Currently I spam dodges just because they are there and Regen is so fast that half the time I naturally do not run out of stamina but it effectively gives me natural dodges against random cc whole slightly timing the spam during combat.
Imo I can’t dodge enough to run out of stamina almost. I spam just to keep my opal sustaining damage and whenever I do need to dodge an ability I still have enough to dodge that as well without locking myself out. I almost just dodge as a positiioner and I frame. That’s too much stamina.
So I disagree. Why would people spam there dodge just because? After a stamina Nerf?
100% Agree here. Its literally insane how much stam regen there is live. This change is an AWESOME one IMO. Makes people have to decide what they want to do, as well as think twice about what skills to use and when.
Heres a video comparing them side by side for easier viewing.
Conclusion:
PTR Nerfs all dodge distances vs current live patch 1.5
Light nerfed ~2.5m
Medium Nerfed ~1m
Heavy Nerfed ~.5m
Interestingly, order of distance traveled on PTR has changed → Light > Heavy > Medium. Medium travels the least distance now.
My thoughts
We should reward GOOD dodges, dodging properly to iFrame something, maybe thats this changes intent?
But, there’s too many adjustments being made to dodge rolls, all at once. If the issue is “forever running problem”, after playing excessive PTR arenas, I believe increasing melee homing translation, slows reducing dodge roll distance traveled & the stamina regen is enough to quell light roll abusers. Combat now feels like you’re locked into every fight, doesn’t matter if its 1v1 or 1v10, you’ll never have a chance in 1v10 and you’re dead if any 1 of those players touches you (OPR and war is going to be interesting)
PTR has;
Stamina regen delay by 1 sec
Dodge distance reduced while slowed (really like this)
Can now dodge roll through Ice Shower and Gravity well (don’t like this, grave well needs more suction)
Can now dodge roll while rooted (has desync issues and can leave roots early)
Dodge distance reduced
Edit* After I wrote this, I never compared the TIME of how long each dodge roll takes, I’ll work on that when I have time. cheers
This was comparing;
April Live patch (v1.5) build id # 8600467 vs
PTR May Patch (v1.6) build id # 8643109
I disagree, there are no unkillable players (via running) if you spec into a chase down build. The question is, is it intended that you must run a chase build to kill a kite build?
I’ve been running Light SnS/GA (150dex) for the purpose of running down anyone. If you play your cooldowns correctly, there is no build that can run away afaik (or player I have met). Charge /Leaping strikes combined with Bloodlust and Leaping strike slow means no one can escape. They can only prolong the inevitable, which is to fight or die running
Players now reduce roll distance based on slow % debuff. This is a big change, it really hinders any run build as before you generally dodge away until the slows debuff duration drops
For example, crippling reap just went from F tier perk to A/B+ tier, since the range on reap is huge you can apply it from far away. Before this slow change, reap was only good on runners by “putting them into combat walk speed” so you can gain distance and bait out another dodge.
My question is, while I agree this new shortened dodge distance is good, how much does it hurt the player trying to escape a Zerg? Are we now balancing the game around 3v3s or are wars still at the forefront of combat decisions?
The advantages that light armor has is of course offset by you also running light.
This is more referencing the difference between Heavy/Medium/Light imbalance. Light armor is in its own category because the spammability is on a whole nother level and there is no comparison. You have balanced, balanced and wtf is that.
I also believe that these mass changes are instant and changes balance so much that I’m not exactly sure where things land just yet. I also feel as if this just replaces the dodge lock with GA nd IG that was removed. Spears slow and WH’s exhaust are going to be even handier weapons now.
As much as I’d love to disagree with you… I cannot. While I do like the stamina change, with all the other changes it is very hard for me to say where I stand in an altogether stance as of yet.
But this is intended, no? As a light melee, its a VERY STEEP cliff fighting a medium or heavy melee. My damage bonus in light is not on par with their damage mitigation in M/H. Meaning if I trade a hit, I’m at a huge loss, my value-per-hit feels like 1:2, in their favor.
A Melee heavy in close quarters will out-do a Light in equal skilled matchup just in the damage-race, to me that feels intended. A light melee is more ‘assassin’ get in and get out, or run down other runners. While a medium/heavy are more toe-to-toe fighters.
Note: I played medium SnS/Spear before the light-roll smooth-out patch (v1.3) and felt I could take any equipment class, L/M/H didn’t matter. After playing Light melee for 2 months, I have to pick my targets a lot more, not because of weapon combinations but because of heavys damage mitigation and the damage trading is heavily weighed against me. I think thats fitting though
Yes, but in my opinion, not to the extent that it is currently.
A gap between and differences in playstyle, yeah, but what it is now is not right to me. When running light it’s almost laughable to watch them try to catch you. You can stand still and dodge at chosen times and completely render him and up to multiple enemies useless with one button and little to no skill.
On Dex and what not, I don’t find it nearly as annoying as a light healer. Mainly because if you can’t kill the front line you should target healers, right? You can’t. Lol. Light DPS I think is fine. I’ll just go after someone else but when you bring that survivability to a class that makes every other class unkillable it becomes a LMB fest. Because nobody can kill anyone.
SnS/spear is definitely an anti squishy build and even then currently isnt as effective as it should be due to it being kind of useless in groups. It’s not bad in groups, but it’s definitely a C tier if I had to rate it. A tier in single target elimination which still has its issues but at least is usable. New changes will change the game completely. I can’t say whether I like them all collectively yet. The direction is good, execution of it is yet to be seen by me.
Currently a light user is essentially, “tankier,” than a heavy user. As stated by another person, a light user will out live a heavy user when 1v5 or 1v10 even. Only due to I frame rate and stamina Regen.
Light rolling doesn’t take skill lol. One weapon with a movement skill, and you’re almost unpunishable. Doesn’t matter if you have poor positioning in a fight, you got an ez way out.
You are honestly clueless what you are talking about if you think the stamina regeneration nerf doesn’t effect medium and heavy. But hey you think they reward bad players when it is actually the opposite. It is bad players complaining on the forums about CC. The good players don’t die to it. Most the player complaining about CC want the game to feel better when they die and for them to have a chance.
I would say some of these changes raise the skill cap, but others don’t.
On the PTR you can’t kite 10+ people that is nonsense. You are either lying or playing the worst players ever. On the current live version of the game, if you took the best player ever in light and fought him against 10 terrible players he may be able to win, on the PTR this is not the case.
Please look at what this man is posting here. These were many of my companies worries, along with a similar post I made on this same subsection: PTR Review with ideas to improve. Please, please, please… Don’t push this to live, your game cannot take another bad patch.
All of these PTR changes are to help worse players compete with good players, aka raising skill floor and lowering the ceiling. This is not good game design, reconsider your focus on PvP.
Please take this into consideration AGS
This is a skill based pvp game. Don’t pretend that the remaining players are here for PVE
I have personally have 2500 hours+ of pvp and the ability to outplay other is why we play.