I wonder if OP understands how important these abilities are even in "legit" play, have you ever runned from mobs while kiting? Using Teleport/Dash/Tumble to get some distance/dodge red circles? In this cases the ability to dodge in the air is extremely important to be able to get over difficult terrain, same goes in PvP while kiting your enemies/dodging dailies.
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schweifer1982Member, NW M9 PlaytestPosts: 1,662Arc User
I wonder if OP understands how important these abilities are even in "legit" play, have you ever runned from mobs while kiting? Using Teleport/Dash/Tumble to get some distance/dodge red circles? In this cases the ability to dodge in the air is extremely important to be able to get over difficult terrain, same goes in PvP while kiting your enemies/dodging dailies.
because being able to dodge every ability while others can't is quite legit
because being able to dodge every ability while others can't is quite legit
GWF and GF are special circumstances. As a GWF, you can have up to 40k health and around 45% damage reduction, AND STILL BE ABLE TO POP UNSTOPPABLE WHILE HAVING PRETTY GOOD DAMAGE. A goof GWF won't need to dodge anything, they won't die anyways. GF is a completely different story. If their block meter is up, they can nullify, not two or 3 hits, but a LOT more than that, while still being able to burst people in 2 hits.
*EDIT* This is only for people who are geared well, so do NOT tell me that you can't burst somebody down, because if you can't, you're undergeared, or need to L2P.
because being able to dodge every ability while others can't is quite legit
By that logic I want my cleric at wills to deal 2-3k dmg/hit, and my CW's tab to give 3s stealth. Because being able to do decent damage in PvP and being invisible while others can't isn't very fair.
As bigbascdt, the classes are different, but just as viable. But if we removed jumpdodging, the dodge based classes would loose defensive power, while the tank/block ones won't.
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astariadodfMember, Neverwinter Beta UsersPosts: 0Arc User
edited September 2013
*EDIT* This is only for people who are geared well, so do NOT tell me that you can't burst somebody down, because if you can't, you're undergeared, or need to L2P.[/QUOTE]
Says the guildie that exploited the game to get all that high end gear and enchants (assumption based on your lemonadestand icon).
Clarify:
skip bosses in dungeon = exploit
fast run over terrain = exploit
swap coalascent to not loose it = exploit
4 man cw team in dungeon = exploit
Yes I know in those users minds they are 'tools the devs gave us'
Comments
It makes no sense to tumble in the air, but it makes sense to slide and teleport in the air because they are magical abilities.
because being able to dodge every ability while others can't is quite legit
GWF and GF are special circumstances. As a GWF, you can have up to 40k health and around 45% damage reduction, AND STILL BE ABLE TO POP UNSTOPPABLE WHILE HAVING PRETTY GOOD DAMAGE. A goof GWF won't need to dodge anything, they won't die anyways. GF is a completely different story. If their block meter is up, they can nullify, not two or 3 hits, but a LOT more than that, while still being able to burst people in 2 hits.
*EDIT* This is only for people who are geared well, so do NOT tell me that you can't burst somebody down, because if you can't, you're undergeared, or need to L2P.
As bigbascdt, the classes are different, but just as viable. But if we removed jumpdodging, the dodge based classes would loose defensive power, while the tank/block ones won't.
Says the guildie that exploited the game to get all that high end gear and enchants (assumption based on your lemonadestand icon).
Clarify:
skip bosses in dungeon = exploit
fast run over terrain = exploit
swap coalascent to not loose it = exploit
4 man cw team in dungeon = exploit
Yes I know in those users minds they are 'tools the devs gave us'