l. Your now stuck on the ground with no way out and most likely your dead before you get up. Now before you go saying you can just bash out of the knockdown, with server lag and other things there isnt really any time before the root hits you.
frwinters_ESO wrote: »l. Your now stuck on the ground with no way out and most likely your dead before you get up. Now before you go saying you can just bash out of the knockdown, with server lag and other things there isnt really any time before the root hits you.
It sounds like to be the CC mechanic is fine, you just don't like lag.....
TheGrandAlliance wrote: »A better way to put this thread is:
Name me a TES game with this many CC abilities in it...
TheGrandAlliance wrote: »A better way to put this thread is:
Name me a TES game with this many CC abilities in it...
SilentThunder wrote: »Currently Knockdown + stun or root = dead you canot break ether stun or root while knocked down and knockdown will not expire till AFTER the stun or root. Not shure if this is a bug or working as intended.
This is EXACTLY what the thread was started for. Its like the system cant determine HOW you need to break the CC. since you need to break out of the knockdown/stun but you need to ROLL out of the root. And therefore you cant do anything. Sorc was doing this last night with shield charge then the Cone root they have. It's a broken mechanic. If they had it so you just had to break out for ALL CC effects I think some of the problem would be fixed.
This is EXACTLY what the thread was started for. Its like the system cant determine HOW you need to break the CC. since you need to break out of the knockdown/stun but you need to ROLL out of the root. And therefore you cant do anything. Sorc was doing this last night with shield charge then the Cone root they have. It's a broken mechanic. If they had it so you just had to break out for ALL CC effects I think some of the problem would be fixed.
This is a good point - and there may also be a problem with the system not knowing which effect you need to break first (does the first one applied take priority? Or is there some other prioritization going on? And, really, if we've been spammed with multiple AOE cc, how would we even know which one has the priority? End result is that neither of the cc break options work.
I think two things need to happen here to solve the problem:
1. Only one CC/breakable effect (I'm including "breakable" effects like the black bubbles as well since they work similarly) can be active on any character. As soon as the first effect hits, a cc/effect immunity timer begins, and any other effects are null and void until the timer runs out. I recommend at least a 10-15 second immunity timer. It is no fun for anyone to be spam cc'ed to death. This would include things like AOE CC (hello, DK talons, I'm looking at you) - if you get hit with an AOE CC and you break it, you are then immune from getting hit with it again, even if you're still in the AOE, until your immunity timer runs out. So if you get stunned, and someone then drops a talons on top of you - the talons would not affect you, only the stun. And if you break the stun, the talons still wouldn't affect you.
2. All effects should be broken in the exact same way - the devs need to choose either the "use interrupt" or the "dodge roll" and that is the way to break all of these similar effects. That removes the guesswork of "do I need to dodge roll? Interrupt? Both?!?"
These two things would take care of the issue of cc/effect spamming (which is what we have now - I've had situations where not only was I stunned, but hit with AOE talons by two DKs at the same time (I know this from the death recap), and had a Standard dropped on me as well) - making cc once more tactical in use, as opposed to "everyone throw all your AOE/stuns/cc ALL THE TIME!!"
Obviously, the other issue is, quite simply, the cc break right now is buggy as hell, and this MUST be fixed. When we hit our interrupt or dodge roll, it MUST work, and work all the time.
TheGrandAlliance wrote: »A better way to put this thread is:
Name me a TES game with this many CC abilities in it...
... its an mmo, genius
Oblivion had a fair bit of CC in it actually. It just played out a little differently because all enemies were computer controlled.
Knockdown, paralyze, burden, frenzy, calm, command, demoralize, silence, drain attributes, damage attributes, drain magicka, drain fatigue, disintegrate weapons or armour -- there were a number of methods of crippling enemies in combat.
As a DK I can't deny that talons are a little OP. I think the fix for talons and/or any immobilize cc would be the possiblity to rotate on your axis while inside talons/immobilize. That would allow yo to deal damage and be aware of the surroundings.