Rather than have a LOT of information about multiple skills / morphs / idiocy in one big thread that makes it hard for the ZOS people to work with the information, I've started this thread to discuss a specific skill and its relevant morphs. I'll update this first post every day or two with anything useful or relevant that comes out of the thread to make life easier for the ZOS people doing the class rebalance / skill rework activities.
@ZOS_GinaBruno is there a way to give an individual moderation privileges for only one thread? I'm sure we can imagine the gross idiocy that will result in some responses, or the useless trolling that will come up. Deleting those posts would make this a lot better / more useful to your compatriots who will - I hope - value the information that comes of this thread.
-- The answer was no, but thanks for letting us know!
At present, we know that all morphs of the skill (and any gap closer) put a brief snare on the target in order to prevent them from going out of range. It was suggested that this thread be changed to "gap closers" and not simply the NB skill, though the purpose of the idea / experiment was to discuss particular skills one by one to help with balance thoughts / planning / information for the ZOS people doing so.
1. All gap closers are broken. Thanks
@Tankqull for pointing out that the debuff is called "charge snare". All gap closers currently apply this debuff (snare) on you that prevents you from moving out of range while the player charges towards you. This causes rather.. stupid.. situations when gap closers (such as the one that this post is about) are spammed on a target. While I'm sure that most of us agree that the snare has to go, that brings back the issue of people moving our of range of a gap closer. In that case, should the gap closer take you farther than it is intended, or should it fizzle/fail with no effect?
The general opinion of long term players who are reasonably intelligent and have good common sense is that this gap closer should, being as you are teleporting through the shadows, bring you to wherever the target ends up if they move out of range.Note that @Wrobel wrote: Currently gap closers apply a -100% movement speed debuff for .5 seconds. This snare cannot be avoided or reduced by any abilities, so it locks your character in place. It works this way because we want charges to reliably hit enemies. It means if 2 players are casting Ambush on a target every half second, they will not be able to move. This is too strong of a lockdown and we would like to relax it, while still making charge abilities get to the target. To accomplish this, we'll be reducing the snare to -60% and increase the duration to .75 seconds. This will make it feel more responsive as a person being charged because you can still control your character instead of getting stuck in place. With the change you can move slightly further with 1 person charging you, and much further if multiple enemies are charging you. Note that these values aren't final and we will be adjusting based on PTS feedback. The general opinion of long term players who are reasonably intelligent and have good common sense is that there should be no need for the snare unless a skill specifically snares you (such as Lotus Fan). Gap closers that move overland to the target (invasion / rush / charge) should not have a snare built in. If the target moves out of range, then an overland charge should stop at the maximum range that said charge has per its tooltip. Your character used energy to get that far, and that's as far as said energy (whatever resource) got him/her.
2. Some people spam this ability in order to keep NBs from cloaking / stealthing away. Should a gap closer cast on a player who enters stealth complete and pull the player out of stealth? In the case of Teleport Strike (and morphs), it seems reasonable that it would, as the caster "moves through the shadows" to the target. Other charges probably should fizzle, and they are moving directly overland to the target, but in this case, it seems reasonable based on the description of the skill that if you're going to teleport to a target who moved, you complete your teleport even if they're in stealth. That brings us to the question of if you are teleporting to a stealthed target, should this skill pull the target out of stealth or should you need to cast an AoE that damages them afterwards in order to do so?
The general opinion of long term players who are reasonably intelligent and have good common sense is that MOST gap closers should not pull a target out of stealth. They are intended to move you to the target (or where the target was), and if the target stealthed then you should need to cast something to reveal them (most AoE). This spell may be different, as it does damage when you come out of the shadows at the target. If the target is stealthed, then the damage from TS/Ambush/Lotus should probably miss the target. Lotus Fan has an AoE component though, so that morph could miss on the initial strike, though the AoE / DoT should probably still hit the target and potentially pull them out of stealth. This is something that needs to be tested (is it feasible for it to work like that @Wrobel?)..
3. Some people spam this ability in order to keep sorcerers from streaking away. This is related to #1 above, though lets leave it as a separate issue for now as it's a clearly defined example that can be discussed. Should this gap closer take you farther than it is intended if the target streaks, or should it fizzle/fail with no effect?
As described above, if you're moving through the shadows (effectively teleporting), then yes, it should bring you to wherever the target ended up. Overland charges should bring you to the place that the streaker started - or potentially farther up to the maximum tooltip distance of the skill/spell.
4. Some people use this ability to get through doors. If you know the timing, you can get through a door following a target every time. While this does seem wrong at times, you are teleporting to a target after a cast delay. If the target is on the other side of a door between the time you cast and when the animation ends, you should be wherever your target happens to be at that time. Discuss..
This one is still up for discussion. The current majority thought is that a TELEPORT should bring you through walls at times if you target moves through a door during the time that you're "in the shadows" / in transit. It's happened many times that a NB teleporting through a door ends up dead before he/she can escape. That's a risk that they should accept if they're using this skill on someone who is beside a door. Other charges that move overland would of course be stopped by a door.