Waffennacht wrote: »[Ya'll act like they should make it easier to defeat players when out numbered, that just sounds like a horrid idea
Waffennacht wrote: »[Ya'll act like they should make it easier to defeat players when out numbered, that just sounds like a horrid idea
My team only considers it a win if we were outnumbered
Any reply coming even remotely close to tackling the thought procces creating this flight of fancy in your comment would probably get me permanently banned on these forums.
The whole problem isn't in a 1v1 scenario, you have multiple people facing you.
Waffennacht wrote: »
Oh in that case:
Get a bigger group
The perfect example of that problem :
I am facing a templar that casts jesus beam. I decide to bash him, or as a dk, use deep bearth to interrupt his cast. What does he instantly do? Cast jesus beam again. Interrupt him? sure, let's do it. But surprise, he casts jesus beam again. And I can interrupt instantly, it doesn't matter, the first tick of damage is going through. The counter play that Zenimax proposes just doesn't work.
This is what I propose in order to add counter play :
-When a channeled ability is cancelled, that skill is no longer usable for X seconds (Something like 5 seconds could sound reasonable)
Of course, if such a mechanic were to be implemented, the channeled skills affected by this change would have to receive a slight buff to compensate, creating an actual risk/reward mechanic for those skills.
Off the top of my head, this would affect jesus beam and dark deal the most.
Waffennacht wrote: »If the problem is:The perfect example of that problem :
I am facing a templar that casts jesus beam. I decide to bash him, or as a dk, use deep bearth to interrupt his cast. What does he instantly do? Cast jesus beam again. Interrupt him? sure, let's do it. But surprise, he casts jesus beam again. And I can interrupt instantly, it doesn't matter, the first tick of damage is going through. The counter play that Zenimax proposes just doesn't work.
This is what I propose in order to add counter play :
-When a channeled ability is cancelled, that skill is no longer usable for X seconds (Something like 5 seconds could sound reasonable)
Of course, if such a mechanic were to be implemented, the channeled skills affected by this change would have to receive a slight buff to compensate, creating an actual risk/reward mechanic for those skills.
Off the top of my head, this would affect jesus beam and dark deal the most.
(Which has 0 indication of group play or being out numbered fyi)
Why the heck should I (caster) be locked out of a move because I was bashed? Not only did I just take Bash damage, and a potential hard CC you think it's fair for me to also lose that ability (even for a sec)?
That's messed up. You (the interrupter) just prevented me from successfully casting, dealt damage, potentially stunned me and get to use all of your abilities.
That's in 1v1. Already (apparently) we aren't discussing 1v1 but group play. At which point (as if it some how makes a difference) several players should be able to lock out an opposing groups rez or execute. Why? Because you're out numbered? Well no duh... you're out numbered, we should not develop mechanics (that can easily make what once was fair 1v1 or 5v5 scenarios) un balanced in favor of offensive behavior?
That's just making casted abilities a Liability and Incentivizing more (instant) offensive capabilities (including bash and interrupt)
Aka why would I run a skill that not only can cost me time but also a slot of availability when I can just run a Viper, Red Mountain instant proc fest build?
See in your idea you just gave offensive, instant attack and heal moves incentives, which only select Classes have access to. Aka you just made an incentive to NOT use a sorc. - NOT good for the game.
I think most of players are saying, "your abilities is what is having you win and not your skill."(without self reflection I might add) It seems like you feel channeled abilities (and in OP's case I believe it's a well hidden "isn't it about time to balance dark deal" thread) are OP, I disagree.
As for group play and skill: if you're out numbered, and are facing equally skilled opponents, you should never win.
@Thelon what exactly out of this do you disagree with?
Strider_Roshin wrote: »Any attack that can be shielded, should also be dodgeable, and blockable. We need fair counter-play. As it is now, if you're magicka you shield; if you're stamina you die.
We need to reward reactive players. If a channel can't be dodged then it needs to be within gap closing range in order to be interruptable. And if they're not going to make AoEs dodgeable, then we should at the very least take half damage. Oh, and Soul Assault should go back to being interruptable.
Waffennacht wrote: »If the problem is:The perfect example of that problem :
I am facing a templar that casts jesus beam. I decide to bash him, or as a dk, use deep bearth to interrupt his cast. What does he instantly do? Cast jesus beam again. Interrupt him? sure, let's do it. But surprise, he casts jesus beam again. And I can interrupt instantly, it doesn't matter, the first tick of damage is going through. The counter play that Zenimax proposes just doesn't work.
This is what I propose in order to add counter play :
-When a channeled ability is cancelled, that skill is no longer usable for X seconds (Something like 5 seconds could sound reasonable)
Of course, if such a mechanic were to be implemented, the channeled skills affected by this change would have to receive a slight buff to compensate, creating an actual risk/reward mechanic for those skills.
Off the top of my head, this would affect jesus beam and dark deal the most.
(Which has 0 indication of group play or being out numbered fyi)
Why the heck should I (caster) be locked out of a move because I was bashed? Not only did I just take Bash damage, and a potential hard CC you think it's fair for me to also lose that ability (even for a sec)?
That's messed up. You (the interrupter) just prevented me from successfully casting, dealt damage, potentially stunned me and get to use all of your abilities.
That's in 1v1. Already (apparently) we aren't discussing 1v1 but group play. At which point (as if it some how makes a difference) several players should be able to lock out an opposing groups rez or execute. Why? Because you're out numbered? Well no duh... you're out numbered, we should not develop mechanics (that can easily make what once was fair 1v1 or 5v5 scenarios) un balanced in favor of offensive behavior?
That's just making casted abilities a Liability and Incentivizing more (instant) offensive capabilities (including bash and interrupt)
Aka why would I run a skill that not only can cost me time but also a slot of availability when I can just run a Viper, Red Mountain instant proc fest build?
See in your idea you just gave offensive, instant attack and heal moves incentives, which only select Classes have access to. Aka you just made an incentive to NOT use a sorc. - NOT good for the game.
I think most of players are saying, "your abilities is what is having you win and not your skill."(without self reflection I might add) It seems like you feel channeled abilities (and in OP's case I believe it's a well hidden "isn't it about time to balance dark deal" thread) are OP, I disagree.
As for group play and skill: if you're out numbered, and are facing equally skilled opponents, you should never win.
@Thelon what exactly out of this do you disagree with?
FloppyTouch wrote: »Not 100% sure on this but don't they lose magic every time they use the ability and its interrupted?
Sounds like a great way to run them low on magic and Stam so you can kill, no?
Waffennacht wrote: »If the problem is:The perfect example of that problem :
I am facing a templar that casts jesus beam. I decide to bash him, or as a dk, use deep bearth to interrupt his cast. What does he instantly do? Cast jesus beam again. Interrupt him? sure, let's do it. But surprise, he casts jesus beam again. And I can interrupt instantly, it doesn't matter, the first tick of damage is going through. The counter play that Zenimax proposes just doesn't work.
This is what I propose in order to add counter play :
-When a channeled ability is cancelled, that skill is no longer usable for X seconds (Something like 5 seconds could sound reasonable)
Of course, if such a mechanic were to be implemented, the channeled skills affected by this change would have to receive a slight buff to compensate, creating an actual risk/reward mechanic for those skills.
Off the top of my head, this would affect jesus beam and dark deal the most.
(Which has 0 indication of group play or being out numbered fyi)
Why the heck should I (caster) be locked out of a move because I was bashed? Not only did I just take Bash damage, and a potential hard CC you think it's fair for me to also lose that ability (even for a sec)?
That's messed up. You (the interrupter) just prevented me from successfully casting, dealt damage, potentially stunned me and get to use all of your abilities.
That's in 1v1. Already (apparently) we aren't discussing 1v1 but group play. At which point (as if it some how makes a difference) several players should be able to lock out an opposing groups rez or execute. Why? Because you're out numbered? Well no duh... you're out numbered, we should not develop mechanics (that can easily make what once was fair 1v1 or 5v5 scenarios) un balanced in favor of offensive behavior?
That's just making casted abilities a Liability and Incentivizing more (instant) offensive capabilities (including bash and interrupt)
Aka why would I run a skill that not only can cost me time but also a slot of availability when I can just run a Viper, Red Mountain instant proc fest build?
See in your idea you just gave offensive, instant attack and heal moves incentives, which only select Classes have access to. Aka you just made an incentive to NOT use a sorc. - NOT good for the game.
I think most of players are saying, "your abilities is what is having you win and not your skill."(without self reflection I might add) It seems like you feel channeled abilities (and in OP's case I believe it's a well hidden "isn't it about time to balance dark deal" thread) are OP, I disagree.
As for group play and skill: if you're out numbered, and are facing equally skilled opponents, you should never win.
@Thelon what exactly out of this do you disagree with?
I wans't talking about 1v1, because in a 1v1 scenario no one is stupid enough to spam a jesus beam 3 times in a row in melee range. Plus, what you were saying, if he does that and doesn't take a break for healing he's going to die.
If someone wants to use dark deal in a 1v1 scenario, it shouldn't be a risk free skill seeing as it rewards so much. Punishing an interrupt means the sorc needs to be smart about his dark deal cast. Example : streak and stun the guy, and while he cc breaks you have time to cast one dark deal before he has time to reach you again.
Same goes for jesus beam, get into a proper position before casting it, or make sure your enemy is stunned so that you get the most out of it.
If you are facing equally skilled opponents, you should win if they make mistakes and you don't. Giving out win because of numbers is terrible.
Waffennacht wrote: »Waffennacht wrote: »If the problem is:The perfect example of that problem :
I am facing a templar that casts jesus beam. I decide to bash him, or as a dk, use deep bearth to interrupt his cast. What does he instantly do? Cast jesus beam again. Interrupt him? sure, let's do it. But surprise, he casts jesus beam again. And I can interrupt instantly, it doesn't matter, the first tick of damage is going through. The counter play that Zenimax proposes just doesn't work.
This is what I propose in order to add counter play :
-When a channeled ability is cancelled, that skill is no longer usable for X seconds (Something like 5 seconds could sound reasonable)
Of course, if such a mechanic were to be implemented, the channeled skills affected by this change would have to receive a slight buff to compensate, creating an actual risk/reward mechanic for those skills.
Off the top of my head, this would affect jesus beam and dark deal the most.
(Which has 0 indication of group play or being out numbered fyi)
Why the heck should I (caster) be locked out of a move because I was bashed? Not only did I just take Bash damage, and a potential hard CC you think it's fair for me to also lose that ability (even for a sec)?
That's messed up. You (the interrupter) just prevented me from successfully casting, dealt damage, potentially stunned me and get to use all of your abilities.
That's in 1v1. Already (apparently) we aren't discussing 1v1 but group play. At which point (as if it some how makes a difference) several players should be able to lock out an opposing groups rez or execute. Why? Because you're out numbered? Well no duh... you're out numbered, we should not develop mechanics (that can easily make what once was fair 1v1 or 5v5 scenarios) un balanced in favor of offensive behavior?
That's just making casted abilities a Liability and Incentivizing more (instant) offensive capabilities (including bash and interrupt)
Aka why would I run a skill that not only can cost me time but also a slot of availability when I can just run a Viper, Red Mountain instant proc fest build?
See in your idea you just gave offensive, instant attack and heal moves incentives, which only select Classes have access to. Aka you just made an incentive to NOT use a sorc. - NOT good for the game.
I think most of players are saying, "your abilities is what is having you win and not your skill."(without self reflection I might add) It seems like you feel channeled abilities (and in OP's case I believe it's a well hidden "isn't it about time to balance dark deal" thread) are OP, I disagree.
As for group play and skill: if you're out numbered, and are facing equally skilled opponents, you should never win.
@Thelon what exactly out of this do you disagree with?
I wans't talking about 1v1, because in a 1v1 scenario no one is stupid enough to spam a jesus beam 3 times in a row in melee range. Plus, what you were saying, if he does that and doesn't take a break for healing he's going to die.
If someone wants to use dark deal in a 1v1 scenario, it shouldn't be a risk free skill seeing as it rewards so much. Punishing an interrupt means the sorc needs to be smart about his dark deal cast. Example : streak and stun the guy, and while he cc breaks you have time to cast one dark deal before he has time to reach you again.
Same goes for jesus beam, get into a proper position before casting it, or make sure your enemy is stunned so that you get the most out of it.
If you are facing equally skilled opponents, you should win if they make mistakes and you don't. Giving out win because of numbers is terrible.
First off, that first bit seems like a cost and reward right there. As is it doesn't at all seem like a "risk-free" to me - however other threads are about this ability specifically and we (I hope) are not discussing specific abilities. ( if you can't tell im not fond of nerfs)
That second bit, it seems completely unavoidable without completely destroying 1v1 or duels (I know a lot of players poo poo dueling that's fine but it's still something that has to be considered) whatever means you find to make a 2v6 scenario (you being the 2) where the 2 has a shot at winning I guarantee will be abused in 1v1.
Waffennacht wrote: »Waffennacht wrote: »If the problem is:The perfect example of that problem :
I am facing a templar that casts jesus beam. I decide to bash him, or as a dk, use deep bearth to interrupt his cast. What does he instantly do? Cast jesus beam again. Interrupt him? sure, let's do it. But surprise, he casts jesus beam again. And I can interrupt instantly, it doesn't matter, the first tick of damage is going through. The counter play that Zenimax proposes just doesn't work.
This is what I propose in order to add counter play :
-When a channeled ability is cancelled, that skill is no longer usable for X seconds (Something like 5 seconds could sound reasonable)
Of course, if such a mechanic were to be implemented, the channeled skills affected by this change would have to receive a slight buff to compensate, creating an actual risk/reward mechanic for those skills.
Off the top of my head, this would affect jesus beam and dark deal the most.
(Which has 0 indication of group play or being out numbered fyi)
Why the heck should I (caster) be locked out of a move because I was bashed? Not only did I just take Bash damage, and a potential hard CC you think it's fair for me to also lose that ability (even for a sec)?
That's messed up. You (the interrupter) just prevented me from successfully casting, dealt damage, potentially stunned me and get to use all of your abilities.
That's in 1v1. Already (apparently) we aren't discussing 1v1 but group play. At which point (as if it some how makes a difference) several players should be able to lock out an opposing groups rez or execute. Why? Because you're out numbered? Well no duh... you're out numbered, we should not develop mechanics (that can easily make what once was fair 1v1 or 5v5 scenarios) un balanced in favor of offensive behavior?
That's just making casted abilities a Liability and Incentivizing more (instant) offensive capabilities (including bash and interrupt)
Aka why would I run a skill that not only can cost me time but also a slot of availability when I can just run a Viper, Red Mountain instant proc fest build?
See in your idea you just gave offensive, instant attack and heal moves incentives, which only select Classes have access to. Aka you just made an incentive to NOT use a sorc. - NOT good for the game.
I think most of players are saying, "your abilities is what is having you win and not your skill."(without self reflection I might add) It seems like you feel channeled abilities (and in OP's case I believe it's a well hidden "isn't it about time to balance dark deal" thread) are OP, I disagree.
As for group play and skill: if you're out numbered, and are facing equally skilled opponents, you should never win.
@Thelon what exactly out of this do you disagree with?
I wans't talking about 1v1, because in a 1v1 scenario no one is stupid enough to spam a jesus beam 3 times in a row in melee range. Plus, what you were saying, if he does that and doesn't take a break for healing he's going to die.
If someone wants to use dark deal in a 1v1 scenario, it shouldn't be a risk free skill seeing as it rewards so much. Punishing an interrupt means the sorc needs to be smart about his dark deal cast. Example : streak and stun the guy, and while he cc breaks you have time to cast one dark deal before he has time to reach you again.
Same goes for jesus beam, get into a proper position before casting it, or make sure your enemy is stunned so that you get the most out of it.
If you are facing equally skilled opponents, you should win if they make mistakes and you don't. Giving out win because of numbers is terrible.
First off, that first bit seems like a cost and reward right there. As is it doesn't at all seem like a "risk-free" to me - however other threads are about this ability specifically and we (I hope) are not discussing specific abilities. ( if you can't tell im not fond of nerfs)
That second bit, it seems completely unavoidable without completely destroying 1v1 or duels (I know a lot of players poo poo dueling that's fine but it's still something that has to be considered) whatever means you find to make a 2v6 scenario (you being the 2) where the 2 has a shot at winning I guarantee will be abused in 1v1.
I still don't see how any of this affects duels. If you are trying to spam dark deal in melee range and you get bashed all the time, you're not accomplishing anyways, so you might as well do something else instead of wasting time. If your skill is disabled for a short duration, it forces you to find another solution.
I don't see how this can abused in duels, in can be used of course, but not "abused".
I think anything that damages me should have a 5 second lock out. But only me, not anyone else.
Ooo, and anything that heals other players. But not things that heal me.
Waffennacht wrote: »
But there is! Damage! Time! And potentially hard CC, what advantage do I get for trying to cast 6times in a row? None, why should you be able to bash infinitely with no drawbacks?
Seems like it would only be a problem if you died. But it sounds like you countered what they were doing 6 times in a row.
Waffennacht wrote: »
But there is! Damage! Time! And potentially hard CC, what advantage do I get for trying to cast 6times in a row? None, why should you be able to bash infinitely with no drawbacks? - going by your logic you should only be able to bash once every 5 seconds.
Waffennacht wrote: »
But there is! Damage! Time! And potentially hard CC, what advantage do I get for trying to cast 6times in a row? None, why should you be able to bash infinitely with no drawbacks?
Jesus beam has an instant tick doesn't it?
Dark deal doesn't cost you anything during the cast?
Rezzing certainly has no drawback
The drawback I have is that I am forced to stay in one position to bash. It drain my stam or magicka and makes me vulnerable because I can't move.
Seems like it would only be a problem if you died. But it sounds like you countered what they were doing 6 times in a row.
So keep it as it is? Encourage players to keep pressing one button until it works?
Seems like it would only be a problem if you died. But it sounds like you countered what they were doing 6 times in a row.
Waffennacht wrote: »
But there is! Damage! Time! And potentially hard CC, what advantage do I get for trying to cast 6times in a row? None, why should you be able to bash infinitely with no drawbacks?
Jesus beam has an instant tick doesn't it?
Dark deal doesn't cost you anything during the cast?
Rezzing certainly has no drawback
The drawback I have is that I am forced to stay in one position to bash. It drain my stam or magicka and makes me vulnerable because I can't move.
Seems like it would only be a problem if you died. But it sounds like you countered what they were doing 6 times in a row.
So keep it as it is? Encourage players to keep pressing one button until it works?
Seems like it would only be a problem if you died. But it sounds like you countered what they were doing 6 times in a row.
And you do realise that I ask to buff these channelled abilities to go along with this? Higher risk, higher reward.
Seems like it would only be a problem if you died. But it sounds like you countered what they were doing 6 times in a row.
And you do realise that I ask to buff these channelled abilities to go along with this? Higher risk, higher reward.
I read your suggestion. I think you'd have to pick and choose which channels to apply it to, and ZoS has been trying to homogenize skill types for the last 2 years. You'd have to redesign half of the Templar skills, they are all channels. Sweeps would be suicide. It would be easier for you to stop bashing them and kill them than it would be to redesign the game.
Waffennacht wrote: »
But there is! Damage! Time! And potentially hard CC, what advantage do I get for trying to cast 6times in a row? None, why should you be able to bash infinitely with no drawbacks?
Jesus beam has an instant tick doesn't it?
Dark deal doesn't cost you anything during the cast?
Rezzing certainly has no drawback
The drawback I have is that I am forced to stay in one position to bash. It drain my stam or magicka and makes me vulnerable because I can't move.
Seems like it would only be a problem if you died. But it sounds like you countered what they were doing 6 times in a row.
So keep it as it is? Encourage players to keep pressing one button until it works?
Use Venom Arrow/crushing shock. You can move up to 42 meters away.
Seems like it would only be a problem if you died. But it sounds like you countered what they were doing 6 times in a row.
And you do realise that I ask to buff these channelled abilities to go along with this? Higher risk, higher reward.
I read your suggestion. I think you'd have to pick and choose which channels to apply it to, and ZoS has been trying to homogenize skill types for the last 2 years. You'd have to redesign half of the Templar skills, they are all channels. Sweeps would be suicide. It would be easier for you to stop bashing them and kill them than it would be to redesign the game.
I can't kill someone who spams dark deal if I let him do it though. That's a heal and some massive sustain .
Letting someone jesus beam me 100% of the time puts me at risk in case someone gets me in execute range and then poof I'm gone. Zos implemented interrupts, and they aren't effective. Applying CC to a target through an interrupt is actually a disadvantage, because you don't choose when yo apply the CC, since the whole point of interrupting is stopping someone as fast as possible from doing whatever he's doing.
But anyhow, even if your advice is the best to win the fight, don't you think that's a problem? Basically casting away a mechanic and replace it with dps? I think that it shows an obvious flaw in combat design.
And what do you think about the rezzing part ?