Please add diminishing returns, GCD and/or cost increase to all CC / Gap closers

FunkyBudda
FunkyBudda
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Now that the whiners got their wish with the nerf of Bolt Escape, please be fair and add diminishing returns, global cool downs, cost increase (like BE nerf) and / or effect immunity to all the CC / gap closer abilities for all classes.


  • Aldrorius
    Aldrorius
    Soul Shriven
    PTS Patch Notes v1.2.0:

    Automatic crowd-control immunity and crowd-control break immunity will now protect you from the same types of crowd-control.
  • Enkil
    Enkil
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    Potential problems with CC is when the target can be CC'ed back to back. Therefore, the appropriate way to address any issue, would be to give the target immunity after a successful CC.

    The other suggestions are totally unnecessary.
  • eNumbra
    eNumbra
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    Maybe sorcerers should just accept getting dead when they carelessly let someone get into melee range.
  • Dayv
    Dayv
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    FunkyBudda wrote: »
    Now that the whiners got their wish with the nerf of Bolt Escape, please be fair and add diminishing returns, global cool downs, cost increase (like BE nerf) and / or effect immunity to all the CC / gap closer abilities for all classes.


    And when they've been nerfed, you will of course be happy for the affected players to describe you as a whiner and ask for your character to be nerfed?
  • FunkyBudda
    FunkyBudda
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    Dayv wrote: »
    FunkyBudda wrote: »
    Now that the whiners got their wish with the nerf of Bolt Escape, please be fair and add diminishing returns, global cool downs, cost increase (like BE nerf) and / or effect immunity to all the CC / gap closer abilities for all classes.


    And when they've been nerfed, you will of course be happy for the affected players to describe you as a whiner and ask for your character to be nerfed?

    yep, and then you move on to the next MMORPG.

  • FunkyBudda
    FunkyBudda
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    eNumbra wrote: »
    Maybe sorcerers should just accept getting dead when they carelessly let someone get into melee range.

    so, a range class should accept death if they get caught in melee range, while melee class shouldn't accept death when they are being targeted at range combat? Oh the fairness...
  • Ragefist
    Ragefist
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    Sigh, this isnt wowclone, just use the damn CC break which is innate ability of every player
  • Mortosk
    Mortosk
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    FunkyBudda wrote: »
    Now that the whiners got their wish with the nerf of Bolt Escape, please be fair and add diminishing returns, global cool downs, cost increase (like BE nerf) and / or effect immunity to all the CC / gap closer abilities for all classes.


    http://youtu.be/5hfYJsQAhl0
    "Now I stand, the lion before the lambs and they do not fear. They can not fear." --Arthas Menethil (aka, The Lich King)
  • Mykah
    Mykah
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    Poor sorcs, life is so hard on you. Time to reroll Stam NB, amiright guys?
  • FunkyBudda
    FunkyBudda
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    Mykah wrote: »
    Poor sorcs, life is so hard on you. Time to reroll Stam NB, amiright guys?

    nah, probably a DK, because even with the nerf bats dropped on them they are still better than buffed NBs :)
  • CosmicChaos
    CosmicChaos
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    People complain about back to back CC a lot. I guess these players can't be bother to put countermeasures to use cause it would break their 100% DPS builds. Between abilities and potions avoiding CC is a pretty easy task to overcome. Immovable seems like a well used example. I've spent the last three days playing PVP and Binding Jav only effects 1 out of every 3 players. If CC is causing you grief you might be doing something wrong. I personally don't use any CC countermeasures as a Templar Archer. I play a support role an stay off the frontlines as much as I can. Of course when someone is stealthed and gets the drop on me it's game over unless a friendly helps me out.
  • eNumbra
    eNumbra
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    FunkyBudda wrote: »
    eNumbra wrote: »
    Maybe sorcerers should just accept getting dead when they carelessly let someone get into melee range.

    so, a range class should accept death if they get caught in melee range, while melee class shouldn't accept death when they are being targeted at range combat? Oh the fairness...
    Hey there mr strawman, where do you see that argument in my post?
  • wrlifeboil
    wrlifeboil
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    Enkil wrote: »
    Potential problems with CC is when the target can be CC'ed back to back. Therefore, the appropriate way to address any issue, would be to give the target immunity after a successful CC.

    The other suggestions are totally unnecessary.

    Diminishing returns makes more sense.
  • Enkil
    Enkil
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    wrlifeboil wrote: »
    Enkil wrote: »
    Potential problems with CC is when the target can be CC'ed back to back. Therefore, the appropriate way to address any issue, would be to give the target immunity after a successful CC.

    The other suggestions are totally unnecessary.

    Diminishing returns makes more sense.

    And how might that work?



  • NerfEverything
    NerfEverything
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    Well we were promised there would be no global cooldowns in this game. Then the templar nerf introduced a 1.5 second global cooldown, so that's totally on the table now.

    I'm not sure why Sorcs thought it was ok for one class to have the best PvP damage and best survivability/mobility.
  • wrlifeboil
    wrlifeboil
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    Enkil wrote: »
    wrlifeboil wrote: »
    Enkil wrote: »
    Potential problems with CC is when the target can be CC'ed back to back. Therefore, the appropriate way to address any issue, would be to give the target immunity after a successful CC.

    The other suggestions are totally unnecessary.

    Diminishing returns makes more sense.

    And how might that work?



    One example could be the destruction staff skill that has the knockback (not the mage guild skill Volcanic Rune).
    First use, 100% knockback distance.
    Second use within the skill cd, 67% knockback distance.
    Third use within the skill cd, 33% knockback distance
    Fourth use, no effect.

    If a cc is based on time, then the cc time would be reduced on each use within the cd. So a 10 sec. cc would be 6.7 sec. on the second use, 3.3 sec on the third use, no effect on the fourth use.
  • Huckdabuck
    Huckdabuck
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    eNumbra wrote: »
    FunkyBudda wrote: »
    eNumbra wrote: »
    Maybe sorcerers should just accept getting dead when they carelessly let someone get into melee range.

    so, a range class should accept death if they get caught in melee range, while melee class shouldn't accept death when they are being targeted at range combat? Oh the fairness...
    Hey there mr strawman, where do you see that argument in my post?

    Ok you didn't say it (although it is implied). So how about I just say this.....

    Maybe sorcerers should just accept getting dead when they carelessly let someone get into melee range.

    Maybe DKs, NB's, and Templars should just accept getting dead when they carelessly let someone kite out of melee range.

    Maybe everyone should just accept getting dead when they carelessly get blind side ganked by stealthed toons.

    Now it's been stated and we can all agree that there are certain situations where we ALL die....flame away.
    Texashighelf - VR16 Sorcerer EP NA - FILTHY BARBARIAN
    Texasimperial - VR16 Dragonknight EP NA - How do you like your DK?
    Texas'Imperial - VR16 Dragonknight DC NA - How do you like your DK?
    Texas-Imperial - VR16 Templar DC NA - Queue Clogging Lagsploitter
    Texas Highelf - VR16 Sorcerer DC NA - Queue Clogging Lagsploitter
    Texas Imperial - VR16 Nightblade DC NA - Queue Clogging Lagsploitter
    It's a very grey area.
  • Ragnar_Lodbrok
    Ragnar_Lodbrok
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    Stop with the f'ing nerfs
  • wrlifeboil
    wrlifeboil
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    Stop with the f'ing nerfs

    Nerfs only for pvp.
  • Enkil
    Enkil
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    wrlifeboil wrote: »
    Enkil wrote: »
    wrlifeboil wrote: »
    Enkil wrote: »
    Potential problems with CC is when the target can be CC'ed back to back. Therefore, the appropriate way to address any issue, would be to give the target immunity after a successful CC.

    The other suggestions are totally unnecessary.

    Diminishing returns makes more sense.

    And how might that work?



    One example could be the destruction staff skill that has the knockback (not the mage guild skill Volcanic Rune).
    First use, 100% knockback distance.
    Second use within the skill cd, 67% knockback distance.
    Third use within the skill cd, 33% knockback distance
    Fourth use, no effect.

    If a cc is based on time, then the cc time would be reduced on each use within the cd. So a 10 sec. cc would be 6.7 sec. on the second use, 3.3 sec on the third use, no effect on the fourth use.

    So it could still be spammed on the target.. What would that solve? Make the caster use more mana only?

    An immunity with the duration proportional to the duration of the cc would allow the target to actually act...
  • ErykGrimm
    ErykGrimm
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    Why dont we let all the broken skills and passives get fixed before continuing the nerf wrecking ball. The vindictive craps needs to stop.
  • eNumbra
    eNumbra
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    Huckdabuck wrote: »
    eNumbra wrote: »
    FunkyBudda wrote: »
    eNumbra wrote: »
    Maybe sorcerers should just accept getting dead when they carelessly let someone get into melee range.

    so, a range class should accept death if they get caught in melee range, while melee class shouldn't accept death when they are being targeted at range combat? Oh the fairness...
    Hey there mr strawman, where do you see that argument in my post?

    Ok you didn't say it (although it is implied). So how about I just say this.....

    Maybe sorcerers should just accept getting dead when they carelessly let someone get into melee range.

    Maybe DKs, NB's, and Templars should just accept getting dead when they carelessly let someone kite out of melee range.

    Maybe everyone should just accept getting dead when they carelessly get blind side ganked by stealthed toons.

    You're reading way too much into a single sentence. The issue with Bolt escape is the ability to literally exit any battle you're losing without other classes having a chance to stop you doing it.

    And don't bother comparing Shadow Cloak and it's morphs because they don't stack up to Bolt Escape. Sorcerers do the most damage, have the most easily accessed DPS and have a uh-oh easy button. No battle should be easy to escape for anyone - combat should be as visceral as they can make it. If all that means is someone must die once combat has been engaged then so be it.

    I won't even get started on the people who cry "gamebreaking" and "unfair" on inconsequential nerfs.
    Edited by eNumbra on 5 June 2014 02:12
  • AltusVenifus
    AltusVenifus
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    yup, still don't get it. Every other class deals with stamina charges through block, why do SORCs think they are special?
  • wrlifeboil
    wrlifeboil
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    Enkil wrote: »
    wrlifeboil wrote: »
    Enkil wrote: »
    wrlifeboil wrote: »
    Enkil wrote: »
    Potential problems with CC is when the target can be CC'ed back to back. Therefore, the appropriate way to address any issue, would be to give the target immunity after a successful CC.

    The other suggestions are totally unnecessary.

    Diminishing returns makes more sense.

    And how might that work?



    One example could be the destruction staff skill that has the knockback (not the mage guild skill Volcanic Rune).
    First use, 100% knockback distance.
    Second use within the skill cd, 67% knockback distance.
    Third use within the skill cd, 33% knockback distance
    Fourth use, no effect.

    If a cc is based on time, then the cc time would be reduced on each use within the cd. So a 10 sec. cc would be 6.7 sec. on the second use, 3.3 sec on the third use, no effect on the fourth use.

    So it could still be spammed on the target.. What would that solve? Make the caster use more mana only?

    An immunity with the duration proportional to the duration of the cc would allow the target to actually act...

    That could introduce more complexity and potentially create even weirder balancing issues. I could see where it would make encounters trivial meaning more one dimensional and less fun in certain situations.

    3-4 uses (or 2-3 or 4-5 depending on the usefulness of the skill or ability) of a key isn't necessarily a bad thing. What needs to be avoided is infinite spamming where a player can spam a skill nonstop and win. It doesn't take skill to spam one skill or ability. That's why diminishing returns has greater impact on pvp. In pve, npc ai skills are programmed and most people can figure out their 'tendencies.' In pvp, the other person behind the keyboard won't have known tendencies since pvp in eso is so impersonal, except maybe tendencies based on class. Skill should matter, not class imbalance or game design that allows spamming of an op skill or ability. That's where the focus should be.

  • OrangeTheCat
    OrangeTheCat
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    Huckdabuck wrote: »
    snip

    Maybe everyone should just accept getting dead when they carelessly get blind side ganked by stealthed toons.

    snip

    How can being blindsided by gankers in stealth be characterized as "careless"? You cannot see them, you don't know they are there. How is it being careless? Even if you always avoid the direct routes to and from castles (like I do) you still run into them. I walk my horse most of the way so that my horse has stam to hopefully not knock me off. Yet I still get ganked. What more can one do?

  • Ragnar_Lodbrok
    Ragnar_Lodbrok
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    wrlifeboil wrote: »
    Stop with the f'ing nerfs

    Nerfs only for pvp.

    ZOS nerfs all heavily, there never is just pvp being nerfed
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