If you try to dodge roll an AoE that's being placed on the ground you will get hit by the AoE even though your physical body is out of the AoE because the game still considers you to be in your starting position.
    That's not an issue specific to dodging; it's a positioning issue in general. Speaking quite generally, this game is pretty unresponsive when it comes to spatial targeting issues like hitboxes and AOE positioning. Just last night I was killed by a poison AOE in vDSA that I was outside of, because at the time the game thought it spawned I was jumping midair over the position at which it would spawn a second later.

    So while I agree that that issue could stand to get some TLC, I don't think it will happen as it's far too general an issue for the team to address this late in the game's life.

    Stamblades are only strong because people don't come with the means of combating invisibility. Stamblades aren't going to be as annoying next update. At least not to anyone wearing Sloads'.
  • Juhasow
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    Daus wrote: »
    Juhasow wrote: »
    Unlike healing or using shields dodge rolling becomes stronger with each additional enemie that attacks You.
    casparian wrote: »
    Do you want stronger stamblades? Because this is how you get stronger stamblades.
    If you try to dodge roll an AoE that's being placed on the ground you will get hit by the AoE even though your physical body is out of the AoE because the game still considers you to be in your starting position.
    That's not an issue specific to dodging; it's a positioning issue in general. Speaking quite generally, this game is pretty unresponsive when it comes to spatial targeting issues like hitboxes and AOE positioning. Just last night I was killed by a poison AOE in vDSA that I was outside of, because at the time the game thought it spawned I was jumping midair over the position at which it would spawn a second later.

    So while I agree that that issue could stand to get some TLC, I don't think it will happen as it's far too general an issue for the team to address this late in the game's life.

    Stamblades are only strong because people don't come with the means of combating invisibility. Stamblades aren't going to be as annoying next update. At least not to anyone wearing Sloads'.

    Thanks for shade change stamplades will be even more annoying. Even if Sload would go through Cloak (which I dont belive will be the thing at Summerset release day) that is not problem for nb's. Also what means of combating invisibility You mean ? Mark ? Because this is the only 1 succesfull way to fight nb's and guess who have that skill. Other ways of combating invisibility are unreliable and cost You skill slot , gear slots ,or potion cooldown so You cripple Yourself agaisnt every other class just to have half baked ways of fighting one.
  • BaneOfBattler
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    No.

    Dodge is okay as how it is.

    Game needs better sync; also the invisibility argument you used is invalid.
  • VaranisArano
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    Dodge rolling out of AOEs in dungeons and getting hit anyway is annoying.

    When I tank with my friends, the common death-cry of our DDs is "I was out of that!"

    Does just running out of the AOE work better?
  • Minno
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    I don't think there's anything weak about active dodge rolling. What I think is weak is that mag builds can't dodge roll as actively as stamina and that medium doesn't have an answer to crit DMG:
    - Light armor should get x% reduction in dodge roll, since in nCP they lose out on the CP reduction which helped them lower the gap between themselves and stamina. Light armor can also gain snare removal and immunity from the second shield morph. Always found it funny that the lightest armor in the game can't run fast or remove snares, yet in all the elder scrolls games you could get passives to make yourself ignore fatigue in all light armor.

    -Flipside , I think medium armor should get crit resists to offset the fact they can't get shields as easily as mag. I also know some people want penetration on medium armor, but in PvP generally the enemy doesn't go past 21-23k physical whereas for mag builds they have to fight against 26-30k spell resist builds so I don't think medium should get penetration without giving up a weapon type.

    But shuffle should also match forward momentum for the immunity and it's almost 4k stamina to get 3 seconds of snare immunity is doodoo when the actual dodge chance only lets you dodge 1 out of every 4 or 5 attacks in a given fight. Medium armor should be about pure speed with ability to "deflect" crits/attacks, whereas light armor should be about brawler style shield defense with penetration. This way stamina won't have to crutch on impreg armor and light armor doesn't have to look for alot of stamina in PvP; opens up builds!

    Both are basically the same archtype; damage/heals but one is stronger than the other at certain things instead of being two different flavors of the same power. And in a game where you should slot whatever you want, the later is a better match for that intent.
    Edited by Minno on May 10, 2018 2:45PM
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • huschdeguddzje
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    Pve it needs a buff yeah, but pvp no. Let's hope zos gets their head out of their arses and starts balancing them separately
  • casparian
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    Minno wrote: »
    medium doesn't have an answer to crit DMG
    Impregnable Armor. Have you tried it on your new stamplar? Unlike most mag builds, stam builds can wear Impreg and still be capable of huge damage, either with Master's DW setups or paired with a damage set like Automaton.

    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Minno
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    casparian wrote: »
    Minno wrote: »
    medium doesn't have an answer to crit DMG
    Impregnable Armor. Have you tried it on your new stamplar? Unlike most mag builds, stam builds can wear Impreg and still be capable of huge damage, either with Master's DW setups or paired with a damage set like Automaton.

    But that's not medium armor lol.

    Light armor has trans too, but it has a shield that can negate crit entirely. And light armor can also use impreg, but the only shield stamina can use is bone shield or specific class shields that have a heavy mag cost.

    Medium armor needs crit resists, so it can match a light armor build using both trans/impreg that also has access to shields.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • casparian
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    Minno wrote: »
    casparian wrote: »
    Minno wrote: »
    medium doesn't have an answer to crit DMG
    Impregnable Armor. Have you tried it on your new stamplar? Unlike most mag builds, stam builds can wear Impreg and still be capable of huge damage, either with Master's DW setups or paired with a damage set like Automaton.

    But that's not medium armor lol.

    Light armor has trans too, but it has a shield that can negate crit entirely. And light armor can also use impreg, but the only shield stamina can use is bone shield or specific class shields that have a heavy mag cost.

    Medium armor needs crit resists, so it can match a light armor build using both trans/impreg that also has access to shields.
    For practical purposes, in PVP Impreg basically counts as a medium armor set. I say that because it performs far, far better on medium builds than light or heavy, at least in my experience. Medium builds have access to sustain through heavy attacks and non-crit mitigation through dodge/Shuffle, and thus can make their second set a damage set -- light armor users can't as feasibly do that, since landing staff heavies is far more difficult than landing stamina heavies, and don't have access to a source of non-crit mitigation other than shields (which of course removes the need to use Impreg in the first place). And a heavy armor user in Impreg is just a tank.

    I mean, I'd be happy to get more crit resistance through Medium Armor passives -- then I could run another damage set instead of Impreg. But I think that would be overpowered. You shouldn't be able to be as tanky as Impreg makes you while also able to run Shuffle and have 40-50% crit without building for it, easy heavy attack sustain, access to Tactician/Exploiter, and 5k+ weapon damage. Right now you have to sacrifice some of that offensive power to gain the tankiness Impreg gives you, and that's probably a good thing.
    Edited by casparian on May 10, 2018 3:01PM
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Strider__Roshin
    Strider__Roshin
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    Juhasow wrote: »
    Daus wrote: »
    Juhasow wrote: »
    Unlike healing or using shields dodge rolling becomes stronger with each additional enemie that attacks You.
    casparian wrote: »
    Do you want stronger stamblades? Because this is how you get stronger stamblades.
    If you try to dodge roll an AoE that's being placed on the ground you will get hit by the AoE even though your physical body is out of the AoE because the game still considers you to be in your starting position.
    That's not an issue specific to dodging; it's a positioning issue in general. Speaking quite generally, this game is pretty unresponsive when it comes to spatial targeting issues like hitboxes and AOE positioning. Just last night I was killed by a poison AOE in vDSA that I was outside of, because at the time the game thought it spawned I was jumping midair over the position at which it would spawn a second later.

    So while I agree that that issue could stand to get some TLC, I don't think it will happen as it's far too general an issue for the team to address this late in the game's life.

    Stamblades are only strong because people don't come with the means of combating invisibility. Stamblades aren't going to be as annoying next update. At least not to anyone wearing Sloads'.

    Thanks for shade change stamplades will be even more annoying. Even if Sload would go through Cloak (which I dont belive will be the thing at Summerset release day) that is not problem for nb's. Also what means of combating invisibility You mean ? Mark ? Because this is the only 1 succesfull way to fight nb's and guess who have that skill. Other ways of combating invisibility are unreliable and cost You skill slot , gear slots ,or potion cooldown so You cripple Yourself agaisnt every other class just to have half baked ways of fighting one.

    Shadow imagine is as annoying as the individual using it is clever. This is a good change. Fighting a skillful player is fun and challenging. What's annoying is when a player kills you effortlessly with a broken move (soul assault) or a broken proc set (Zaan). Being killed because you were outplayed is what you should hope for rather than dying to some cheesey ability/item set.
    Edited by Strider__Roshin on May 10, 2018 3:33PM
  • Minno
    Minno
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    casparian wrote: »
    Minno wrote: »
    casparian wrote: »
    Minno wrote: »
    medium doesn't have an answer to crit DMG
    Impregnable Armor. Have you tried it on your new stamplar? Unlike most mag builds, stam builds can wear Impreg and still be capable of huge damage, either with Master's DW setups or paired with a damage set like Automaton.

    But that's not medium armor lol.

    Light armor has trans too, but it has a shield that can negate crit entirely. And light armor can also use impreg, but the only shield stamina can use is bone shield or specific class shields that have a heavy mag cost.

    Medium armor needs crit resists, so it can match a light armor build using both trans/impreg that also has access to shields.
    For practical purposes, in PVP Impreg basically counts as a medium armor set. I say that because it performs far, far better on medium builds than light or heavy, at least in my experience. Medium builds have access to sustain through heavy attacks and non-crit mitigation through dodge/Shuffle, and thus can make their second set a damage set -- light armor users can't as feasibly do that, since landing staff heavies is far more difficult than landing stamina heavies, and don't have access to a source of non-crit mitigation other than shields (which of course removes the need to use Impreg in the first place). And a heavy armor user in Impreg is just a tank.

    I mean, I'd be happy to get more crit resistance through Medium Armor passives -- then I could run another damage set instead of Impreg. But I think that would be overpowered. You shouldn't be able to be as tanky as Impreg makes you while also able to run Shuffle and have 40-50% crit without building for it, easy heavy attack sustain, access to Tactician/Exploiter, and 5k+ weapon damage. Right now you have to sacrifice some of that offensive power to gain the tankiness Impreg gives you, and that's probably a good thing.

    Yea you are right. Forgot how good heavy attack is for stamina with melee weapons and the off balance/tac combo bonus.

    Regardless, they should let shuffle have a bigger duration in the immunity; it shouldn't be worse than a heavy armor build using forward momentum. Id say 8 seconds minimum.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Juhasow
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    Daus wrote: »
    Juhasow wrote: »
    Daus wrote: »
    Juhasow wrote: »
    Unlike healing or using shields dodge rolling becomes stronger with each additional enemie that attacks You.
    casparian wrote: »
    Do you want stronger stamblades? Because this is how you get stronger stamblades.
    If you try to dodge roll an AoE that's being placed on the ground you will get hit by the AoE even though your physical body is out of the AoE because the game still considers you to be in your starting position.
    That's not an issue specific to dodging; it's a positioning issue in general. Speaking quite generally, this game is pretty unresponsive when it comes to spatial targeting issues like hitboxes and AOE positioning. Just last night I was killed by a poison AOE in vDSA that I was outside of, because at the time the game thought it spawned I was jumping midair over the position at which it would spawn a second later.

    So while I agree that that issue could stand to get some TLC, I don't think it will happen as it's far too general an issue for the team to address this late in the game's life.

    Stamblades are only strong because people don't come with the means of combating invisibility. Stamblades aren't going to be as annoying next update. At least not to anyone wearing Sloads'.

    Thanks for shade change stamplades will be even more annoying. Even if Sload would go through Cloak (which I dont belive will be the thing at Summerset release day) that is not problem for nb's. Also what means of combating invisibility You mean ? Mark ? Because this is the only 1 succesfull way to fight nb's and guess who have that skill. Other ways of combating invisibility are unreliable and cost You skill slot , gear slots ,or potion cooldown so You cripple Yourself agaisnt every other class just to have half baked ways of fighting one.

    Shadow imagine is as annoying as the individual using it is clever. This is a good change. Fighting a skillful player is fun and challenging. What's annoying is when a player kills you effortlessly with a broken move (soul assault) or a broken proc set (Zaan). Being killed because you were outplayed is what you should hope for rather than dying to some cheesey ability/item set.

    Get real. Even half brained stamblade can use shadow image kinda effectively and now they're reducing amount of brain needed for that to the couple of braincells since it will be possible to use it anywhere and any time nb wants without even facing opponent so You'll be able to teleport back and forward around obstacle because right after teleporting You'll be able to put another shadow. Many times people were making mistakes with that ability by panicing and spamming the button which instatnly teleported them to the place they've been. Now it wont be and issue anymore since they'll be able to recast it just like that without any requirements. It's almost like having streak that allows You teleport through obstacles. Funny that as an example of broken ultimate You're mentioning sould assault which is much less broken then incap. Saying that using shadow image is outplaying someone on class that also have cloak is almost like saying that skoria+calurion proccing at the same time means that You outplayed someone. I sense someone who is playing nb most of the time on Your side.
    Edited by Juhasow on May 10, 2018 8:00PM
  • brandonv516
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    Daus wrote: »
    Unlike healing and using damage shields, you get punished by spamming this unreliable defense mechanic that's situationally strong, but generally weak. There really needs to be some form of mitigation for dodge rolling when getting hit by an undodgeable attack. On top of this, it's horribly unreliable in pve. If you try to dodge roll an AoE that's being placed on the ground you will get hit by the AoE even though your physical body is out of the AoE because the game still considers you to be in your starting position.

    This mechanic needs to be fine tuned, and less punishing considering how unreliable it is.

    Dodge rolling is in a really good spot right now. No changes necessary.
  • usmguy1234
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    Nightblades killed dodge roll. Make it too good and you will have the rollerblades of yore again.
    Zaghigoth- Orc Stamplar
    Soul Razor- Altmer Magsorc
    Les Drago- Redguard Stamdk
    Eirius- Altmer Magdk
    Stormifeth- Altmer Magplar

    Disclaimer: My comments are a little sarcasm mixed with truth. If you can't handle that don't respond to me.

  • AcadianPaladin
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    PvE only here. The only thing that perturbs me about dodge-rolling is the following sequence:
    -Melee range of boss.
    -Ground erupts into red circle under boss.
    -Dodge roll.
    -Come out of dodge roll and still be in the freaking red circle.
    -Get nailed by red.
    -Get frustrated as game seems to be telling me 'Ignore Red Circles!' Grrr.

    TLDR: Increase distance covered by dodge-roll or reduce size of red circles so player can get out of them.
    PC NA(no Steam), PvE, mostly solo
  • f047ys3v3n
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    I agree that the whole dodge roll and die 2 meters outside of a red AOE in PVE is crazy broke, confuses most players, and frustrates all of them.

    As for PVP, dodge role is OP if anything as it applies cc immunity for a duration only .5secons shy of the cooldown for another, cheap as hell for a stam toon, minimum cost dodge roll. Basically, it functions as a very low cost, high power short duration defensive skill for stam toons that mag toons really don't have since it costs a huge portion of a slow regening pool for them. It could use a nerf in PVP though the great chuckle head says we can't have things work differently in PVP than PVE (though many still do) so I guess that can't happen.
    I am currently worried for the future of ESO. Population seems like it is in free fall and the cancellation of the North America in-person gathering feels very much like pulling the plug. Kudos on fixing the in-game economy though. Clearly whatever gold shenanigans were happening the last couple years are fixed.
  • MalakithAlamahdi
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    If anything, dodge is quite OP in pvp. There is zero reason to buff it. The whole PvE problem is more of an lag issue then dodge not working well. But issues like this should always be fixed.
    Edited by MalakithAlamahdi on May 12, 2018 5:43PM
  • mojomood
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    Dodge is not OP in PvP. It requires a lot of skill to time and most good players will have at an undodgeable on there bar. Stamblades are glass cannons. All or nothing. Successful dodge or die
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