ThatNeonZebraAgain wrote: »I am a 2h/bow NB that doesnt use Fear, and i know many others that do not either. What i do when i come across one that does, is use immovability potions and try to be more creative about putting distance between me and them (magnum shot or dodge roll, re-apply buffs and debuffs) then use a gap-closer and get in some burst attacks.
The problem is for whoever that isnt a Nightblade trying to use this tactic is only gonna drain our stamina, aswell as the opponent NB for trying to get close ( in a nutshell )
in the end tho NB's have a monopoly on stamina resource management, u will run out of stamina trying to dodge that fear. Another thing is , u wont be able to use detection potion and immovability at the same time. U won't kill the NB and its just a matter of time till he does get a fear off, or the moment ur stamian drained, in which he will aswell fear u and kill u.
Basicly what ur doing is lenghten the fight , but it wont ever be in ur favor, thats the problem vs NBs atm, if they cant burst u , they will just wait till ur out of stamina trying to dodge it. U lost the moment u started the fight ( considering its a NB that knows what he's doing )
It's a different version than blocking ur doing but in the end its quite the same, and it'll end the same aswell.
I find it funny alot of people complain about fear, which isnt even the biggest issue. The biggest issue is that they can go rampant on ur face, ddoge roll evertyhing (aka u cant kill em either with dark cloak added to that ) And theres nothing u can do, wether its trying to dodge the burst, the fear, or trying to resource manage, u wont win it.
One of the bigger problems is their stamina regen. Im stunned noone mentioned the inasne 30!!!!% regen they get off their class passive. That goes over food, natural regen and all the regen they get from gear. Easily over 400 stamina regen.
now that regen is ***, and thats exactly that makes them immortal dodgerollers, aswell as being able to apply so much pressure u have to dodge (or u die ) taht in the end the opponent always crumbles.
Attorneyatlawl wrote: »ThatNeonZebraAgain wrote: »I am a 2h/bow NB that doesnt use Fear, and i know many others that do not either. What i do when i come across one that does, is use immovability potions and try to be more creative about putting distance between me and them (magnum shot or dodge roll, re-apply buffs and debuffs) then use a gap-closer and get in some burst attacks.
The problem is for whoever that isnt a Nightblade trying to use this tactic is only gonna drain our stamina, aswell as the opponent NB for trying to get close ( in a nutshell )
in the end tho NB's have a monopoly on stamina resource management, u will run out of stamina trying to dodge that fear. Another thing is , u wont be able to use detection potion and immovability at the same time. U won't kill the NB and its just a matter of time till he does get a fear off, or the moment ur stamian drained, in which he will aswell fear u and kill u.
Basicly what ur doing is lenghten the fight , but it wont ever be in ur favor, thats the problem vs NBs atm, if they cant burst u , they will just wait till ur out of stamina trying to dodge it. U lost the moment u started the fight ( considering its a NB that knows what he's doing )
It's a different version than blocking ur doing but in the end its quite the same, and it'll end the same aswell.
I find it funny alot of people complain about fear, which isnt even the biggest issue. The biggest issue is that they can go rampant on ur face, ddoge roll evertyhing (aka u cant kill em either with dark cloak added to that ) And theres nothing u can do, wether its trying to dodge the burst, the fear, or trying to resource manage, u wont win it.
One of the bigger problems is their stamina regen. Im stunned noone mentioned the inasne 30!!!!% regen they get off their class passive. That goes over food, natural regen and all the regen they get from gear. Easily over 400 stamina regen.
now that regen is ***, and thats exactly that makes them immortal dodgerollers, aswell as being able to apply so much pressure u have to dodge (or u die ) taht in the end the opponent always crumbles.
This. Resource management is king in this game, and with fear almost never giving cc immunity when broken out of you lose yours fast with no counter as you can no longer even block it. Unlike other class cc it is area of effect , and does not break on damage as things like shattering rocks, spear shards, and rune prison do. Add in the huge stamina regen bonus we get on nightblades and it's pretty nasty. Humorously most nightblades I've talked to don't even realize, somehow, that they have it, along with free major armor buffs any time they use a shadow skill, starting at four seconds and going up 25% of that for each heavy item worn (50%+ in any pvp setup maintaining 5pc medium bonuses). I made a thread on this stuff in the general discussion area... but it was ignored and incinerated by people ignoring it entirely and spamming meme tropes of "l2p newb!". Ironically, I've played for longer than most of them combined probably and run three geared to the teeth v14 characters including a nightblade . Fear remains, and has for awhile now since being changed and bugged, my number one cause of death by an enormous margin in Cyrodiil.
Nightblades as a class have issues but resource management is not, and never has been, one of them between passives, cloak with built in debuff purge, siphoning attacks toggle, and a nice jumbo heal and buff with Reaper's Mark. They continue to lack in group utility though, and suffer from lacking any self heal or bubble other than sap essence (good in many cases but requires hitting enemies) or strife morphs which also require hitting enemies and can be reduced to a minimal heal if the enemy simply blocks the projectile. Every other class had some form of readily available healing or shielding in their class lines independent of weaponry. Nightblades don't. Every other class contributes some significant group utility, such as negate and line root, banner disruption + igneous shield on allies that buffs their own healing and talons, or repentance + remembrance + spear shards and a class line aoe heal debuff in dark flare. Nightblades... don't.
trimsic_ESO wrote: »The problem is not the fear CC itself, it's the lack of CC immunity in general. Yes, we have a few seconds of CC immunity, which is pretty short, because the duration of CC effects is also very short in general. But this is not the right approach.
The combat and skill team should really consider another approach, where the CC effects have a longer duration, have an AOE component, and can be cast at a longer distance, but in return have a stronger immunity counter part. For instance, after a CC effect disappears (purge, CC break, or end of effect), the duration of the next CC of the same type is cut in half. Then the player is granted a one minute immunity.
Applied to the fear effect: first fear = 4 s, second fear = 2 s, then 1 minute immunity.
This ability is absolutely ridiculous.
You want to buff perm blocking? Cause that's how you buff perm blocking.
It's nearly impossible to drain a Tank out of stamina if you run solo or even with two people, only a block ignoring stun helps.
If you increase the immunity time you will grant the tank more time to recover until you could even stretch him again.
Increase immunity timers, but then implement block ignoring Dps skills, remove block cast (or make it much weaker) or make block itself weaker.
Seriously, it's not funny to fight tanks these days who just stand there spamming petrify and / or wrecking blow and if you turn around holding block forever..
But if something like you want to achieve happens, say hello to the world of perm blocking.
You want to buff perm blocking? Cause that's how you buff perm blocking.
It's nearly impossible to drain a Tank out of stamina if you run solo or even with two people, only a block ignoring stun helps.
If you increase the immunity time you will grant the tank more time to recover until you could even stretch him again.
Increase immunity timers, but then implement block ignoring Dps skills, remove block cast (or make it much weaker) or make block itself weaker.
Seriously, it's not funny to fight tanks these days who just stand there spamming petrify and / or wrecking blow and if you turn around holding block forever..
But if something like you want to achieve happens, say hello to the world of perm blocking.
Thats the whole point of a tank, to be able to tank two people should be no problem. I can not see problem with tank builds. Issues with PVP now is to mutch burst.
trimsic_ESO wrote: »The problem is not the fear CC itself, it's the lack of CC immunity in general. Yes, we have a few seconds of CC immunity, which is pretty short, because the duration of CC effects is also very short in general. But this is not the right approach.
The combat and skill team should really consider another approach, where the CC effects have a longer duration, have an AOE component, and can be cast at a longer distance, but in return have a stronger immunity counter part. For instance, after a CC effect disappears (purge, CC break, or end of effect), the duration of the next CC of the same type is cut in half. Then the player is granted a one minute immunity.
Applied to the fear effect: first fear = 4 s, second fear = 2 s, then 1 minute immunity.
You want to buff perm blocking? Cause that's how you buff perm blocking.
It's nearly impossible to drain a Tank out of stamina if you run solo or even with two people, only a block ignoring stun helps.
If you increase the immunity time you will grant the tank more time to recover until you could even stretch him again.
Increase immunity timers, but then implement block ignoring Dps skills, remove block cast (or make it much weaker) or make block itself weaker.
Seriously, it's not funny to fight tanks these days who just stand there spamming petrify and / or wrecking blow and if you turn around holding block forever..
But if something like you want to achieve happens, say hello to the world of perm blocking.
trimsic_ESO wrote: »trimsic_ESO wrote: »The problem is not the fear CC itself, it's the lack of CC immunity in general. Yes, we have a few seconds of CC immunity, which is pretty short, because the duration of CC effects is also very short in general. But this is not the right approach.
The combat and skill team should really consider another approach, where the CC effects have a longer duration, have an AOE component, and can be cast at a longer distance, but in return have a stronger immunity counter part. For instance, after a CC effect disappears (purge, CC break, or end of effect), the duration of the next CC of the same type is cut in half. Then the player is granted a one minute immunity.
Applied to the fear effect: first fear = 4 s, second fear = 2 s, then 1 minute immunity.
You want to buff perm blocking? Cause that's how you buff perm blocking.
It's nearly impossible to drain a Tank out of stamina if you run solo or even with two people, only a block ignoring stun helps.
If you increase the immunity time you will grant the tank more time to recover until you could even stretch him again.
Increase immunity timers, but then implement block ignoring Dps skills, remove block cast (or make it much weaker) or make block itself weaker.
Seriously, it's not funny to fight tanks these days who just stand there spamming petrify and / or wrecking blow and if you turn around holding block forever..
But if something like you want to achieve happens, say hello to the world of perm blocking.
Why would you want to kill a tank ?
If the game were well balanced, and I know it is not, a tank would be solid but would not be able to deal a lot of damage. Therefore, a tank should not be a direct threat on the battlefield. Yes, perma blocking gives some tankiness to a lot of classes, although these classes can also deal a lot of damage. But this is really not the right approach.
The solution is not to allow people to chain fear or chain CC their enemies. IMHO the solution is to fix the ability to perma block while dealing damage, to fix the damage shield stacking and / or damage shield scaling off magicka, and grant people both strong CC abilities and strong immunities to these CC.
I take it you're probably a tank then? Fear is intended to be a block counter. That being said, yes it is very strong especially in the hands of high burst stam NBs. The thing to do is increase the cost a good bit so stam builds can't use it so often. I wouldn't even be opposed to be gaining a short cast time, though I would certainly ask for the overall burst in PvP to be toned down at the same time since it definitely is a tool magicka NBs very much need...
Yes I am built to be very tanky, sacrifising most of my damage for that. This is just like back when DKs had an ability that would completely shut down the caster playstyle. Nightblades now have an ability that completely shuts down another playstyle.
Ya, but you kill the tank at the end of the combat, when all his friends are dead.trimsic_ESO wrote: »trimsic_ESO wrote: »The problem is not the fear CC itself, it's the lack of CC immunity in general. Yes, we have a few seconds of CC immunity, which is pretty short, because the duration of CC effects is also very short in general. But this is not the right approach.
The combat and skill team should really consider another approach, where the CC effects have a longer duration, have an AOE component, and can be cast at a longer distance, but in return have a stronger immunity counter part. For instance, after a CC effect disappears (purge, CC break, or end of effect), the duration of the next CC of the same type is cut in half. Then the player is granted a one minute immunity.
Applied to the fear effect: first fear = 4 s, second fear = 2 s, then 1 minute immunity.
You want to buff perm blocking? Cause that's how you buff perm blocking.
It's nearly impossible to drain a Tank out of stamina if you run solo or even with two people, only a block ignoring stun helps.
If you increase the immunity time you will grant the tank more time to recover until you could even stretch him again.
Increase immunity timers, but then implement block ignoring Dps skills, remove block cast (or make it much weaker) or make block itself weaker.
Seriously, it's not funny to fight tanks these days who just stand there spamming petrify and / or wrecking blow and if you turn around holding block forever..
But if something like you want to achieve happens, say hello to the world of perm blocking.
Why would you want to kill a tank ?
If the game were well balanced, and I know it is not, a tank would be solid but would not be able to deal a lot of damage. Therefore, a tank should not be a direct threat on the battlefield. Yes, perma blocking gives some tankiness to a lot of classes, although these classes can also deal a lot of damage. But this is really not the right approach.
The solution is not to allow people to chain fear or chain CC their enemies. IMHO the solution is to fix the ability to perma block while dealing damage, to fix the damage shield stacking and / or damage shield scaling off magicka, and grant people both strong CC abilities and strong immunities to these CC.
No game is very well balanced and it's not like tanks are only able to stand there doing nothing else than block.
Spamming CCs or healing ppl or even switch bar to something more offensive, there are enough reasons to kill someone who tanks.
You let him live, he will rezz his dead people and killing him is impossible without block ignoring stuns or with even longer cc immunitys.
Oh noes, my XYX character died in PvP with an ability, nerf it now!
Fear is going to get nerfed like bats, or reflective, or <insert skill here> whatever else is killing people. Honestly, my skill bars are going in look like this if things keep getting nerfed.
1. Fluffy Pillow
2. Fluffy Pillow
3. Fluffy Pillow
4. Fluffy Pillow
5. Fluffy Pillow
Ultimate. Fluffy Pillow of Mass Destruction
Meant to be unblockable, I can understand that. There are several abilities out there meant to go against perma-blockers.
The difference with Fear, is that it hit's several players "Essentially AOE", plus it's buggy(full stam bar unable to break it at times), and you can be damaged through the length of it.
I say keep it as AOE, but make it breakable upon ANY damage. That gives the NB one free shot, and with so many macro's out there, you're probably going to die anyway, but at least you have a chance.
As far as that, ZOS fixed the fall through the world bug supposedly, so now fix the unbreakable bug with it.
Ara_Valleria wrote: »Oh noes !
I can't hold block forever !
Oh noes !
haha !! Love all the fear QQ
If this is so OP then why are NBs beatable? This post is absurd.
"OMG I cant endlessly block all CC and do all my dmg anymore!!"
Seriously boohoo.
Use immovable from the heavy armor line. Use an immovable potion. save some stamina. Oh wait you used it all blocking every shot. GET SOME STAM REGEN!!! Do a heavy DoT Build so the NB wastes all his Magicka purging your dots with cloak.
God there are so many counters to things in this game. Instead of crying nerf for the only ability that allows an NBs burst to ACTUALLY LAND why dont you sit down and examine why you keep losing to the same ability over and over.
L2P!!
Tintinabula wrote: »I used to fear fear haha..but when i started preparing myself for it with pots and also keep my finger hovered over break free button its a lot more manageable now and 75% of NBs don't have a plan B after casting that fear.
bgoldbeck21_ESO wrote: »OP wants to never lose in a game and so he makes a tanky invulnerable build that still has holes. Sorry, go back to the drawing board if you NEVER want to die.
It's not so much about never losing as it is about the tank dropping dead just as fast as the guy next to him with three times the damage output because a NB pressed 1 button.
And there are bigger stamina drainers than Fear, such as Radiant Destruction. I am fine with the huge stamina drain from this ability and others, but being hit by an ability that's stronger than a Negate every 5 seconds to completely lock you out your character is just dumb.
Remenber when everyone was complaining about how Scales were completely shutting down an entire playstile - ranged casters? Well, now you have another ability that is completely shutting down everyone who has sacrifised most of their damage to be tanky.
Plus, considering that this ability is like a better version of Negate that costs magicka, it's overpowered. Better in the sense that it even locks the targets out of blocking and using potions.