You make it sound as if it's only gankers that disapprove of this addon.
Well I for one am the opposite of a ganker - I like playing out in the open - and I think this addon sucks bottoms.
Not only does it make the playing field even more unfair for new or casual players, but it ruins group strategies and ambushes.
ZOS should either remove the data from the API or ensure everyone can have access to the data by default - i.e. without having to download an obscure addon from an obscure fansite.
TreeHugger1 wrote: »Good job OP, thanks to you my paranoia will not disappear.
You played daoc just like I did, how much time did you have to react to perf or crit shot before it hit? The element of surprise is certainly nothing new.
This discussion isn't to commiserate and complain about the addon - there are half a dozen other threads where that topic is being discussed. This thread is to discuss strategies and counters that we have discovered. Please feel free to add anything you've discovered and I will consolidate your quotes in the main post.
I'm still ganking people who use this addon. People have gotten so confident with it that they have actually made it easier on me by not running radiant magelight anymore, not keeping their buffs up when they don't see anyone around on their counter, and just generally being more confident and less paranoid than before.
First, you won't show up on their counter unless you leave/enter crouch. You can buff, even cast magelight right next to them where they can hear it, and you don't show up on the counter. The only events that I know of which will cause you to show up on their counter have to be done outside of crouch (mounting, going into crouch, sprinting).
Second, they only get the heavy attack alert if you focus your target reticle on them while charging it. I simply point away from them while charging it up - then once I do point my reticle at them THEY DO NOT GET AN ALERT!!! The alert only seems to trigger when someone STARTS charging a heavy attack while you are targeted by them.
Using Ambush does give them around 1/3rd of a second in which they could react before it lands because it has a short channel/cast time before hitting that will cause a stealth alert to go off. The channel is actually 1/2 second, but due to latency they won't get the alert exactly 500ms before it hits, it's closer to ~300-350. The most reliable option is to release your bow heavy attack in melee range and immediately incap. They have literally ZERO warning here and no possibility to react ahead of time. However, I have had only a few very prepared players manage to block my Ambush after getting the warning for it... so I still use it a lot.
Another option is the "cry wolf" strategy. Stand 25-30m away from your target who you suspect is using the addon, and just charge/swing melee heavy attacks at them. They will get an alert at the beginning of every heavy channel, and for the first dozen or so alerts they will flip out, waste their stam buffing, blocking, dodge rolling, wasting their detect potions, etc. Eventually they think you're trolling them and stop defending. This is when you actually do strike and kill them, then teabag.
Anyway, I'm kinda enjoying people using this addon. It adds an extra element of strategy to ganking, and an extra element of rage to the victim who thinks they are safe.
You played daoc just like I did, how much time did you have to react to perf or crit shot before it hit? The element of surprise is certainly nothing new.
DAoC stealthing required positioning styles and if you failed your gank you were toast. Bladeturn was a reliable defense against any bowattack.
Eso ganking has NONE of the drawbacks daoc ganking had whjle also being a lot more potent in terms of killing power.
In daoc you always had the chance to fight back if purge was up.
This is awesome . You also can put mark on them to make them panic more.Another option is the "cry wolf" strategy. Stand 25-30m away from your target who you suspect is using the addon, and just charge/swing melee heavy attacks at them. They will get an alert at the beginning of every heavy channel, and for the first dozen or so alerts they will flip out, waste their stam buffing, blocking, dodge rolling, wasting their detect potions, etc. Eventually they think you're trolling them and stop defending. This is when you actually do strike and kill them, then teabag.
This is awesome . You also can put mark on them to make them panic more.Another option is the "cry wolf" strategy. Stand 25-30m away from your target who you suspect is using the addon, and just charge/swing melee heavy attacks at them. They will get an alert at the beginning of every heavy channel, and for the first dozen or so alerts they will flip out, waste their stam buffing, blocking, dodge rolling, wasting their detect potions, etc. Eventually they think you're trolling them and stop defending. This is when you actually do strike and kill them, then teabag.
You played daoc just like I did, how much time did you have to react to perf or crit shot before it hit? The element of surprise is certainly nothing new.
DAoC stealthing required positioning styles and if you failed your gank you were toast. Bladeturn was a reliable defense against any bowattack.
Eso ganking has NONE of the drawbacks daoc ganking had whjle also being a lot more potent in terms of killing power.
In daoc you always had the chance to fight back if purge was up.
Lol the games mechanics are far too different to nit pick the differences this much - the rock/paper/scissors dynamic of tanks/assassins/casters, melee range interrupts of casting, the lack of gap closers... but I guess I'll take the bait.
Let's keep in mind that only a small handful of classes could recover their health or protect themselves the way that every single player in this game can. Being ganked to a sliver of your life in that game meant you were toast in 99% of cases unless you were one of the few lifetap or healing classes and got enough distance to cast uinterrupted, but in this game a sliver of health is not nearly enough and immediately amounts to a failed gank - you can shield/heal to full within a couple of seconds. The dynamics of health bars in this game are vastly different. Burst has to kill, it can't just greatly wound you to turn the tides of a fight. Of course I've always complained about the yo-yo health bars play style of this game but here I am still playing it.
You played daoc just like I did, how much time did you have to react to perf or crit shot before it hit? The element of surprise is certainly nothing new.
DAoC stealthing required positioning styles and if you failed your gank you were toast. Bladeturn was a reliable defense against any bowattack.
Eso ganking has NONE of the drawbacks daoc ganking had whjle also being a lot more potent in terms of killing power.
In daoc you always had the chance to fight back if purge was up.
Lol the games mechanics are far too different to nit pick the differences this much - the rock/paper/scissors dynamic of tanks/assassins/casters, melee range interrupts of casting, the lack of gap closers... but I guess I'll take the bait.
Let's keep in mind that only a small handful of classes could recover their health or protect themselves the way that every single player in this game can. Being ganked to a sliver of your life in that game meant you were toast in 99% of cases unless you were one of the few lifetap or healing classes and got enough distance to cast uinterrupted, but in this game a sliver of health is not nearly enough and immediately amounts to a failed gank - you can shield/heal to full within a couple of seconds. The dynamics of health bars in this game are vastly different. Burst has to kill, it can't just greatly wound you to turn the tides of a fight. Of course I've always complained about the yo-yo health bars play style of this game but here I am still playing it.
And what would speak against sneakattacks applying unpurgeable 10s - 15s cost increases or heal debuffs or both in eso instead of having an instant death meta?
Also ganking in daoc was widely uneffective against grp players because a heal usually meant a failed gank. In ESO ganking is the biggest threat when playing in small grps because of instant death - the complete opposite of daoc again.
Also daoc offered active counterplay to ganking because sneak speed was slower than normal move speed (which is should be in eso aswell) and had a 90° attack window from in front of the victim. This lead to movement being an effective counter to getting PAd and with double quickcast usually meant a relatively save kill on anything but an infiltrator.
I know because i´ve soloed with runemaster, spiritmaster, cabba and enchanter quite a bit.
You played daoc just like I did, how much time did you have to react to perf or crit shot before it hit? The element of surprise is certainly nothing new.
DAoC stealthing required positioning styles and if you failed your gank you were toast. Bladeturn was a reliable defense against any bowattack.
Eso ganking has NONE of the drawbacks daoc ganking had whjle also being a lot more potent in terms of killing power.
In daoc you always had the chance to fight back if purge was up.
Lol the games mechanics are far too different to nit pick the differences this much - the rock/paper/scissors dynamic of tanks/assassins/casters, melee range interrupts of casting, the lack of gap closers... but I guess I'll take the bait.
Let's keep in mind that only a small handful of classes could recover their health or protect themselves the way that every single player in this game can. Being ganked to a sliver of your life in that game meant you were toast in 99% of cases unless you were one of the few lifetap or healing classes and got enough distance to cast uinterrupted, but in this game a sliver of health is not nearly enough and immediately amounts to a failed gank - you can shield/heal to full within a couple of seconds. The dynamics of health bars in this game are vastly different. Burst has to kill, it can't just greatly wound you to turn the tides of a fight. Of course I've always complained about the yo-yo health bars play style of this game but here I am still playing it.
And what would speak against sneakattacks applying unpurgeable 10s - 15s cost increases or heal debuffs or both in eso instead of having an instant death meta?
Also ganking in daoc was widely uneffective against grp players because a heal usually meant a failed gank. In ESO ganking is the biggest threat when playing in small grps because of instant death - the complete opposite of daoc again.
Also daoc offered active counterplay to ganking because sneak speed was slower than normal move speed (which is should be in eso aswell) and had a 90° attack window from in front of the victim. This lead to movement being an effective counter to getting PAd and with double quickcast usually meant a relatively save kill on anything but an infiltrator.
I know because i´ve soloed with runemaster, spiritmaster, cabba and enchanter quite a bit.
I'd be fine with them coming up with some kind of new system for this game. My point is simply that the advantage you got in daoc from opening on someone for 70% of their HP doesn't apply in this game as it stands. If i only do 70% of their HP, they are going to heal to full within moments and go on the offensive. It is 100% a failed gank at that point unless they are a potato.
You played daoc just like I did, how much time did you have to react to perf or crit shot before it hit? The element of surprise is certainly nothing new.
DAoC stealthing required positioning styles and if you failed your gank you were toast. Bladeturn was a reliable defense against any bowattack.
Eso ganking has NONE of the drawbacks daoc ganking had whjle also being a lot more potent in terms of killing power.
In daoc you always had the chance to fight back if purge was up.
Lol the games mechanics are far too different to nit pick the differences this much - the rock/paper/scissors dynamic of tanks/assassins/casters, melee range interrupts of casting, the lack of gap closers... but I guess I'll take the bait.
Let's keep in mind that only a small handful of classes could recover their health or protect themselves the way that every single player in this game can. Being ganked to a sliver of your life in that game meant you were toast in 99% of cases unless you were one of the few lifetap or healing classes and got enough distance to cast uinterrupted, but in this game a sliver of health is not nearly enough and immediately amounts to a failed gank - you can shield/heal to full within a couple of seconds. The dynamics of health bars in this game are vastly different. Burst has to kill, it can't just greatly wound you to turn the tides of a fight. Of course I've always complained about the yo-yo health bars play style of this game but here I am still playing it.
And what would speak against sneakattacks applying unpurgeable 10s - 15s cost increases or heal debuffs or both in eso instead of having an instant death meta?
Also ganking in daoc was widely uneffective against grp players because a heal usually meant a failed gank. In ESO ganking is the biggest threat when playing in small grps because of instant death - the complete opposite of daoc again.
Also daoc offered active counterplay to ganking because sneak speed was slower than normal move speed (which is should be in eso aswell) and had a 90° attack window from in front of the victim. This lead to movement being an effective counter to getting PAd and with double quickcast usually meant a relatively save kill on anything but an infiltrator.
I know because i´ve soloed with runemaster, spiritmaster, cabba and enchanter quite a bit.
I'd be fine with them coming up with some kind of new system for this game. My point is simply that the advantage you got in daoc from opening on someone for 70% of their HP doesn't apply in this game as it stands. If i only do 70% of their HP, they are going to heal to full within moments and go on the offensive. It is 100% a failed gank at that point unless they are a potato.
Agree with that.
But at the same time i don´t think instagib is a solution.
Reduced regeneration. Healdebuffs. Costincrease. Literally everything is better than instant death imo.
I've been giving people pump-fakes before I gank too - it's hilarious when you charge a heavy at them from a distance and they start flopping around and warding, etc. Keep it up I say - I like it when you waste a bunch of resources and give yourself dodge roll penalty before I open up on you
timidobserver wrote: »I've been giving people pump-fakes before I gank too - it's hilarious when you charge a heavy at them from a distance and they start flopping around and warding, etc. Keep it up I say - I like it when you waste a bunch of resources and give yourself dodge roll penalty before I open up on you
This is effective against people that rely 100% on the add-on to save them. Against decent players you are just revealing your presence.
timidobserver wrote: »I've been giving people pump-fakes before I gank too - it's hilarious when you charge a heavy at them from a distance and they start flopping around and warding, etc. Keep it up I say - I like it when you waste a bunch of resources and give yourself dodge roll penalty before I open up on you
This is effective against people that rely 100% on the add-on to save them. Against decent players you are just revealing your presence.
Which does nothing for them other than make them waste detect pots and effort on avoiding a gank. I love watching people waste their detect pots.
This discussion isn't to commiserate and complain about the addon - there are half a dozen other threads where that topic is being discussed. This thread is to discuss strategies and counters that we have discovered. Please feel free to add anything you've discovered and I will consolidate your quotes in the main post.
I'm still ganking people who use this addon. People have gotten so confident with it that they have actually made it easier on me by not running radiant magelight anymore, not keeping their buffs up when they don't see anyone around on their counter, and just generally being more confident and less paranoid than before.
First, you won't show up on their counter unless you leave/enter crouch. You can buff, even cast magelight right next to them where they can hear it, and you don't show up on the counter. The only events that I know of which will cause you to show up on their counter have to be done outside of crouch (mounting, going into crouch, sprinting).
Second, they only get the heavy attack alert if you focus your target reticle on them while charging it. I simply point away from them while charging it up - then once I do point my reticle at them THEY DO NOT GET AN ALERT!!! The alert only seems to trigger when someone STARTS charging a heavy attack while you are targeted by them.
Using Ambush does give them around 1/3rd of a second in which they could react before it lands because it has a short channel/cast time before hitting that will cause a stealth alert to go off. The channel is actually 1/2 second, but due to latency they won't get the alert exactly 500ms before it hits, it's closer to ~300-350. The most reliable option is to release your bow heavy attack in melee range and immediately incap. They have literally ZERO warning here and no possibility to react ahead of time. However, I have had only a few very prepared players manage to block my Ambush after getting the warning for it... so I still use it a lot.
Another option is the "cry wolf" strategy. Stand 25-30m away from your target who you suspect is using the addon, and just charge/swing melee heavy attacks at them. They will get an alert at the beginning of every heavy channel, and for the first dozen or so alerts they will flip out, waste their stam buffing, blocking, dodge rolling, wasting their detect potions, etc. Eventually they think you're trolling them and stop defending. This is when you actually do strike and kill them, then teabag.
Anyway, I'm kinda enjoying people using this addon. It adds an extra element of strategy to ganking, and an extra element of rage to the victim who thinks they are safe.
timidobserver wrote: »timidobserver wrote: »I've been giving people pump-fakes before I gank too - it's hilarious when you charge a heavy at them from a distance and they start flopping around and warding, etc. Keep it up I say - I like it when you waste a bunch of resources and give yourself dodge roll penalty before I open up on you
This is effective against people that rely 100% on the add-on to save them. Against decent players you are just revealing your presence.
Which does nothing for them other than make them waste detect pots and effort on avoiding a gank. I love watching people waste their detect pots.
I disagree. For me, knowing a ganker is nearby is very helpful for a variety of reasons. From knowing an attack is potentially imminent to knowing that I am spotted if my group is trying to ninja a keep.
It's the difference between using the add-on as a survival crutch and using it for environmental information.