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Knock back skill

Crown
Crown
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I am particularly fond of the Elemental Explosion Grimoire, as it leans heavily into the super powerful mage archetype where you cast a high-risk, high-reward spell with a longer commitment time. Due to this high amount of commitment, it changes how I view many combat encounters, where I need to plan and adapt to opportunistic moments to activate and land it. Pairing this with the Knockback Focus turns it into an ultra-satisfying disruption tool, letting chaos abound, which brings me some simple joy and lots of laughs. Tack on the Warmage’s Defense Signature for a scaling damage shield based on the number of targets I hit, and the Cowardice Affix to reduce the unlucky victims’ Weapon and Spell Damage, and I can now tank plenty of damage from all the aggro it’ll generate from the people I’ve displaced in PvP.
028a02a3a3e3f05a56f7bc217dee00d1.png

I'm not sure that you understand just how trollish this skill is going to be. Ground effects at 28 meters can be thrown from the ground to the top floor of a keep or outpost. This is done with Dark Convergence and Flare / Rune / Springs and others to pull opponents in to ledges and make them fall off to their deaths. This is still being done with Warden Gate to teleport people and purposefully desync them, with Volcanic Rune to knock people into ceilings and get them stuck until they're out of combat, with Javelin and Flame Clench to knock people under stairs, and with Chains to pull people into walls.

This skill is going to be the most hated across cyrodiil. Throw one in the centre of the bridge, knock 20 people off. Throw it to a D ring, knock everyone off. Pay attention to cc immunity foot-swirls, throw it on cooldown, and nobody is going to be able to countersiege anymore. There will be people (myself included) who test every position possible so we can know exactly where to place them to desync opponents, knock them into walls, under stairs, under floors, etc. I already know that throwing it on the inner keep post ledge right above front flag will knock people on the stair who haven't reached the same horizontal axis as the ledge into the stairs.

As someone who absolutely adores spending time javelining people off of high places, I'm going to love this skill. At the same time, if it does stay as-is, I can say with absolute confidence that you're going to be the most hated member of the development team for letting this into production..

EDIT: Wanted to point out that if you think you can tank damage with a 2-second cast time skill by reducing opponents' weapon damage from the 7-8k range by 215 base (call it 375 ish after buffs) and a shield that will mitigate damage for 1 second by two players, then I'm not sure that you've ever actually PvPed with the sweatier players.. If you want some real experience, please contact me and I'll be happy to get you into one of our raids to see what it's really like. Mondays and Fridays 8-10pm on DC, Wednesdays and Saturdays 7-9pm on AD, and I can reach out to some EP friends to get you into one of theirs if you only have an EP character. https://darkelves.com/builds has approximations of what many groups are running if you want to prep a group build.

EDIT #2: Perhaps this skill is meant to disrupt ball groups in keeps when they push at you, or you'll want to disrupt them and make half of them fall over a ledge - in or out of a keep, the shield helps keep you alive if they haven't timed a push (shalk/proxy/dawny) perfectly on you, and there's nothing really better for the third effect, so you might as well reduce their enormous weapon/spell damage by what's left. The alternative would be the trait that reduces healing received (thanks McMaster).
Edited by Crown on 15 May 2024 23:17
Crown | AD NB | First AD/NA Grand Overlord (2015/12/26)
PvP Guides @ DarkElves.com
  • KlauthWarthog
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    It seems that the more detrimental an idea is, the more likely it is to go live, nowadays.
  • xDeusEJRx
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    Zos has to sell the chapter well, so don't expect it to change any time soon. Heck if the chapter sells bad they'll probably increase the radius of the knockback and range just to squeeze more money.
    Solo PvP'er PS5 NA player

    90% of my body is made of Magblade
  • Necrotech_Master
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    yeah 12 meter knockback is pretty far, not to mention i remember someone posting a video of them testing hitting people that are on the inner keep ring siegeing and it was 1 shotting them due to a combination of the knocback + fall dmg

    even with a 2 sec cast time, in a big zerg, i dont see it as implausible that someone could get it to fire off easily and repeatedly

    even current knockbacks can easily desync people (magnum shot, DK leap)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • xylena_lazarow
    xylena_lazarow
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    Crown wrote: »
    Ground effects at 28 meters can be thrown from the ground to the top floor of a keep or outpost
    SOLD. This sounds awesome. It's about time roof siegers have to think about their surroundings.

    I've heard it can potentially be used by pugs to knock ball group members off the walls and out of the keep.

    Hope they work out the stuck exploits though, bad enough it still happens with javs and such.
    PC/NA || CP/Cyro || RIP soft caps
  • Crown
    Crown
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    Hope they work out the stuck exploits though, bad enough it still happens with javs and such.

    We've been complaining about them for years. Just happened to a few EP at Fare Lumber. I think 2 of them were in the ceiling of the tower for a solid 10 minutes.
    Edited by Crown on 15 May 2024 23:11
    Crown | AD NB | First AD/NA Grand Overlord (2015/12/26)
    PvP Guides @ DarkElves.com
  • Crown
    Crown
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    I've heard it can potentially be used by pugs to knock ball group members off the walls and out of the keep.

    It'll change how they position, and there will be some areas that you don't go into without an immov pot.. It'll at least keep them off the D ring.
    Edited by Crown on 15 May 2024 23:19
    Crown | AD NB | First AD/NA Grand Overlord (2015/12/26)
    PvP Guides @ DarkElves.com
  • xylena_lazarow
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    Crown wrote: »
    It'll change how they position, and there will be some areas that you don't go into without an immov pot.. It'll at least keep them off the D ring.
    This is exactly how the pugs vs ball issue should be addressed, forcing the ball to adapt their tactics in the face of stronger counterplay, as opposed to more blanket nerfs that help no one.
    PC/NA || CP/Cyro || RIP soft caps
  • JanTanhide
    JanTanhide
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    This is going to be awesome!
  • CameraBeardThePirate
    CameraBeardThePirate
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    Why are people complaining about having a way to knock people off keep walls? It's a good thing. It leads to more dynamic fights, fewer stalematey siege fests, and will force people to be smart about how they defend a keep instead of just sitting behind 8 pots of oil.
    Edited by CameraBeardThePirate on 16 May 2024 15:51
  • Crown
    Crown
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    Why are people complaining about having a way to knock people off keep walls? It's a good thing.

    The idea is fantastic. The execution due to pre-existing issues with skills that move you is the issue. If someone spends the time learning how to do so, they'll be able to knock you into a wall, under ground, into the ceiling, or desync you on purpose. Continuously.
    It leads to more dynamic fights, fewer stalematey siege fests, and will force people to be smart about how they defend a keep instead of just sitting behind 8 pots of oil.

    I believe exactly the opposite. It will serve little to no purpose in the big picture other than upsetting people. If it stays as-is, it will be the new ultimate troll skill. I can foresee playing a StealthBlade in something like back bar Wretched, front bar some other proc set (Azure or there are a few good options), perhaps Sellistrix monster if the knock back from the skill doesn't apply CC immunity. Maybe even Nibenay for even more zoink-protection if your goal is to mess with balled up groups.

    Imagine you're playing, and every 8-10 seconds you get knocked back 12 meters. You'll spend half your time - literally half your time - recovering position. Is there someone who you don't like and you don't mind spending time irritating them rather than helping your faction? Run this build. Is there a group running and you don't want them to attack a keep, run this build and cast it from stealth continuously on their spread, knocking people back every cast. Cloak -> KnockBack -> Race -> Cloak as you zoom around them and keep knocking them out of position. It makes it so much easier being a troll and ensuring that nobody in your area can enjoy playing.
    Crown | AD NB | First AD/NA Grand Overlord (2015/12/26)
    PvP Guides @ DarkElves.com
  • CameraBeardThePirate
    CameraBeardThePirate
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    Crown wrote: »
    Why are people complaining about having a way to knock people off keep walls? It's a good thing.

    The idea is fantastic. The execution due to pre-existing issues with skills that move you is the issue. If someone spends the time learning how to do so, they'll be able to knock you into a wall, under ground, into the ceiling, or desync you on purpose. Continuously.
    It leads to more dynamic fights, fewer stalematey siege fests, and will force people to be smart about how they defend a keep instead of just sitting behind 8 pots of oil.

    I believe exactly the opposite. It will serve little to no purpose in the big picture other than upsetting people. If it stays as-is, it will be the new ultimate troll skill. I can foresee playing a StealthBlade in something like back bar Wretched, front bar some other proc set (Azure or there are a few good options), perhaps Sellistrix monster if the knock back from the skill doesn't apply CC immunity. Maybe even Nibenay for even more zoink-protection if your goal is to mess with balled up groups.

    Imagine you're playing, and every 8-10 seconds you get knocked back 12 meters. You'll spend half your time - literally half your time - recovering position. Is there someone who you don't like and you don't mind spending time irritating them rather than helping your faction? Run this build. Is there a group running and you don't want them to attack a keep, run this build and cast it from stealth continuously on their spread, knocking people back every cast. Cloak -> KnockBack -> Race -> Cloak as you zoom around them and keep knocking them out of position. It makes it so much easier being a troll and ensuring that nobody in your area can enjoy playing.

    The stun/ability is heavily telegraphed. If you're getting hit and stunned by it every 8 seconds, that's a learn to play issue; you need to block.
  • Necrotech_Master
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    Crown wrote: »
    Why are people complaining about having a way to knock people off keep walls? It's a good thing.

    The idea is fantastic. The execution due to pre-existing issues with skills that move you is the issue. If someone spends the time learning how to do so, they'll be able to knock you into a wall, under ground, into the ceiling, or desync you on purpose. Continuously.
    It leads to more dynamic fights, fewer stalematey siege fests, and will force people to be smart about how they defend a keep instead of just sitting behind 8 pots of oil.

    I believe exactly the opposite. It will serve little to no purpose in the big picture other than upsetting people. If it stays as-is, it will be the new ultimate troll skill. I can foresee playing a StealthBlade in something like back bar Wretched, front bar some other proc set (Azure or there are a few good options), perhaps Sellistrix monster if the knock back from the skill doesn't apply CC immunity. Maybe even Nibenay for even more zoink-protection if your goal is to mess with balled up groups.

    Imagine you're playing, and every 8-10 seconds you get knocked back 12 meters. You'll spend half your time - literally half your time - recovering position. Is there someone who you don't like and you don't mind spending time irritating them rather than helping your faction? Run this build. Is there a group running and you don't want them to attack a keep, run this build and cast it from stealth continuously on their spread, knocking people back every cast. Cloak -> KnockBack -> Race -> Cloak as you zoom around them and keep knocking them out of position. It makes it so much easier being a troll and ensuring that nobody in your area can enjoy playing.

    this

    not to mention places where getting knocked off will literally kill you (if the videos from the pts were how it will still work, everyone on the top inner ring of the keep could get 1 shotted with that skill if they were hit with it)

    or could just play a NB and 1 blast knocks a whole group off the alessia bridge lol

    bridge fights will honestly be really funny to watch with this update lol
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Chilly-McFreeze
    Chilly-McFreeze
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    Crown wrote: »
    Why are people complaining about having a way to knock people off keep walls? It's a good thing.

    The idea is fantastic. The execution due to pre-existing issues with skills that move you is the issue. If someone spends the time learning how to do so, they'll be able to knock you into a wall, under ground, into the ceiling, or desync you on purpose. Continuously.
    It leads to more dynamic fights, fewer stalematey siege fests, and will force people to be smart about how they defend a keep instead of just sitting behind 8 pots of oil.

    I believe exactly the opposite. It will serve little to no purpose in the big picture other than upsetting people. If it stays as-is, it will be the new ultimate troll skill. I can foresee playing a StealthBlade in something like back bar Wretched, front bar some other proc set (Azure or there are a few good options), perhaps Sellistrix monster if the knock back from the skill doesn't apply CC immunity. Maybe even Nibenay for even more zoink-protection if your goal is to mess with balled up groups.

    Imagine you're playing, and every 8-10 seconds you get knocked back 12 meters. You'll spend half your time - literally half your time - recovering position. Is there someone who you don't like and you don't mind spending time irritating them rather than helping your faction? Run this build. Is there a group running and you don't want them to attack a keep, run this build and cast it from stealth continuously on their spread, knocking people back every cast. Cloak -> KnockBack -> Race -> Cloak as you zoom around them and keep knocking them out of position. It makes it so much easier being a troll and ensuring that nobody in your area can enjoy playing.

    The stun/ability is heavily telegraphed. If you're getting hit and stunned by it every 8 seconds, that's a learn to play issue; you need to block.

    How long before the actual impact will the telegraf be visible for the opponent? The whole cast time? I think I read somewhere that the telegraf is shorter.
  • Necrotech_Master
    Necrotech_Master
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    Crown wrote: »
    Why are people complaining about having a way to knock people off keep walls? It's a good thing.

    The idea is fantastic. The execution due to pre-existing issues with skills that move you is the issue. If someone spends the time learning how to do so, they'll be able to knock you into a wall, under ground, into the ceiling, or desync you on purpose. Continuously.
    It leads to more dynamic fights, fewer stalematey siege fests, and will force people to be smart about how they defend a keep instead of just sitting behind 8 pots of oil.

    I believe exactly the opposite. It will serve little to no purpose in the big picture other than upsetting people. If it stays as-is, it will be the new ultimate troll skill. I can foresee playing a StealthBlade in something like back bar Wretched, front bar some other proc set (Azure or there are a few good options), perhaps Sellistrix monster if the knock back from the skill doesn't apply CC immunity. Maybe even Nibenay for even more zoink-protection if your goal is to mess with balled up groups.

    Imagine you're playing, and every 8-10 seconds you get knocked back 12 meters. You'll spend half your time - literally half your time - recovering position. Is there someone who you don't like and you don't mind spending time irritating them rather than helping your faction? Run this build. Is there a group running and you don't want them to attack a keep, run this build and cast it from stealth continuously on their spread, knocking people back every cast. Cloak -> KnockBack -> Race -> Cloak as you zoom around them and keep knocking them out of position. It makes it so much easier being a troll and ensuring that nobody in your area can enjoy playing.

    The stun/ability is heavily telegraphed. If you're getting hit and stunned by it every 8 seconds, that's a learn to play issue; you need to block.

    How long before the actual impact will the telegraf be visible for the opponent? The whole cast time? I think I read somewhere that the telegraf is shorter.

    from what i saw it seemed fairly short as well, like it didnt even show until it was almost impacting, so there was maybe 1-2 seconds of reaction time

    dont know if that was changed or tweaked at all
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • CameraBeardThePirate
    CameraBeardThePirate
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    Crown wrote: »
    Why are people complaining about having a way to knock people off keep walls? It's a good thing.

    The idea is fantastic. The execution due to pre-existing issues with skills that move you is the issue. If someone spends the time learning how to do so, they'll be able to knock you into a wall, under ground, into the ceiling, or desync you on purpose. Continuously.
    It leads to more dynamic fights, fewer stalematey siege fests, and will force people to be smart about how they defend a keep instead of just sitting behind 8 pots of oil.

    I believe exactly the opposite. It will serve little to no purpose in the big picture other than upsetting people. If it stays as-is, it will be the new ultimate troll skill. I can foresee playing a StealthBlade in something like back bar Wretched, front bar some other proc set (Azure or there are a few good options), perhaps Sellistrix monster if the knock back from the skill doesn't apply CC immunity. Maybe even Nibenay for even more zoink-protection if your goal is to mess with balled up groups.

    Imagine you're playing, and every 8-10 seconds you get knocked back 12 meters. You'll spend half your time - literally half your time - recovering position. Is there someone who you don't like and you don't mind spending time irritating them rather than helping your faction? Run this build. Is there a group running and you don't want them to attack a keep, run this build and cast it from stealth continuously on their spread, knocking people back every cast. Cloak -> KnockBack -> Race -> Cloak as you zoom around them and keep knocking them out of position. It makes it so much easier being a troll and ensuring that nobody in your area can enjoy playing.

    The stun/ability is heavily telegraphed. If you're getting hit and stunned by it every 8 seconds, that's a learn to play issue; you need to block.

    How long before the actual impact will the telegraf be visible for the opponent? The whole cast time? I think I read somewhere that the telegraf is shorter.

    from what i saw it seemed fairly short as well, like it didnt even show until it was almost impacting, so there was maybe 1-2 seconds of reaction time

    dont know if that was changed or tweaked at all

    1-2 seconds is still plenty. Dark Convergence is only 1 second and is very easily blocked. Arcanist's stun is the same.

    If someone is spamming you with an ability that makes a giant red circle on the ground, you'll learn to block it pretty quick.
  • Necrotech_Master
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    Crown wrote: »
    Why are people complaining about having a way to knock people off keep walls? It's a good thing.

    The idea is fantastic. The execution due to pre-existing issues with skills that move you is the issue. If someone spends the time learning how to do so, they'll be able to knock you into a wall, under ground, into the ceiling, or desync you on purpose. Continuously.
    It leads to more dynamic fights, fewer stalematey siege fests, and will force people to be smart about how they defend a keep instead of just sitting behind 8 pots of oil.

    I believe exactly the opposite. It will serve little to no purpose in the big picture other than upsetting people. If it stays as-is, it will be the new ultimate troll skill. I can foresee playing a StealthBlade in something like back bar Wretched, front bar some other proc set (Azure or there are a few good options), perhaps Sellistrix monster if the knock back from the skill doesn't apply CC immunity. Maybe even Nibenay for even more zoink-protection if your goal is to mess with balled up groups.

    Imagine you're playing, and every 8-10 seconds you get knocked back 12 meters. You'll spend half your time - literally half your time - recovering position. Is there someone who you don't like and you don't mind spending time irritating them rather than helping your faction? Run this build. Is there a group running and you don't want them to attack a keep, run this build and cast it from stealth continuously on their spread, knocking people back every cast. Cloak -> KnockBack -> Race -> Cloak as you zoom around them and keep knocking them out of position. It makes it so much easier being a troll and ensuring that nobody in your area can enjoy playing.

    The stun/ability is heavily telegraphed. If you're getting hit and stunned by it every 8 seconds, that's a learn to play issue; you need to block.

    How long before the actual impact will the telegraf be visible for the opponent? The whole cast time? I think I read somewhere that the telegraf is shorter.

    from what i saw it seemed fairly short as well, like it didnt even show until it was almost impacting, so there was maybe 1-2 seconds of reaction time

    dont know if that was changed or tweaked at all

    1-2 seconds is still plenty. Dark Convergence is only 1 second and is very easily blocked. Arcanist's stun is the same.

    If someone is spamming you with an ability that makes a giant red circle on the ground, you'll learn to block it pretty quick.

    if your not using siege, it would make sense, if your on siege though that might not be enough reaction time

    even with current telegraphs of enemy siege, sometimes have problems getting off my siege and dodging/moving out of range of the incoming enemy siege and that gives like a solid 5-6 seconds if its a far away siege
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • CameraBeardThePirate
    CameraBeardThePirate
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    Crown wrote: »
    Why are people complaining about having a way to knock people off keep walls? It's a good thing.

    The idea is fantastic. The execution due to pre-existing issues with skills that move you is the issue. If someone spends the time learning how to do so, they'll be able to knock you into a wall, under ground, into the ceiling, or desync you on purpose. Continuously.
    It leads to more dynamic fights, fewer stalematey siege fests, and will force people to be smart about how they defend a keep instead of just sitting behind 8 pots of oil.

    I believe exactly the opposite. It will serve little to no purpose in the big picture other than upsetting people. If it stays as-is, it will be the new ultimate troll skill. I can foresee playing a StealthBlade in something like back bar Wretched, front bar some other proc set (Azure or there are a few good options), perhaps Sellistrix monster if the knock back from the skill doesn't apply CC immunity. Maybe even Nibenay for even more zoink-protection if your goal is to mess with balled up groups.

    Imagine you're playing, and every 8-10 seconds you get knocked back 12 meters. You'll spend half your time - literally half your time - recovering position. Is there someone who you don't like and you don't mind spending time irritating them rather than helping your faction? Run this build. Is there a group running and you don't want them to attack a keep, run this build and cast it from stealth continuously on their spread, knocking people back every cast. Cloak -> KnockBack -> Race -> Cloak as you zoom around them and keep knocking them out of position. It makes it so much easier being a troll and ensuring that nobody in your area can enjoy playing.

    The stun/ability is heavily telegraphed. If you're getting hit and stunned by it every 8 seconds, that's a learn to play issue; you need to block.

    How long before the actual impact will the telegraf be visible for the opponent? The whole cast time? I think I read somewhere that the telegraf is shorter.

    from what i saw it seemed fairly short as well, like it didnt even show until it was almost impacting, so there was maybe 1-2 seconds of reaction time

    dont know if that was changed or tweaked at all

    1-2 seconds is still plenty. Dark Convergence is only 1 second and is very easily blocked. Arcanist's stun is the same.

    If someone is spamming you with an ability that makes a giant red circle on the ground, you'll learn to block it pretty quick.

    if your not using siege, it would make sense, if your on siege though that might not be enough reaction time

    even with current telegraphs of enemy siege, sometimes have problems getting off my siege and dodging/moving out of range of the incoming enemy siege and that gives like a solid 5-6 seconds if its a far away siege

    I don't really see a problem with an ability that forces people off of siege.

    You shouldn't really be hanging out in the siege firing state anyways. Shoot the siege, then exit the menu so that you can remain aware of your surroundings and throw up HoTs. There's literally no point in sitting on your siege while it's recharging.
    Edited by CameraBeardThePirate on 16 May 2024 20:03
  • Necrotech_Master
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    Crown wrote: »
    Why are people complaining about having a way to knock people off keep walls? It's a good thing.

    The idea is fantastic. The execution due to pre-existing issues with skills that move you is the issue. If someone spends the time learning how to do so, they'll be able to knock you into a wall, under ground, into the ceiling, or desync you on purpose. Continuously.
    It leads to more dynamic fights, fewer stalematey siege fests, and will force people to be smart about how they defend a keep instead of just sitting behind 8 pots of oil.

    I believe exactly the opposite. It will serve little to no purpose in the big picture other than upsetting people. If it stays as-is, it will be the new ultimate troll skill. I can foresee playing a StealthBlade in something like back bar Wretched, front bar some other proc set (Azure or there are a few good options), perhaps Sellistrix monster if the knock back from the skill doesn't apply CC immunity. Maybe even Nibenay for even more zoink-protection if your goal is to mess with balled up groups.

    Imagine you're playing, and every 8-10 seconds you get knocked back 12 meters. You'll spend half your time - literally half your time - recovering position. Is there someone who you don't like and you don't mind spending time irritating them rather than helping your faction? Run this build. Is there a group running and you don't want them to attack a keep, run this build and cast it from stealth continuously on their spread, knocking people back every cast. Cloak -> KnockBack -> Race -> Cloak as you zoom around them and keep knocking them out of position. It makes it so much easier being a troll and ensuring that nobody in your area can enjoy playing.

    The stun/ability is heavily telegraphed. If you're getting hit and stunned by it every 8 seconds, that's a learn to play issue; you need to block.

    How long before the actual impact will the telegraf be visible for the opponent? The whole cast time? I think I read somewhere that the telegraf is shorter.

    from what i saw it seemed fairly short as well, like it didnt even show until it was almost impacting, so there was maybe 1-2 seconds of reaction time

    dont know if that was changed or tweaked at all

    1-2 seconds is still plenty. Dark Convergence is only 1 second and is very easily blocked. Arcanist's stun is the same.

    If someone is spamming you with an ability that makes a giant red circle on the ground, you'll learn to block it pretty quick.

    if your not using siege, it would make sense, if your on siege though that might not be enough reaction time

    even with current telegraphs of enemy siege, sometimes have problems getting off my siege and dodging/moving out of range of the incoming enemy siege and that gives like a solid 5-6 seconds if its a far away siege

    I don't really see a problem with an ability that forces people off of siege.

    You shouldn't really be hanging out in the siege firing state anyways. Shoot the siege, then exit the menu so that you can remain aware of your surroundings and throw up HoTs. There's literally no point in sitting on your siege while it's recharging.

    yeah i get that, though there are a lot of times when im just lazy and will sit on the siege and fire it on cooldown

    the only one i usually back off of is oils (because im alternating between 2 of them), and trebs (longest re-arm time)

    but i also try to position myself in places i wont get targeted easily when im using the siege, or place the siege in places that make more sense than most people seem to do
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • StihlReign
    StihlReign
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    We'll see if it survives as long as DarkCon before the complaints come rolling in...
    Fun times ahead... :#B)

    https://www.youtube-nocookie.com/embed/dIHpoiXkQRk?si=gdh8QsxnUAGJEzuA
    Crown wrote: »
    I am particularly fond of the Elemental Explosion Grimoire, as it leans heavily into the super powerful mage archetype where you cast a high-risk, high-reward spell with a longer commitment time. Due to this high amount of commitment, it changes how I view many combat encounters, where I need to plan and adapt to opportunistic moments to activate and land it. Pairing this with the Knockback Focus turns it into an ultra-satisfying disruption tool, letting chaos abound, which brings me some simple joy and lots of laughs. Tack on the Warmage’s Defense Signature for a scaling damage shield based on the number of targets I hit, and the Cowardice Affix to reduce the unlucky victims’ Weapon and Spell Damage, and I can now tank plenty of damage from all the aggro it’ll generate from the people I’ve displaced in PvP.
    028a02a3a3e3f05a56f7bc217dee00d1.png

    I'm not sure that you understand just how trollish this skill is going to be. Ground effects at 28 meters can be thrown from the ground to the top floor of a keep or outpost. This is done with Dark Convergence and Flare / Rune / Springs and others to pull opponents in to ledges and make them fall off to their deaths. This is still being done with Warden Gate to teleport people and purposefully desync them, with Volcanic Rune to knock people into ceilings and get them stuck until they're out of combat, with Javelin and Flame Clench to knock people under stairs, and with Chains to pull people into walls.

    This skill is going to be the most hated across cyrodiil. Throw one in the centre of the bridge, knock 20 people off. Throw it to a D ring, knock everyone off. Pay attention to cc immunity foot-swirls, throw it on cooldown, and nobody is going to be able to countersiege anymore. There will be people (myself included) who test every position possible so we can know exactly where to place them to desync opponents, knock them into walls, under stairs, under floors, etc. I already know that throwing it on the inner keep post ledge right above front flag will knock people on the stair who haven't reached the same horizontal axis as the ledge into the stairs.

    As someone who absolutely adores spending time javelining people off of high places, I'm going to love this skill. At the same time, if it does stay as-is, I can say with absolute confidence that you're going to be the most hated member of the development team for letting this into production..

    "O divine art of subtlety and secrecy!

    Through you we learn to be invisible, through you inaudible; and hence we can hold the enemy’s fate in our hands.” – Ch. VI, v. 8-9. — Master Sun Tzu

    "You haven't beaten me you've sacrificed sure footing for a killing stroke." — Ra's al Ghul

    He who is prudent and lies in wait for an enemy who is not, will be victorious — Master Sun Tzu

    LoS
  • alternatelder
    alternatelder
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    So this is going live? Because it'll be the only thing that gets me into Cyrodiil just for the comedy of watching everyone getting bounced around.
  • xylena_lazarow
    xylena_lazarow
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    So this is going live? Because it'll be the only thing that gets me into Cyrodiil just for the comedy of watching everyone getting bounced around.
    Right? I'm already getting pulled across the map on cooldown, about time roof siegers and wall flowers get a taste of what we already deal with constantly on the ground. That video above knocking off the oilers looks AWESOME.
    PC/NA || CP/Cyro || RIP soft caps
  • Chilly-McFreeze
    Chilly-McFreeze
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    Nice. Now gimme back my ol' dizzy knockback.
  • Turtle_Bot
    Turtle_Bot
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    Nice. Now gimme back my ol' dizzy knockback.

    and my old flame clench knock back
  • Seraphayel
    Seraphayel
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    This skill will also be fun in some battleground maps where you can kick players into lava or off the ledges. I always loved doing it with Javelin, but this will be way better.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Tommy_The_Gun
    Tommy_The_Gun
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    I really don't want to be "that guy", but long time before scribing or spell crafting was announced, players were asking about it on the ESO forums. In various threads about this, I was pretty much like: "be careful what you wish for". So yeah. "I told you it will happen !". Thing I was worried about, that might happen - will happen. New p2w broken meta stuff will be introduced - hence why I dislike new scribing system. I knew that while the idea of new skills may look nice, I also knew that the risk of destroying balance is far too great - hence I did not asked for scribing.

    What is weird is ZOS could balance it out. They could for example make certain scribing effects to only work in PvE or PvP. And they will balance things out, but they will do it next year when Gold Road & scribing will become a DLC & a part of ESO+.
  • xylena_lazarow
    xylena_lazarow
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    be careful what you wish for
    Almost anything that shakes up the current meta will be welcome, u41 has been one of the worst. Horrendous class balance and nonstop range spam. Every single death recap is nothing but 28m base range spam, and procs that trigger off 28m range spam (good thing we nerfed melee procs though right lol). It's not as bad as the u35 tank meta but it's bad, maybe it's time they go with the "if everything is overpowered, nothing is" design philosophy.

    TwmQI7Y.jpg
    PC/NA || CP/Cyro || RIP soft caps
  • Synapsis123
    Synapsis123
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    Knockbacks are an awful game mechanic and will probably just cause people to quit as they get killed by desyncs. As the poster above me pointed out there is a lot of ranged gameplay currently. If you have to spend 2 seconds flying through the air followed by falling damage then death is guaranteed from all the other damage you are going to take along the way.


    Ill just leave this here. Even with zero latency on a pts cyrodiil, watch how long it takes for the knockback to move the character from point A to point B. I guess that was the point of the original post anyway, the word disruption is used as synonym for trolling.

    https://youtu.be/dIHpoiXkQRk
    Edited by Synapsis123 on 31 May 2024 00:27
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