derpsticks wrote: »Why not put a cooldown on the cc portion of jabs? This way you can use the skill over and over but the cc will only trigger every other time it is used.
Princess_Asgari wrote: »Why should Templars be allowed to perma cc npcs and players?
Now with the usage of the jabs granting CC immunity I can no longer CC the target with any other form of CC effectively giving the target a no cost stun break. So even If I wanted to mix it up with say a jab and then toss a spear to knock them back it won't work, because the target has CC immunity completely nullifying the effectiveness of my other CC abilities, so I am actually handicapping myself by using one of my abilities that used to be effective. Why not help everyone who is tired of being stun locked or just stunned period? Make any ability that causes a stun grant CC immunity after the stun ends to the recipient of the stun. All stuns would then carry diminishing returns. This way we don't have to waste stamina breaking free, thus fixing the problem of the purported stamina transfer loss from live to 1.6 and those who choose to use stuns will have to be very tactical and creative in their usage and we could still stun break out of the stun when they chose to use it allowing stun recipients tactical usage of stun break. This way you have the option to stun break if you so desire should you have the stamina to do so and avoid the damage you would take while stunned or just take the free CC immunity that will come afterwards anyway. It's an all around win for everyone that might be worried about ever being stunned in PVE and PVP including the monsters who catch the brunt of it. The monsters rarely get a voice on the forums and I'm sure they're really tired of us taking their sweet rolls while they're stunned.
On the other hand I still enjoying wiping out monsters, but now if I miss time my jab anticipating interrupting an ability a monster would use, that is only interruptible with a stun I can't use a secondary stun to interrupt the ability, because they have CC immunity and neither can anyone else in the party. An example being the second wave Large spider during the third boss fight in Veteran Spindle Clutch where the Heavy attack could be interrupted with a jab preventing someone from getting knocked back if they didn't block. Now any templar could unwittingly provide CC immunity for monsters instead of actually crowd controlling the monster. Another example of PvP balancing or unbalancing having a dramatic effect on those of us who would like to continue PvE unmolested by such balance changes. A buddy of mine used to complain about all the stuns in PvP saying that it was ruining the experience, because he spent all of his time stunned. I would tell him to just stun break it's an easy fix and he would reply with, "but I don't want to." No worries buddy now you don't have to if it's a templar using jabs and he will keep you from being stunned by anyone else too, just eat it since it doesn't do that much damage either. Please come back and PvP with me, I'm sure forward camps will come back soon too and they'll make talons and petrify block able along with every other snare so you don't even have to dodge roll anymore.
Long live the Templar execute in all it's current DPS glory, Monsters might finally rightfully fear us for something other than "LF Temp healz for AA or HRC or Daily Pledge, Sorc healz need not apply." But wait, heals are getting reworked as well!
derpsticks wrote: »No no, I mean remove cc immunity from jabs, just make the first skill use cause the enemy to be stunned a bit, then if spammed again the second use wont stun. This give the enemy enough time to avoid the stun lock but prevents other stuns from being useless.
I'm pretty sure Jabs was the only ability with a knockback that didn't apply CC immunity, now it does.jopeymonster wrote: »Princess_Asgari wrote: »Why should Templars be allowed to perma cc npcs and players?
Why should a Templar ability be the only one that grants CC immunity?
Just because ZOS did a bad job designing and coding the ability doesn't mean that it should punish the entire class.
Because if that's the only way ZOS can keep it viable in PVE.Princess_Asgari wrote: »Why should Templars be allowed to perma cc npcs and players?
I am no Templar. But this is a bit unfair indeed. If a target gains full CC immunity after one Jab.
I fear, the only solution is to remove the CC of biting jabs from the game.
jopeymonster wrote: »Princess_Asgari wrote: »Why should Templars be allowed to perma cc npcs and players?
Why should a Templar ability be the only one that grants CC immunity?
Now with the usage of the jabs granting CC immunity I can no longer CC the target with any other form of CC effectively giving the target a no cost stun break. So even If I wanted to mix it up with say a jab and then toss a spear to knock them back it won't work, because the target has CC immunity completely nullifying the effectiveness of my other CC abilities, so I am actually handicapping myself by using one of my abilities that used to be effective. Why not help everyone who is tired of being stun locked or just stunned period? Make any ability that causes a stun grant CC immunity after the stun ends to the recipient of the stun. All stuns would then carry diminishing returns. This way we don't have to waste stamina breaking free, thus fixing the problem of the purported stamina transfer loss from live to 1.6 and those who choose to use stuns will have to be very tactical and creative in their usage and we could still stun break out of the stun when they chose to use it allowing stun recipients tactical usage of stun break. This way you have the option to stun break if you so desire should you have the stamina to do so and avoid the damage you would take while stunned or just take the free CC immunity that will come afterwards anyway. It's an all around win for everyone that might be worried about ever being stunned in PVE and PVP including the monsters who catch the brunt of it. The monsters rarely get a voice on the forums and I'm sure they're really tired of us taking their sweet rolls while they're stunned.
On the other hand I still enjoying wiping out monsters, but now if I miss time my jab anticipating interrupting an ability a monster would use, that is only interruptible with a stun I can't use a secondary stun to interrupt the ability, because they have CC immunity and neither can anyone else in the party. An example being the second wave Large spider during the third boss fight in Veteran Spindle Clutch where the Heavy attack could be interrupted with a jab preventing someone from getting knocked back if they didn't block. Now any templar could unwittingly provide CC immunity for monsters instead of actually crowd controlling the monster. Another example of PvP balancing or unbalancing having a dramatic effect on those of us who would like to continue PvE unmolested by such balance changes. A buddy of mine used to complain about all the stuns in PvP saying that it was ruining the experience, because he spent all of his time stunned. I would tell him to just stun break it's an easy fix and he would reply with, "but I don't want to." No worries buddy now you don't have to if it's a templar using jabs and he will keep you from being stunned by anyone else too, just eat it since it doesn't do that much damage either. Please come back and PvP with me, I'm sure forward camps will come back soon too and they'll make talons and petrify block able along with every other snare so you don't even have to dodge roll anymore.
Long live the Templar execute in all it's current DPS glory, Monsters might finally rightfully fear us for something other than "LF Temp healz for AA or HRC or Daily Pledge, Sorc healz need not apply." But wait, heals are getting reworked as well!
timidobserver wrote: »Since it grants immunity now, they should increase the stun duration by about 1-2 seconds or so. It sucks blowing an immunity on a knockback.
Yeah, I am not sure why people want to hold on to it doing the CC it does now on live but at the same time, on test what appears to be our best stamina DPS winds up being a free CC immunity to our target.
The CC just needs to be removed from it or changed to be a snare/root.