dodgehopper_ESO wrote: »The title says it all. Will Talons respect cc immunity in 1.6 or ever? I am confused why other abilities follow cc immunity but talons can be spammed indefinitely. I am aware they are changing Blazing Spear, which is all well and good, but blazing spear is a single target cc with aoe damage on ground target. Talons is a pbaoe hold with fire damage. Which is worse? I've been wondering about this ability for quite a long time, and honestly its too good to be true. Can anyone explain to me why?
dodgehopper_ESO wrote: »If Talons are not considered a CC, then why is Eclipse?
duncan_cougarpreeb18_ESO wrote: »This one wouldn't mind those Talons so much if not for the fact they pretty much always come along with bats and/or flame lash.
For the first, you need to get out as there is no other useful way of fighting back, which in fact makes the combo overpowered.
The second synergies with extra damage and self-heal on off-balance targets (and somehow rooted seem to count a s off-balance as well, though it shouldn't). Again the combo is very powerful and self sustaining.
Simple solution: Have talons break on damage from any source.
You get one hit free, the rest you have to work / spam for, without your targets running out of stamina fast (and at least for stamina builds) unable to fight back.
duncan_cougarpreeb18_ESO wrote: »Gate to break you the news, but every other DK uses that synergy (and not just DKs), this one is so sorry to break your "I win" button, not.
Like so many others (well all others but DKs frankly) you might want to have a look at those skill lines outside of your class. You know there are some abilities there who do have a larger range than 8 m.
dodgehopper_ESO wrote: »Does no one else on the forums find the haphazard cc immunity system in the game a balance problem?
I posted this topic in large part because so many people in game were complaining about the issue, and I
have to admit it was irritating me as well. I personally would like to see cc immunity removed, or to be placed
across the board to all forms of cc. Its simply not fair otherwise. I also find it really odd that Eclipse is
treated as a cc, but its a debuff.
dodgehopper_ESO wrote: »Does no one else on the forums find the haphazard cc immunity system in the game a balance problem?
I posted this topic in large part because so many people in game were complaining about the issue, and I
have to admit it was irritating me as well. I personally would like to see cc immunity removed, or to be placed
across the board to all forms of cc. Its simply not fair otherwise. I also find it really odd that Eclipse is
treated as a cc, but its a debuff.
@dodgehopper_ESO I understand the need to go back and re-balance some skills, but Talons isn't one of those skills. Neither is Eclipse, unless an ability stuns you, and completely removes the ability to control your character, then it shouldn't grant CC immunity or be effected by CC immunity.
Roots, should not be effected by CC immunity, but giving Talons a global cool-down of 0.5 seconds will help in the regard to Talons spam. (I don't support this, but seeing as people won't stop complaining about it...) Crippling Grasp, is a Root, and should not be effected by CC immunity, Encase, is a Root, and you get my point.
dodgehopper_ESO wrote: »This is my point exactly, there is no consistency with which cc immunity is being applied.
dodgehopper_ESO wrote: »
@dodgehopper_ESO I understand the need to go back and re-balance some skills, but Talons isn't one of those skills. Neither is Eclipse, unless an ability stuns you, and completely removes the ability to control your character, then it shouldn't grant CC immunity or be effected by CC immunity.
Roots, should not be effected by CC immunity, but giving Talons a global cool-down of 0.5 seconds will help in the regard to Talons spam. (I don't support this, but seeing as people won't stop complaining about it...) Crippling Grasp, is a Root, and should not be effected by CC immunity, Encase, is a Root, and you get my point.
Specifically regarding Eclipse, it sounds like you agree with me. Eclipse is treated as a CC with respect to CC Immunity and it is not. Eclipse is a debuff that causes single target ranged magic to reflect back on the caster. This is a debuff not a cc. A player can purge it, cleanse it, or they can break free from it. They could also just go to melee or weapon strikes or aoe's. The problem is this ability respects cc immunity, in other words if you 'break free' from my Eclipse or any other cc, I now have to wait to hit you with Eclipse again. The inequity as I see it is that Talons does not respect cc immunity and it is an aoe root with a respectable damage component. If I understand you correctly you actually agree with me about Eclipse. Since this ability does not stun you or completely remove the ability to control your character. You simply feel it shouldn't allow cc immunity. This is my point exactly, there is no consistency with which cc immunity is being applied.
I don't think they need to change the system, just the consistency, make it so that abilities, like Eclipse, don't grant CC immunity, because they aren't CC's
Eclipse is the biggest I can name off the top of my head because the Mage Guards use it inside Cyrodiil, tbh I think it may be the only ability that is like this... The only other one I can think off is destructive touch, but that's because it's bugged atm. If you have harness magicka up, it won't knock you back, and sometimes it'll grant you CC immunity despite not being stunned.I don't think they need to change the system, just the consistency, make it so that abilities, like Eclipse, don't grant CC immunity, because they aren't CC's
What are these other abilities "like Eclipse" that you guys keep talking about?
There are no other non-CC abilities that grant CC immunity, to my knowledge.
Instead of continuing to talk about non-existent abilities that should conform to this imaginary mass inconsistency, why not just make a thread specifically about Eclipse?
Isn't that what this really is? You want them to fix Eclipse, but for some reason you are channeling this desire into a "Nerf DKs" thread. I don't even understand the point of that.
Rev Rielle wrote: »Considering how intimately important movement is to combat success, especially in PvP, it would be nice if development improved the balance of snares/roots at some point in time.
As for nerfing DKs, you've missed my last post if you think I'm still talking about that
Rev Rielle wrote: »Considering how intimately important movement is to combat success, especially in PvP, it would be nice if development improved the balance of snares/roots at some point in time.
They should break on damage after a second or so. Thats how some other MMOs handle them.
dodgehopper_ESO wrote: »Does no one else on the forums find the haphazard cc immunity system in the game a balance problem?
I posted this topic in large part because so many people in game were complaining about the issue, and I
have to admit it was irritating me as well. I personally would like to see cc immunity removed, or to be placed
across the board to all forms of cc. Its simply not fair otherwise. I also find it really odd that Eclipse is
treated as a cc, but its a debuff.
Indeed, and that's why talons (instant cast & area effect) are a CC (crowd control) and needs some immunity after one break free. Otherwise it becomes a hard CC, that is making you unable to do anything about it.dylanjaygrobbelaarb16_ESO wrote: »THE biggest issue is layers of cc at the same time completely shutting down your bar and being unbreakable, hope they fix that.
duncan_cougarpreeb18_ESO wrote: »Gate to break you the news, but every other DK uses that synergy (and not just DKs), this one is so sorry to break your "I win" button, not.
Like so many others (well all others but DKs frankly) you might want to have a look at those skill lines outside of your class. You know there are some abilities there who do have a larger range than 8 m.
My point isn't other skill lines, every class has at least 3 abilities that are ranged, DKs have one. Talons is the crutch for that reason, we have to spam it to keep targets inside our melee range, give DKs a few more options for ranged abilities and you'll see a lot less talon spam. Simple as that.
Sorcerers get, Daedric Curse, Mage's Fury, Crystal Shards. All 28 meters.
Templars get, Dark Flare, Backlash, Eclipse, Vampire's Bane. 25 meters or more.
Nightblades get, Swallow Soul, Cripple, Shades, Mark. 25 meters or more.
Dragonknights get Obsidian Shard, 15 meter range, pitiful damage, absurd cost.
Telling me to use weapons to compensate is like telling a Sorcerer to stop bolt escaping away, It's his class skill, used for escaping or disorienting the enemy, give me three more DECENT ranged abilities as a Dragonknight and I'll personally deconstruct my current gear set up for PvP and mail you the materials.
And talons isn't an "I Win" button, it does 350 damage on average, if spamming that gets you killed then you have low health, can't heal or roll dodge, and you're well... Dumb. I'm not trying to be rude, but if you're coming across a cheese DK just back up, when he shield charges you, use fear, encase, or if you're a templar, use javelin as he's shield charging because he can't block it and it'll stop him mid-charge.
I honestly don't know why people hate on Dragonknights so much, as of right now, on live, 1.5. A former emperor sorcerer could stack Scales of the Dragon, Dominion Potentate's, his passives, get batswarm, have it cost 90 ultimate, streak through a zerg and use impulse once or twice, and have it charged, then he can spam encase and keep you perma-rooted while he batspams you to death.
A templar can spam blazing spears for perma-stun, or puncturing strikes, and templars are damned deadly, trust me, @blabafat is not to be trifled with.
Nightblades are nightblades, they can heal, DPS, or tank, all very well. So back off Dragonknights and start suggesting things that need balance, not hate-nerfs.
Rev Rielle wrote: »Considering how intimately important movement is to combat success, especially in PvP, it would be nice if development improved the balance of snares/roots at some point in time.
They should break on damage after a second or so. Thats how some other MMOs handle them.
Aye, this -could- work, except Talons and Crippling Grasp both have DoTs attached to them, so it would essentially break itself after 1 second. Also, in a PvP scenario, this wouldn't fix the problem as you're almost always taking damage.
What they could do, is make it so that the cost of roll dodging out of a root is GREATLY reduced. By like 50%, that would fix it a little bit, and they can just tweak the numbers if it gets out of hand, I don't want to go higher than 50% because Medium armor users already get a reduction to dodge roll which effectively lets them roll endlessly.
@ZOS_BrianWheeler sound like a plan Brian my man?!?
Please respond, Dev feedback = good feedback!!
dodgehopper_ESO wrote: »In most games that I have played, a root is considered a form of crowd control, particularly a strong one when accompanied by a damage component.