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Why did they introduce Unblockable/Undodgeable stuns?

Avran_Sylt
Avran_Sylt
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It seems to me it's an entirely PvP exclusive thing, not sure where there's many uses in PvE to use it.

And it serves simply to punish people that don't build enough resistances/tankiness to take a full-on combo they have no option to try and avoid.
Edited by Avran_Sylt on 18 December 2024 02:57
  • fred4
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    It's basically the only way you'll kill a good player.

    Note that even an unblockable CC won't CC you, if you have CC immunity. You gain that for 7 seconds after breaking free from a stun, or by drinking a potion, or by using Escapist poisons, the Immovable skill, and so on. High-level duelling revolves around tracking your and your opponents ultimate readiness and your and their CC immunity, as indicated by the swirly lines around their feet. If your ultimate is down and you are not CC immune, you have to keep your health and buffs up. Play defensively unless your opponent is on their last legs. While you're fully buffed and with enough stamina, a single opponent shouldn't be able to kill you via a CC, even if you run a pretty squishy build.

    Yes, you need to build for a certain amount of health and mitigation in PvP. How much is up to you. Note in particular that nightblade gankers, powerful though they can be, have no true (e.g. stacked) burst outside of proc sets. They win by the element of surprise. Their stun is generally Incap, an ultimate with a 400ms delay that you may be able to block or dodge roll in time. Their big gun is Merciless Resolve, which uniquely has the same 400ms delay. This means you can break free from Incap and block or dodge Merciless, if you're on the ball or you simply use Slippery CP.

    Being tanky is simply easier. It gives you more reaction time to ganks, or in lag, and it may allow you to hold out against multiple opponents. In duelling, however, people are usually squishy and high damage, yet it's still only by incorporating an unblockable CC that you'll kill a good dueller.

    Using and dealing with unblockable CCs basically adds another layer of skill to PvP. Whether you agree with that, or not, comes down to whether you value the skill curve or you'd like the game to be simpler. Personally I value it. A simpler game would leave you with less to master, less to aspire to. It would wear thin more quickly in the long run.
    Edited by fred4 on 18 December 2024 05:47
    PC EU: Magblade (PvP main), DK (PvE Tank), Sorc (PvP and PvE), Magden (PvE Healer), Magplar (PvP and PvE DD), Arcanist (PvE DD)
    PC NA: Magblade (PvP and PvE every role)
  • Avran_Sylt
    Avran_Sylt
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    fred4 wrote: »
    It's basically the only way you'll kill a good player.

    Note that even an unblockable CC won't CC you, if you have CC immunity. You gain that for 7 seconds after breaking free from a stun, or by drinking a potion, or by using Escapist poisons, the Immovable skill, and so on. High-level duelling revolves around tracking your and your opponents ultimate readiness and your and their CC immunity, as indicated by the swirly lines around their feet. If your ultimate is down and you are not CC immune, you have to keep your health and buffs up. Play defensively unless your opponent is on their last legs. While you're fully buffed and with enough stamina, a single opponent shouldn't be able to kill you via a CC, even if you run a pretty squishy build.

    Yes, you need to build for a certain amount of health and mitigation in PvP. How much is up to you. Note in particular that nightblade gankers, powerful though they can be, have no true (e.g. stacked) burst outside of proc sets. They win by the element of surprise. Their stun is generally Incap, an ultimate with a 400ms delay that you may be able to block or dodge roll in time. Their big gun is Merciless Resolve, which uniquely has the same 400ms delay. This means you can break free from Incap and block or dodge Merciless, if you're on the ball or you simply use Slippery CP.

    Being tanky is simply easier. It gives you more reaction time to ganks, or in lag, and it may allow you to hold out against multiple opponents. In duelling, however, people are usually squishy and high damage, yet it's still only by incorporating an unblockable CC that you'll kill a good dueller.

    Using and dealing with unblockable CCs basically adds another layer of skill to PvP. Whether you agree with that, or not, comes down to whether you value the skill curve or you'd like the game to be simpler. Personally I value it. A simpler game would leave you with less to master, less to aspire to. It would wear thin more quickly in the long run.

    So what I gather is that basically they’ve been added because otherwise a good player would be able to keep their stamina up indefinitely through successful blocking not requiring them to pay the break free cost? Causing indefinite stalemates since no one ever reaches a “fatigue point” where they get stuck in the stunned animation for a long enough duration to be executed?
    Edited by Avran_Sylt on 18 December 2024 09:33
  • fred4
    fred4
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    Avran_Sylt wrote: »
    fred4 wrote: »
    It's basically the only way you'll kill a good player.

    Note that even an unblockable CC won't CC you, if you have CC immunity. You gain that for 7 seconds after breaking free from a stun, or by drinking a potion, or by using Escapist poisons, the Immovable skill, and so on. High-level duelling revolves around tracking your and your opponents ultimate readiness and your and their CC immunity, as indicated by the swirly lines around their feet. If your ultimate is down and you are not CC immune, you have to keep your health and buffs up. Play defensively unless your opponent is on their last legs. While you're fully buffed and with enough stamina, a single opponent shouldn't be able to kill you via a CC, even if you run a pretty squishy build.

    Yes, you need to build for a certain amount of health and mitigation in PvP. How much is up to you. Note in particular that nightblade gankers, powerful though they can be, have no true (e.g. stacked) burst outside of proc sets. They win by the element of surprise. Their stun is generally Incap, an ultimate with a 400ms delay that you may be able to block or dodge roll in time. Their big gun is Merciless Resolve, which uniquely has the same 400ms delay. This means you can break free from Incap and block or dodge Merciless, if you're on the ball or you simply use Slippery CP.

    Being tanky is simply easier. It gives you more reaction time to ganks, or in lag, and it may allow you to hold out against multiple opponents. In duelling, however, people are usually squishy and high damage, yet it's still only by incorporating an unblockable CC that you'll kill a good dueller.

    Using and dealing with unblockable CCs basically adds another layer of skill to PvP. Whether you agree with that, or not, comes down to whether you value the skill curve or you'd like the game to be simpler. Personally I value it. A simpler game would leave you with less to master, less to aspire to. It would wear thin more quickly in the long run.

    So what I gather is that basically they’ve been added because otherwise a good player would be able to keep their stamina up indefinitely through successful blocking not requiring them to pay the break free cost? Causing indefinite stalemates since no one ever reaches a “fatigue point” where they get stuck in the stunned animation for a long enough duration to be executed?
    They haven't been added. They're an original feature of the game. I don't think the templar knockback / stun was always unblockable, but Fossilize, Mass Hysteria, and so on have been unblockable for as long as I can remember.

    Sure, running down stamina, by CCing people on cooldown, remains an effective way to duel players to an extent. Only the game was more brutal and decisive in the past. Nowadays many players are extremely tanky or sustainy and will absorb that pressure.

    The other issue nowadays is that some classes (warden) are kind of dumb and may constantly CC you with Arctic Blast or their new scribed fear option. That's not how the game was originally played. People wanted more control over when they stunned you, e.g. to stun you precisely during a burst combo. Pulling that off, timing it right while being under pressure yourself, that is / was the skill component.
    Edited by fred4 on 19 December 2024 14:00
    PC EU: Magblade (PvP main), DK (PvE Tank), Sorc (PvP and PvE), Magden (PvE Healer), Magplar (PvP and PvE DD), Arcanist (PvE DD)
    PC NA: Magblade (PvP and PvE every role)
  • Avran_Sylt
    Avran_Sylt
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    fred4 wrote: »
    Avran_Sylt wrote: »
    fred4 wrote: »
    It's basically the only way you'll kill a good player.

    Note that even an unblockable CC won't CC you, if you have CC immunity. You gain that for 7 seconds after breaking free from a stun, or by drinking a potion, or by using Escapist poisons, the Immovable skill, and so on. High-level duelling revolves around tracking your and your opponents ultimate readiness and your and their CC immunity, as indicated by the swirly lines around their feet. If your ultimate is down and you are not CC immune, you have to keep your health and buffs up. Play defensively unless your opponent is on their last legs. While you're fully buffed and with enough stamina, a single opponent shouldn't be able to kill you via a CC, even if you run a pretty squishy build.

    Yes, you need to build for a certain amount of health and mitigation in PvP. How much is up to you. Note in particular that nightblade gankers, powerful though they can be, have no true (e.g. stacked) burst outside of proc sets. They win by the element of surprise. Their stun is generally Incap, an ultimate with a 400ms delay that you may be able to block or dodge roll in time. Their big gun is Merciless Resolve, which uniquely has the same 400ms delay. This means you can break free from Incap and block or dodge Merciless, if you're on the ball or you simply use Slippery CP.

    Being tanky is simply easier. It gives you more reaction time to ganks, or in lag, and it may allow you to hold out against multiple opponents. In duelling, however, people are usually squishy and high damage, yet it's still only by incorporating an unblockable CC that you'll kill a good dueller.

    Using and dealing with unblockable CCs basically adds another layer of skill to PvP. Whether you agree with that, or not, comes down to whether you value the skill curve or you'd like the game to be simpler. Personally I value it. A simpler game would leave you with less to master, less to aspire to. It would wear thin more quickly in the long run.

    So what I gather is that basically they’ve been added because otherwise a good player would be able to keep their stamina up indefinitely through successful blocking not requiring them to pay the break free cost? Causing indefinite stalemates since no one ever reaches a “fatigue point” where they get stuck in the stunned animation for a long enough duration to be executed?
    They haven't been been added. They're an original feature of the game. I don't think the templar knockback / stun was always blockable, but Fossilize, Mass Hysteria, and so on have been unblockable for as long as I can remember.

    Sure, running down stamina, by CCing people on cooldown, remains an effective way to duel players to an extent. Only the game was more brutal and decisive in the past. Nowadays many players are extremely tanky or sustainy and will absorb that pressure.

    The other issue nowadays is that some classes (warden) are kind of dumb and may constantly CC you with Arctic Blast or their new scribed fear option. That's not how the game was originally played. People wanted more control over when they stunned you, e.g. to stun you precisely during a burst combo. Pulling that off, timing it right while being under pressure yourself, that is / was the skill component.

    So if people are already building tanky enough that guaranteed CC can’t really help with attrition warfare, or even burst, what’s the “skillful” part about it? (Unblockable CC)
    Edited by Avran_Sylt on 18 December 2024 10:29
  • Avran_Sylt
    Avran_Sylt
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    fred4 wrote: »
    Avran_Sylt wrote: »
    fred4 wrote: »
    It's basically the only way you'll kill a good player.

    Note that even an unblockable CC won't CC you, if you have CC immunity. You gain that for 7 seconds after breaking free from a stun, or by drinking a potion, or by using Escapist poisons, the Immovable skill, and so on. High-level duelling revolves around tracking your and your opponents ultimate readiness and your and their CC immunity, as indicated by the swirly lines around their feet. If your ultimate is down and you are not CC immune, you have to keep your health and buffs up. Play defensively unless your opponent is on their last legs. While you're fully buffed and with enough stamina, a single opponent shouldn't be able to kill you via a CC, even if you run a pretty squishy build.

    Yes, you need to build for a certain amount of health and mitigation in PvP. How much is up to you. Note in particular that nightblade gankers, powerful though they can be, have no true (e.g. stacked) burst outside of proc sets. They win by the element of surprise. Their stun is generally Incap, an ultimate with a 400ms delay that you may be able to block or dodge roll in time. Their big gun is Merciless Resolve, which uniquely has the same 400ms delay. This means you can break free from Incap and block or dodge Merciless, if you're on the ball or you simply use Slippery CP.

    Being tanky is simply easier. It gives you more reaction time to ganks, or in lag, and it may allow you to hold out against multiple opponents. In duelling, however, people are usually squishy and high damage, yet it's still only by incorporating an unblockable CC that you'll kill a good dueller.

    Using and dealing with unblockable CCs basically adds another layer of skill to PvP. Whether you agree with that, or not, comes down to whether you value the skill curve or you'd like the game to be simpler. Personally I value it. A simpler game would leave you with less to master, less to aspire to. It would wear thin more quickly in the long run.

    So what I gather is that basically they’ve been added because otherwise a good player would be able to keep their stamina up indefinitely through successful blocking not requiring them to pay the break free cost? Causing indefinite stalemates since no one ever reaches a “fatigue point” where they get stuck in the stunned animation for a long enough duration to be executed?
    They haven't been been added. They're an original feature of the game. I don't think the templar knockback / stun was always blockable, but Fossilize, Mass Hysteria, and so on have been unblockable for as long as I can remember.

    Sure, running down stamina, by CCing people on cooldown, remains an effective way to duel players to an extent. Only the game was more brutal and decisive in the past. Nowadays many players are extremely tanky or sustainy and will absorb that pressure.

    The other issue nowadays is that some classes (warden) are kind of dumb and may constantly CC you with Arctic Blast or their new scribed fear option. That's not how the game was originally played. People wanted more control over when they stunned you, e.g. to stun you precisely during a burst combo. Pulling that off, timing it right while being under pressure yourself, that is / was the skill component.

    Hang on, wait, I think I’m starting to better understand.

    The skillful part of using Unblockable CC isn’t actually using it. (You’re given a clear indicator of when you can/cannot use it). Since there really isn’t any skill associated with something the opponent cannot react to.

    But rather It’s setting up the CC immune phases to coincide with perceived setups your opponent is making. The defensive layer. A game where the opponent may or may not take note of, and in turn respect, that immunity phase.
    Edited by Avran_Sylt on 18 December 2024 10:37
  • BXR_Lonestar
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    Without unblockable stuns/crowd controls, etc., block tanks would be invincible in PVP. I'm just saying...

    There has to be a way to force players to drop block so you have a window in which you can hit them without them having the benefit of block damage mitigation.
  • Avran_Sylt
    Avran_Sylt
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    Without unblockable stuns/crowd controls, etc., block tanks would be invincible in PVP. I'm just saying...

    There has to be a way to force players to drop block so you have a window in which you can hit them without them having the benefit of block damage mitigation.

    Well, why make it a method that is also great for destroying noobs?

    And doesn't that indicate an issue with blocking?
  • Thumbless_Bot
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    Without unblockable stuns/crowd controls, etc., block tanks would be invincible in PVP. I'm just saying...

    There has to be a way to force players to drop block so you have a window in which you can hit them without them having the benefit of block damage mitigation.

    Maybe block damage mitigation in pvp is the issue. Idk, my controller has other buttons besides l2, so I don't hold it that often.
  • El_Borracho
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    Avran_Sylt wrote: »
    Without unblockable stuns/crowd controls, etc., block tanks would be invincible in PVP. I'm just saying...

    There has to be a way to force players to drop block so you have a window in which you can hit them without them having the benefit of block damage mitigation.

    Well, why make it a method that is also great for destroying noobs?

    And doesn't that indicate an issue with blocking?

    Noobs will be destroyed by almost anything in PVP until they are no longer noobs.

    Its not an issue with blocking as much as it is encouraging offense. If you could block everything, every skill, every stun, every attack, the game would be a stalemate. PVP, for better or worse, has to encourage killing.

    The problem is, especially with ESO, is once something becomes "unfair" players run to these boards and cry foul. There are a decades worth of threads with people whining about everything from Way of Fire to Elf Bane to Flames of Oblivion to Vigor. Yes, Vigor. "I was killing this player and he healed 'too much.' Unfair!" Once upon a time, werewolves and necromancers were fun to play. Then they became "unfair." Warrior's Fury and 7th Legion Brute was once a viable combination. Unfair. Heck, they could dedicate an entire section to nightblades.

    The day they remove unblockable stuns is the day PVP officially dies.
    Edited by El_Borracho on 18 December 2024 17:03
  • Avran_Sylt
    Avran_Sylt
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    Avran_Sylt wrote: »
    Without unblockable stuns/crowd controls, etc., block tanks would be invincible in PVP. I'm just saying...

    There has to be a way to force players to drop block so you have a window in which you can hit them without them having the benefit of block damage mitigation.

    Well, why make it a method that is also great for destroying noobs?

    And doesn't that indicate an issue with blocking?

    Noobs will be destroyed by almost anything in PVP until they are no longer noobs.

    Its not an issue with blocking as much as it is encouraging offense. If you could block everything, every skill, every stun, every attack, the game would be a stalemate. PVP, for better or worse, has to encourage killing.

    The problem is, especially with ESO, is once something becomes "unfair" players run to these boards and cry foul. There are a decades worth of threads with people whining about everything from Way of Fire to Elf Bane to Flames of Oblivion to Vigor. Yes, Vigor. "I was killing this player and he healed 'too much.' Unfair!" Once upon a time, werewolves and necromancers were fun to play. Then they became "unfair." Warrior's Fury and 7th Legion Brute was once a viable combination. Unfair. Heck, they could dedicate an entire section to nightblades.

    The day they remove unblockable stuns is the day PVP officially dies.

    Funnily enough, what an unblockable stun does, is encourage defense.

    Because you know it's a bar that has been set that if you don't meet it, you get deleted. You can't fancy yourself as having good prediction or reaction time to avoid it with an opponents tell through their animations. (Though I suppose if your opponent is a nightblade they give plenty of tells, lol).

    Isn't that why everyone has set their hp to 35k, and tries to max resistance?

    Why seldom few truly go glass cannon?

    Because they know they have to deal with an unavoidable setup?
    Edited by Avran_Sylt on 18 December 2024 19:11
  • El_Borracho
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    @Avran_Sylt for me, the stun is offense and defense. I know I've used it to give me the time to run away and regroup, and I've also used it as part of a burst combo to beat a player down. Its situational but necessary.

    I've thought for a while now that the solution to the 35K+ cheese build is more offense. Counter the increase in deaths with a closer revive point so you get more action. But, as I know you've seen, once players die, the wailing and gnashing of teeth begins.

    But I prefer my PVP to be "kill or be killed" instead of "I stayed alive the longest."
  • Avran_Sylt
    Avran_Sylt
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    @Avran_Sylt for me, the stun is offense and defense. I know I've used it to give me the time to run away and regroup, and I've also used it as part of a burst combo to beat a player down. Its situational but necessary.

    I've thought for a while now that the solution to the 35K+ cheese build is more offense. Counter the increase in deaths with a closer revive point so you get more action. But, as I know you've seen, once players die, the wailing and gnashing of teeth begins.

    But I prefer my PVP to be "kill or be killed" instead of "I stayed alive the longest."

    I do not really want to be part of your PvP where "kill or be killed" also includes unavoidable stuns (that are both offensive and defensively focused). That just seems like it'd involve stacking multi-landing damage instances ontop of those unavoidable stuns on repeat.

    Time stop, I can see that as being unavoidable, AoE utility that sets-up other players.

    But no solo sourced instant stuns, especially not one delayed like the Arcanists.
  • El_Borracho
    El_Borracho
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    Avran_Sylt wrote: »
    @Avran_Sylt for me, the stun is offense and defense. I know I've used it to give me the time to run away and regroup, and I've also used it as part of a burst combo to beat a player down. Its situational but necessary.

    I've thought for a while now that the solution to the 35K+ cheese build is more offense. Counter the increase in deaths with a closer revive point so you get more action. But, as I know you've seen, once players die, the wailing and gnashing of teeth begins.

    But I prefer my PVP to be "kill or be killed" instead of "I stayed alive the longest."

    I do not really want to be part of your PvP where "kill or be killed" also includes unavoidable stuns (that are both offensive and defensively focused). That just seems like it'd involve stacking multi-landing damage instances ontop of those unavoidable stuns on repeat.

    Time stop, I can see that as being unavoidable, AoE utility that sets-up other players.

    But no solo sourced instant stuns, especially not one delayed like the Arcanists.

    To each their own. But PVP right now is boring compared to what it was just a few years ago. And it has everything to do with nerfing every viable offensive set or ability that pops up. The downward spiral is removing offense only makes tank builds tankier.

    Do I want a PVP world where everyone is a glass cannon? No. But I also don't want to beat another player by boring him into quitting.

    For me, a fun PVP world was GTA V until the flying motorcycles of death took over. Prior to that, everyone had the same gear to choose from, so it came down to ability to PVP. Once the Oppressor was introduced, I was done, as any noob with one could just spam rockets.

    Basically, the Oppressor is the polar opposite of the cheese tank. Neither are fun and both should be removed. If the devs can figure that out, which starts with ignoring every "Whaaahhhhh, some guy wearing [ENTER SET HERE] killed me. HAVE THE SET REMOVED!!" thread. Until then, its be a tank, be a highly skilled nightblade, or surf the zerg
    Edited by El_Borracho on 18 December 2024 19:57
  • Avran_Sylt
    Avran_Sylt
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    Avran_Sylt wrote: »
    @Avran_Sylt for me, the stun is offense and defense. I know I've used it to give me the time to run away and regroup, and I've also used it as part of a burst combo to beat a player down. Its situational but necessary.

    I've thought for a while now that the solution to the 35K+ cheese build is more offense. Counter the increase in deaths with a closer revive point so you get more action. But, as I know you've seen, once players die, the wailing and gnashing of teeth begins.

    But I prefer my PVP to be "kill or be killed" instead of "I stayed alive the longest."

    I do not really want to be part of your PvP where "kill or be killed" also includes unavoidable stuns (that are both offensive and defensively focused). That just seems like it'd involve stacking multi-landing damage instances ontop of those unavoidable stuns on repeat.

    Time stop, I can see that as being unavoidable, AoE utility that sets-up other players.

    But no solo sourced instant stuns, especially not one delayed like the Arcanists.

    To each their own. But PVP right now is boring compared to what it was just a few years ago. And it has everything to do with nerfing every viable offensive set or ability that pops up. The downward spiral is removing offense only makes tank builds tankier.

    Do I want a PVP world where everyone is a glass cannon? No. But I also don't want to beat another player by boring him into quitting.

    For me, a fun PVP world was GTA V until the flying motorcycles of death took over. Prior to that, everyone had the same gear to choose from, so it came down to ability to PVP. Once the Oppressor was introduced, I was done, as any noob with one could just spam rockets.

    Basically, the Oppressor is the polar opposite of the cheese tank. Neither are fun and both should be removed. If the devs can figure that out, which starts with ignoring every "Whaaahhhhh, some guy wearing [ENTER SET HERE] killed me. HAVE THE SET REMOVED!!" thread. Until then, its be a tank, be a highly skilled nightblade, or surf the zerg

    My only concern with your point of view is that you seem to be advocating for one-shot builds from basic skill weaving, against all types of builds (not just undergeared or super-squishy targets, but tanks and "well-rounded" builds).

    Which (while I would heartily benefit from as a Nightblade.) given the current dynamics of Invisibility, and inherent safety of ranged vs melee (even though they have comparable damage output), would probably make PvP a bit too annoying. (Though if they do ever make it so getting back into the fray in Cyrodiil is much faster, such annoyance could partially be quelled).

    Addressing the cheese tank shouldn't be solved by just raising the floor on all damage. But by targeting how such a tank is able to maintain infinite resources.
    Edited by Avran_Sylt on 18 December 2024 20:13
  • El_Borracho
    El_Borracho
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    Avran_Sylt wrote: »
    Avran_Sylt wrote: »
    @Avran_Sylt for me, the stun is offense and defense. I know I've used it to give me the time to run away and regroup, and I've also used it as part of a burst combo to beat a player down. Its situational but necessary.

    I've thought for a while now that the solution to the 35K+ cheese build is more offense. Counter the increase in deaths with a closer revive point so you get more action. But, as I know you've seen, once players die, the wailing and gnashing of teeth begins.

    But I prefer my PVP to be "kill or be killed" instead of "I stayed alive the longest."

    I do not really want to be part of your PvP where "kill or be killed" also includes unavoidable stuns (that are both offensive and defensively focused). That just seems like it'd involve stacking multi-landing damage instances ontop of those unavoidable stuns on repeat.

    Time stop, I can see that as being unavoidable, AoE utility that sets-up other players.

    But no solo sourced instant stuns, especially not one delayed like the Arcanists.

    To each their own. But PVP right now is boring compared to what it was just a few years ago. And it has everything to do with nerfing every viable offensive set or ability that pops up. The downward spiral is removing offense only makes tank builds tankier.

    Do I want a PVP world where everyone is a glass cannon? No. But I also don't want to beat another player by boring him into quitting.

    For me, a fun PVP world was GTA V until the flying motorcycles of death took over. Prior to that, everyone had the same gear to choose from, so it came down to ability to PVP. Once the Oppressor was introduced, I was done, as any noob with one could just spam rockets.

    Basically, the Oppressor is the polar opposite of the cheese tank. Neither are fun and both should be removed. If the devs can figure that out, which starts with ignoring every "Whaaahhhhh, some guy wearing [ENTER SET HERE] killed me. HAVE THE SET REMOVED!!" thread. Until then, its be a tank, be a highly skilled nightblade, or surf the zerg

    My only concern with your point of view is that you seem to be advocating for one-shot builds from basic skill weaving, against all types of builds (not just undergeared or super-squishy targets, but tanks and "well-rounded" builds).

    Which (while I would heartily benefit from as a Nightblade.) given the current dynamics of Invisibility, and inherent safety of ranged vs melee (even though they have comparable damage output), would probably make PvP a bit too annoying. (Though if they do ever make it so getting back into the fray in Cyrodiil is much faster, such annoyance could partially be quelled).

    Addressing the cheese tank shouldn't be solved by just raising the floor on all damage. But by targeting how such a tank is able to maintain infinite resources.

    The irony is the nightblades I remember playing with and against when I started playing ESO would probably wipe the floor with every cheese tank out there. This is not a "back in my day" whine, its more a commentary on the "solution" of nerfing.

    When I started, when Vvardenfell and the Warden dropped, you had a pretty solid choice between nightblade, templar, sorcerer, and the brand new warden. All could compete as a DD in PVP without making a crazy niche build. SInce then, every single one of those classes has been nerfed, some to the point of meme status.

    The nightblade is still the top dog in PVP for DD. Nightblades have a PVP-centric toolkit which is nice, but they are on top because everything else has been gutted even more. The nightblade toolkit from 7 years ago would be considered cheating by today's standards. And it still dominates.

    Any time something rises to the level of being popular in PVP, it gets wrecked. Necros. DKs. Stam sorcs. As someone who loves playing arcanist in PVE I've been THRILLED that the arc is not great in PVP so it has escaped the nerf hammer. Maybe its time to stop nerfing things as a solution and instead boosting them.
  • dark_hunterxmg
    dark_hunterxmg
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    Every CC ability should be able to be mitigated, or none of them should. We have a situation where some are avoidable, but some aren't. This is giving certain classes an ability that others don't have. Using immovable potions? Well, the DK or Sorc will stun you anyway so you just wasted a potion.
  • CameraBeardThePirate
    CameraBeardThePirate
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    Every CC ability should be able to be mitigated, or none of them should. We have a situation where some are avoidable, but some aren't. This is giving certain classes an ability that others don't have. Using immovable potions? Well, the DK or Sorc will stun you anyway so you just wasted a potion.

    That's simply an incorrect statement. Fossilize and Streak are unblockable and undodgeable, but you will not be stunned by them if you have CC immunity. You wouldn't be "wasting an immovability potion" - it will still function against those stuns as normal.
    Edited by CameraBeardThePirate on 19 December 2024 21:47
  • dark_hunterxmg
    dark_hunterxmg
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    That's simply an incorrect statement. Fossilize and Streak are unblockable and undodgeable, but you will not be stunned by them if you have CC immunity. You wouldn't be "wasting an immovability potion" - it will still function against those stuns as normal.

    I still get stunned by those skills even with an immovable potion up. Bug maybe? I stopped using them when fighting those types of skills because I always get stunned anyway.
  • Avran_Sylt
    Avran_Sylt
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    Avran_Sylt wrote: »
    Avran_Sylt wrote: »
    @Avran_Sylt for me, the stun is offense and defense. I know I've used it to give me the time to run away and regroup, and I've also used it as part of a burst combo to beat a player down. Its situational but necessary.

    I've thought for a while now that the solution to the 35K+ cheese build is more offense. Counter the increase in deaths with a closer revive point so you get more action. But, as I know you've seen, once players die, the wailing and gnashing of teeth begins.

    But I prefer my PVP to be "kill or be killed" instead of "I stayed alive the longest."

    I do not really want to be part of your PvP where "kill or be killed" also includes unavoidable stuns (that are both offensive and defensively focused). That just seems like it'd involve stacking multi-landing damage instances ontop of those unavoidable stuns on repeat.

    Time stop, I can see that as being unavoidable, AoE utility that sets-up other players.

    But no solo sourced instant stuns, especially not one delayed like the Arcanists.

    To each their own. But PVP right now is boring compared to what it was just a few years ago. And it has everything to do with nerfing every viable offensive set or ability that pops up. The downward spiral is removing offense only makes tank builds tankier.

    Do I want a PVP world where everyone is a glass cannon? No. But I also don't want to beat another player by boring him into quitting.

    For me, a fun PVP world was GTA V until the flying motorcycles of death took over. Prior to that, everyone had the same gear to choose from, so it came down to ability to PVP. Once the Oppressor was introduced, I was done, as any noob with one could just spam rockets.

    Basically, the Oppressor is the polar opposite of the cheese tank. Neither are fun and both should be removed. If the devs can figure that out, which starts with ignoring every "Whaaahhhhh, some guy wearing [ENTER SET HERE] killed me. HAVE THE SET REMOVED!!" thread. Until then, its be a tank, be a highly skilled nightblade, or surf the zerg

    My only concern with your point of view is that you seem to be advocating for one-shot builds from basic skill weaving, against all types of builds (not just undergeared or super-squishy targets, but tanks and "well-rounded" builds).

    Which (while I would heartily benefit from as a Nightblade.) given the current dynamics of Invisibility, and inherent safety of ranged vs melee (even though they have comparable damage output), would probably make PvP a bit too annoying. (Though if they do ever make it so getting back into the fray in Cyrodiil is much faster, such annoyance could partially be quelled).

    Addressing the cheese tank shouldn't be solved by just raising the floor on all damage. But by targeting how such a tank is able to maintain infinite resources.

    The irony is the nightblades I remember playing with and against when I started playing ESO would probably wipe the floor with every cheese tank out there. This is not a "back in my day" whine, its more a commentary on the "solution" of nerfing.

    When I started, when Vvardenfell and the Warden dropped, you had a pretty solid choice between nightblade, templar, sorcerer, and the brand new warden. All could compete as a DD in PVP without making a crazy niche build. SInce then, every single one of those classes has been nerfed, some to the point of meme status.

    The nightblade is still the top dog in PVP for DD. Nightblades have a PVP-centric toolkit which is nice, but they are on top because everything else has been gutted even more. The nightblade toolkit from 7 years ago would be considered cheating by today's standards. And it still dominates.

    Any time something rises to the level of being popular in PVP, it gets wrecked. Necros. DKs. Stam sorcs. As someone who loves playing arcanist in PVE I've been THRILLED that the arc is not great in PVP so it has escaped the nerf hammer. Maybe its time to stop nerfing things as a solution and instead boosting them.

    Well, to be frank, Invisibility OP.

    Pretty sure that while There are Unblockable/Undodgeable Stuns, it doesn't mean they can't Miss.

    NB's a slippery fish, to a degree that they can pump all stats into offense and can still easily slip away if the other player doesn't have some kind of dedicated detection skill to address invisibility.

    To a point I think it's possibly problematic.
  • El_Borracho
    El_Borracho
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    Avran_Sylt wrote: »
    Avran_Sylt wrote: »
    Avran_Sylt wrote: »
    @Avran_Sylt for me, the stun is offense and defense. I know I've used it to give me the time to run away and regroup, and I've also used it as part of a burst combo to beat a player down. Its situational but necessary.

    I've thought for a while now that the solution to the 35K+ cheese build is more offense. Counter the increase in deaths with a closer revive point so you get more action. But, as I know you've seen, once players die, the wailing and gnashing of teeth begins.

    But I prefer my PVP to be "kill or be killed" instead of "I stayed alive the longest."

    I do not really want to be part of your PvP where "kill or be killed" also includes unavoidable stuns (that are both offensive and defensively focused). That just seems like it'd involve stacking multi-landing damage instances ontop of those unavoidable stuns on repeat.

    Time stop, I can see that as being unavoidable, AoE utility that sets-up other players.

    But no solo sourced instant stuns, especially not one delayed like the Arcanists.

    To each their own. But PVP right now is boring compared to what it was just a few years ago. And it has everything to do with nerfing every viable offensive set or ability that pops up. The downward spiral is removing offense only makes tank builds tankier.

    Do I want a PVP world where everyone is a glass cannon? No. But I also don't want to beat another player by boring him into quitting.

    For me, a fun PVP world was GTA V until the flying motorcycles of death took over. Prior to that, everyone had the same gear to choose from, so it came down to ability to PVP. Once the Oppressor was introduced, I was done, as any noob with one could just spam rockets.

    Basically, the Oppressor is the polar opposite of the cheese tank. Neither are fun and both should be removed. If the devs can figure that out, which starts with ignoring every "Whaaahhhhh, some guy wearing [ENTER SET HERE] killed me. HAVE THE SET REMOVED!!" thread. Until then, its be a tank, be a highly skilled nightblade, or surf the zerg

    My only concern with your point of view is that you seem to be advocating for one-shot builds from basic skill weaving, against all types of builds (not just undergeared or super-squishy targets, but tanks and "well-rounded" builds).

    Which (while I would heartily benefit from as a Nightblade.) given the current dynamics of Invisibility, and inherent safety of ranged vs melee (even though they have comparable damage output), would probably make PvP a bit too annoying. (Though if they do ever make it so getting back into the fray in Cyrodiil is much faster, such annoyance could partially be quelled).

    Addressing the cheese tank shouldn't be solved by just raising the floor on all damage. But by targeting how such a tank is able to maintain infinite resources.

    The irony is the nightblades I remember playing with and against when I started playing ESO would probably wipe the floor with every cheese tank out there. This is not a "back in my day" whine, its more a commentary on the "solution" of nerfing.

    When I started, when Vvardenfell and the Warden dropped, you had a pretty solid choice between nightblade, templar, sorcerer, and the brand new warden. All could compete as a DD in PVP without making a crazy niche build. SInce then, every single one of those classes has been nerfed, some to the point of meme status.

    The nightblade is still the top dog in PVP for DD. Nightblades have a PVP-centric toolkit which is nice, but they are on top because everything else has been gutted even more. The nightblade toolkit from 7 years ago would be considered cheating by today's standards. And it still dominates.

    Any time something rises to the level of being popular in PVP, it gets wrecked. Necros. DKs. Stam sorcs. As someone who loves playing arcanist in PVE I've been THRILLED that the arc is not great in PVP so it has escaped the nerf hammer. Maybe its time to stop nerfing things as a solution and instead boosting them.

    Well, to be frank, Invisibility OP.

    Pretty sure that while There are Unblockable/Undodgeable Stuns, it doesn't mean they can't Miss.

    NB's a slippery fish, to a degree that they can pump all stats into offense and can still easily slip away if the other player doesn't have some kind of dedicated detection skill to address invisibility.

    To a point I think it's possibly problematic.

    Again, this version of invisibility is a shell of what it once was, and you (and others) consider it OP. Its a testament to how far PVP has fallen because of constant nerfs.

    To put the problem another way, what if you removed nightblades from the game completely? Who would kill the cheese tanks then?

    Constantly removing offense only makes no-thought defensive builds stronger. You can't complain about someone running a 35-40K health build while also complaining the skills used to kill them are too strong. Its like eating cheesecake all day and wondering why you're not losing weight.
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