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Channeled spells and counter play

  • Docmandu
    Docmandu
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    technohic wrote: »
    All they need to do is create a CC that ignores CC immunity;

    Scary stuff knowing who makes this game to even suggest that!!!!
  • Strider_Roshin
    Strider_Roshin
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    Derra 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.

    Though this again does not tackle the problem of dodge scaling with number of attackers while shields don´t. I don´t even disagree it´s flawed at the moment. I think the next patch will go some way to alleviate the problems with it though.

    Currently if i get into a sticky position (compared to out NB in grp) i die. More dps than i can shield = dead. There is no such thing as: More dps than you can dodge = dead.

    I see. It would be nice if there was a mechanic similar to AoE caps that would reduce consecutive damage to damage shields in order to make them more viable in 1vX.
  • leepalmer95
    leepalmer95
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    You know how costly it is bashing on a magicka build?

    when you interrupt someone 3 times taking the majority of your stamina only for them to keep spamming anyway because it has no risk involved.... seems like good game design.

    At the very least the cost should be on use of the skill and no on completion, to try and discourage people from just spamming anywhere. Hopefully make the put a bit of though't into their easy mode skills or pvp ways.


    Also you can randomly evade interrupts with shuffle or double take, now you have RNG affecting basic game mechanics.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Waffennacht
    Waffennacht
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    You know how costly it is bashing on a magicka build?

    when you interrupt someone 3 times taking the majority of your stamina only for them to keep spamming anyway because it has no risk involved.... seems like good game design.

    At the very least the cost should be on use of the skill and no on completion, to try and discourage people from just spamming anywhere. Hopefully make the put a bit of though't into their easy mode skills or pvp ways.


    Also you can randomly evade interrupts with shuffle or double take, now you have RNG affecting basic game mechanics.

    I don't see how you can advocate something that discourages spamming an ability without any changes made to spamming attacks.

    You can spam force crush, Surprise attack etc... why should an ability that deals damage be spammable while an ability that heals be non-spammable? Seems rather biased to me.
    Edited by Waffennacht on 2 February 2017 18:50
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • leepalmer95
    leepalmer95
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    You know how costly it is bashing on a magicka build?

    when you interrupt someone 3 times taking the majority of your stamina only for them to keep spamming anyway because it has no risk involved.... seems like good game design.

    At the very least the cost should be on use of the skill and no on completion, to try and discourage people from just spamming anywhere. Hopefully make the put a bit of though't into their easy mode skills or pvp ways.


    Also you can randomly evade interrupts with shuffle or double take, now you have RNG affecting basic game mechanics.

    I don't see how you can advocate something that discourages spamming an ability without any changes made to spamming attacks.

    You can spam force crush, Surprise attack etc... why should an ability that deals damage be spammable while an ability that heals be non-spammable? Seems rather biased to me.

    Because the entire point of channels if they are mean't to be stronger or better than instant targets, they are mean't to have a risk vs reward and currently they really don't have the risk.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • timidobserver
    timidobserver
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    Another yet another nerf thread. Your idea would render the abilities not worth slotting.
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • caeliusstarbreaker
    caeliusstarbreaker
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    Derra 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.

    Though this again does not tackle the problem of dodge scaling with number of attackers while shields don´t. I don´t even disagree it´s flawed at the moment. I think the next patch will go some way to alleviate the problems with it though.

    Currently if i get into a sticky position (compared to out NB in grp) i die. More dps than i can shield = dead. There is no such thing as: More dps than you can dodge = dead.

    I mean scaling dodge costs, the fact that many abilities, specifically Magicka based ones, and the inability to push a button and remove all crit damage basically equate to more dps than dodge = dead.

    It's not as black and white.

    Edit: specifically Magicka abilities go through dodge. Sorry I got distracted before finishing my short thread.
    Edited by caeliusstarbreaker on 2 February 2017 22:38
    Rhage Lionpride DC Stamina Templar
    K-Hole
  • Derra
    Derra
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    Derra 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.

    Though this again does not tackle the problem of dodge scaling with number of attackers while shields don´t. I don´t even disagree it´s flawed at the moment. I think the next patch will go some way to alleviate the problems with it though.

    Currently if i get into a sticky position (compared to out NB in grp) i die. More dps than i can shield = dead. There is no such thing as: More dps than you can dodge = dead.

    I mean scaling dodge costs, the fact that many abilities, specifically Magicka based ones, and the inability to push a button and remove all crit damage basically equate to more dps than dodge = dead.

    It's not as black and white.

    Well you can´t push any other buttons while shielding aswell. Also dodging makes you cc immune (edit: obviously to skills that are dodgeable) and dodging breaks roots and is not affected by snares.

    It´s not as easy indeed :P. I prefer to dodge if i can in most situation.
    Edited by Derra on 2 February 2017 22:35
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

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