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Getting frustrated with Talons!!

Dragnelus
Dragnelus
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Every time I use it in PvE a sorc or some other ranged mob is always walking away a mile like nothing happend -_-

Is this normal or?

Edit: video

https://youtu.be/to6UIFkWDD8
  • Drago Belsazar
    Dragnelus wrote: »
    Every time I use it in PvE a sorc or some other ranged mob is always walking away a mile like nothing happend -_-

    Is this normal or?

    A Sorcerer can teleport with immovable status, all others can dodgeroll to break immovable. What you can do is use Flamelash fast after Talons, Offbalance-Status will prevent a Sorcerer from Teleporting. Peronally - I am as a Sorcerer never understanded I can teleport with immovable status. Try to use Flamelash.

  • Dragnelus
    Dragnelus
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    Dragnelus wrote: »
    Every time I use it in PvE a sorc or some other ranged mob is always walking away a mile like nothing happend -_-

    Is this normal or?

    A Sorcerer can teleport with immovable status, all others can dodgeroll to break immovable. What you can do is use Flamelash fast after Talons, Offbalance-Status will prevent a Sorcerer from Teleporting. Peronally - I am as a Sorcerer never understanded I can teleport with immovable status. Try to use Flamelash.
    @Drago Belsazar

    Video:

    https://youtu.be/to6UIFkWDD8

    PvE ^^ I just see those ranged mobs walking away from me like nothing happend.
    Edited by Dragnelus on 12 May 2015 09:53
  • Armitas
    Armitas
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    It's always been like that for some reason, they just back up with it like a parking clamp. If you chain them it triggers their back up and you have to chain them again, so annoying.

    In 1.6 they made them run even farther away, so they back up through walls or run circles around a house never stopping so you have to continually chase it. Sometimes they just get stuck behind walls and you get stuck in combat till you walk far enough away.
    Edited by Armitas on 12 May 2015 10:47
    Retired.
    Nord mDK
  • Victus
    Victus
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    Ah yeah I noticed this in PvE as well, very frustrating as it doesn't seem to root the mobs at all. :/
    Throm the First - Redguard Dragon Knight - Daggerfall Covenant
  • Cuyler
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    I can confirm this. Not sure why. I don't see them drink any potions (i.e. immovable) and it's right from the beginning of combat so it's not like they are immune yet. @ZOS_GinaBruno is this intended?
    Edited by Cuyler on 12 May 2015 13:48
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  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
    Thanks guys, we'll take a look and let you know if this is intended or not.
    Gina Bruno
    Senior Creator Engagement Manager
    Dev Tracker | Service Alerts | ESO Twitter | My Twitter
    Staff Post
  • Emma_Overload
    Emma_Overload
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    This isn't just with Talons, it happens with with Encase, too!
    #CAREBEARMASTERRACE
  • HungryHobo
    HungryHobo
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    The NPCs have some sort of "Move away from AOE/ungrouping" mechanic that takes a second or two to occur. If you hit them with the talons right away, they shouldn't move. If you hit them with a non-root aoe, they will initiate the grouping sequence, but not actually move because of the delay in the action, and when you apply the talons after your initial burst, they finish the sequence..

    Dealt with this a lot in leveling my DK. Gotta talon them first, aoe, aoe, talon again if needed..
  • Victus
    Victus
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    I've been Charging into the group, then hitting Talons to try and keep them there, but that's usually when a mob will run away to get distance while a talon is on him. Frustrating...
    Throm the First - Redguard Dragon Knight - Daggerfall Covenant
  • Attorneyatlawl
    Attorneyatlawl
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    This has been an issue in the past during most of closed beta, was fixed for awhile on live, and came back a couple of months later until now. The intended behavior stated in the past was that they should not trigger their "fall back" script if crowd controlled, so rooting them would make them unable to do their right-now-unstoppable movement. It's certainly a small annoyance when grinding/leveling thru quests/whathaveyou.
    Edited by Attorneyatlawl on 12 May 2015 18:58
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  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
    Just to follow up, this is not intended - NPCs shouldn't be able to just walk away from Talons (or any root). We've got this noted, and will make sure it gets fixed in a future patch.
    Gina Bruno
    Senior Creator Engagement Manager
    Dev Tracker | Service Alerts | ESO Twitter | My Twitter
    Staff Post
  • Cuyler
    Cuyler
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    Just to follow up, this is not intended - NPCs shouldn't be able to just walk away from Talons (or any root). We've got this noted, and will make sure it gets fixed in a future patch.

    Thanks for looking into it, when leveling/questing this bug gets irritating quickly.
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    CP 810 18 Maxed Characters:
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  • Lesspa
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    lol this has been around since beta. When a mob starts a certain attack (backs up and uses ranged ability like hidden blade), it starts to ignore any immobilize until their attack ends. if zos played their game, they would have seen this and been like, oh hey thats not right. Zos do you play this game?
  • Cuyler
    Cuyler
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    Lesspa wrote: »
    lol this has been around since beta. When a mob starts a certain attack (backs up and uses ranged ability like hidden blade), it starts to ignore any immobilize until their attack ends. if zos played their game, they would have seen this and been like, oh hey thats not right. Zos do you play this game?

    Well partially. It was in beta, then fixed, then broke again "recently".
    Edited by Cuyler on 13 May 2015 15:16
    Guild: STACK n BURN (gm) PC - NA
    CP 810 18 Maxed Characters:
    "How hard can u guar?" - Rafishul[/spoiler]
  • Erock25
    Erock25
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    Just to follow up, this is not intended - NPCs shouldn't be able to just walk away from Talons (or any root). We've got this noted, and will make sure it gets fixed in a future patch.

    This has happened forever in this game. If the NPC starts his movement before you root them, they continue to move. It isn't too big a deal and I don't notice it happening in PVP.
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  • Domander
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    Erock25 wrote: »
    Just to follow up, this is not intended - NPCs shouldn't be able to just walk away from Talons (or any root). We've got this noted, and will make sure it gets fixed in a future patch.

    This has happened forever in this game. If the NPC starts his movement before you root them, they continue to move. It isn't too big a deal and I don't notice it happening in PVP.

    No, IT IS a big deal, especially when you chain pull a mob, root it, and then watch it back up. Now the mob is immune to being pulled again.
  • KanedaSyndrome
    KanedaSyndrome
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    Just to follow up, this is not intended - NPCs shouldn't be able to just walk away from Talons (or any root). We've got this noted, and will make sure it gets fixed in a future patch.

    Thank you, this has been annoying me greatly.
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  • RoyJade
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    It's particularly annoying during an arena. Our tank grap all the mobs and our dps kill them with aoe, but all the archers and mages just run away, with or without talon/encase.
    Note that even if you stun them (or whatever control you use), they flew even in the ground. It's pretty ridiculous to see.
  • Sensesfail13
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    @ZOS_GinaBruno ... can you also check into the fiery chains and have mobs not run backwards as soon as they are chained in... its basically the same thing. tyvm
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  • flintstone
    flintstone
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    I don't even use it anymore..........fails to go off for me about 50% of the time.....plus, what you said.

    The sorcerer skill works like a charm though (but no burning).
  • mtwiggz
    mtwiggz
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    Many PvE mobs do the same thing when hit with Encase. I never understood it either.
    Edited by mtwiggz on 15 May 2015 05:49
  • xaraan
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    Just to follow up, this is not intended - NPCs shouldn't be able to just walk away from Talons (or any root). We've got this noted, and will make sure it gets fixed in a future patch.

    Glad some others have reported this. I have as well in game. It's def not just Talons, but any root or snare.

    It seems like the trigger in the AI for them to "spread out" triggers and they just go without regard for any snares or roots on them. They could be walking through an ash cloud really slow, then suddenly when triggered to back up to throw a dagger or launch some other ranged attack, they will suddenly be able to back up at full speed despite being in the snare area still. Same for any roots: talons or the sorc version or the bow version of those roots. Sometimes even while they are knocked down to one knee, they will still glide back to whatever position the AI thinks they should be in while on a knee.

    The amount of movement is a bit much at some points as well. I've had them go out and around obstacles to a silly degree until they are way out of the fight. I had one NPC leesh himself and reset. Some back into walls or other objects and can't be attacked. I like the fancier AI that makes them fight 'smarter' but it needs a bit of polishing still it seems.
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  • Renaissance
    Just to follow up, this is not intended - NPCs shouldn't be able to just walk away from Talons (or any root). We've got this noted, and will make sure it gets fixed in a future patch.

    Hi the same problem with eruption mobs looks like archers, mages almost ignores decrease of mooving speed while they go back to do ranged atk.
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