I dunno... i wish as an NB i had the same opportunity to get out of a fight i didnt pick wisely.
scy22b14_ESO wrote: »Bolt escape needs to be changed.
I don't possess the vocabulary necessary to articulate just how broken this skill is in it's current state. Sorcerer's abusing this skill are 100% unkillable. It's not uncommon to see a sorc spam this 5-7 times and go from in your face to beyond clipping range.
It should go without saying. This is a ridiculous ability in a true pvp setting. It needs to be changed. Percentage based magic cost would solve the issue.
Kingslayer wrote: »Get away? Never get caught? You sir must be useless then i catch them all the time. It does not make them invincible at all. It is you who has no clue whatsoever. In an RvR type game their is more reason for it in large scale type combat if this was small scale pvp you may have a point but alas it ain't.
Kewljag_66_ESO wrote: »Having no problem with killing these sorcs, you just need some kind of CC on one of your bars.
Kingslayer wrote: »Counters to Bolt escape Video
https://www.youtube.com/watch?v=5kfzJ1lNlU4[/quote
Now. Do those tests again, but this time don't play the sorcerer like you're missing a frontal lobe.
1. Shield charge, CC break, continue on your way.
2. Chain pull, continue on your way.
3. Dark talons, lol.
Honestly, proclaiming it longer and louder doesn't make it any more true. The only thing this video has proven is that sorcerer has no clue whatsoever.
problem with this skill is not the average player's usage: I see a lot of players using (or misusing as it happens) this skill to hop away from a fight when theyre in trouble. a lot of the time, they die, because its too late; one bolt, and they get slapped with a chain or knocked over etc. But on the higher end of the learning curve, a player can leap behind an enemy's los, kill one or two members of a group, and zip out of range before they're ever in danger. After the task is done, (and assuming they built for magicka and cost reduction) they're still rockin enough magicka to do it again in a minute. Not to mention they're probably at full stamina and thus still more mobile than the idiots who go sprinting to catch up. By the time they do get in range, said mage can turn back around and pick another one or two people off, or - should he feel like it - just teleport away again. I've watched this happen (groaning inwardly) to a keep raid group. Mage ports in. Kills a player. Burns two trebuchets. Ports out after getting shot once with a bow. Wait 40 seconds. Rinse. Repeat. One more ballista down, and one stupid dk. He finally died, not because he was bad, but because he accidentally ported away into a stealthed nb. Not before he'd killed 5 members of a 16 man raid, burned 4 siege weapons, and effectively bought time for his own guys to get inside the keep to defend.
My point is this; you can be as skilled as you want in another class; barring unusual bonuses (emp) and siege weapons (oil, ftw) you wont bring the kind of pain an intelligent sorc can so long as you can cast this spell 5 times reliably in an engagement and still have the magicka to spare for some destruction.
p.s. chain and other cc's won't have an effect if they can use their cc prot for 8 secs. that's more than enough time to zip out of range, and not necessary if they place themselves correctly during a hit and run - your chain/kd wont have the range to hit them unless they showed themselves before they strike, like a goof, or if they do it repeatedly from the same direction. Agreed, you might get a lucky one off if you have some foresight, but if they are as smart as you are (generally good to assume) then they won't get that close. (pps, i know it hurts, i still try sometimes, on the off chance that the sorc is a tool)
dennis.schmelzleb16_ESO wrote: »Bolt Escape = 15mtr.
DK: Fiery Gripe = 18/22mtr.
Templer: Piercing Javeling = 20mtr.
NB: Teleport Strike = 22mtr.
2H: Critical Charge = 22mtr.
S+B: Shield Charge = 22mtr.
Now you just have to train your reaction time a bit and stop whining.
dennis.schmelzleb16_ESO wrote: »Bolt Escape = 15mtr.
DK: Fiery Gripe = 18/22mtr.
Templer: Piercing Javeling = 20mtr.
NB: Teleport Strike = 22mtr.
2H: Critical Charge = 22mtr.
S+B: Shield Charge = 22mtr.
Now you just have to train your reaction time a bit and stop whining.
All countered by 5 second immune timer... take the immune timer off and I'll stop 'whining'.
Edit: Also you are forgetting sorcs can blink twice by the time people break out of BE stun (makes it even more of a broken skill as the stun even goes off if I was behind the sorc)..... so it's 30mtr range.... oh look out of range.
Just lol at the video as well... Think if you're going to do a video on countering something use a competent player at least.... oh wait video would of been pointing out most of these points to counter would be void.
dennis.schmelzleb16_ESO wrote: »Bolt Escape = 15mtr.
DK: Fiery Gripe = 18/22mtr.
Templer: Piercing Javeling = 20mtr.
NB: Teleport Strike = 22mtr.
2H: Critical Charge = 22mtr.
S+B: Shield Charge = 22mtr.
Now you just have to train your reaction time a bit and stop whining.
All countered by 5 second immune timer... take the immune timer off and I'll stop 'whining'.
Edit: Also you are forgetting sorcs can blink twice by the time people break out of BE stun (makes it even more of a broken skill as the stun even goes off if I was behind the sorc)..... so it's 30mtr range.... oh look out of range.
Just lol at the video as well... Think if you're going to do a video on countering something use a competent player at least.... oh wait video would of been pointing out most of these points to counter would be void.
popatiberiuoneb18_ESO wrote: »
Wait..you are telling me you cant teleport strike/critical charge, shield charge someone for 5 seconds after you did it in the first place? Thats new...
The only ability that would not "work" becouse of the immunity is the chain pull, the others work just fine, shield charge even bypasses the immunity and stuns all the time, as its bugged atm.
popatiberiuoneb18_ESO wrote: »
Wait..you are telling me you cant teleport strike/critical charge, shield charge someone for 5 seconds after you did it in the first place? Thats new...
The only ability that would not "work" becouse of the immunity is the chain pull, the others work just fine, shield charge even bypasses the immunity and stuns all the time, as its bugged atm.
The CC doesn't work when the player has a 5 second immunity (actually uped to 7secs on test server)... but if you have ever played the game you will realise blink is an instant travel time when charge is movement that takes a little bit longer.
Here's how it plays out every fight;
Situation 1 (charge): Start fighting -> Sorc doesn't like the fight so blinks (Could end here as you are stunned, he gets 2nd blink and out of range) -> DK charges -> Sorc Blinks in mid charge -> You stop at the sorcs original spot and knock down the further ahead sorc (can't attack sorc as out of range as charge doesn't carry on to sorcs new position) -> Sorc gets up/breaks knockdown and you blinks / You charge him again but doesn't get knocked down again due to immunity -> As sorc had the range advantage before he is now out of range to charge again. ---- However if the sorc is bad and doesn't get this off cleanly you do catch up the 2nd time and you get him on the spot he just breaks again and stuns you and he gets out of range because 2 blinks means no targetted skills are in range to catch up.
(Not to forget a geared sorc can blink 14 times with a full magicka bar when charge is quite expensive on stamina and you also have to break a stun against a sorc which is most of your stam gone)
Situation 2 (pull): Start fighting -> Sorc blinks away -> Dk Pulls -> sorc breaks out -> blinks -> dk pulls but sorc is immune -> sorc blinks 2nd time and out of range.
My charge is working then... how do you bug it to make it knockdown every time?
popatiberiuoneb18_ESO wrote: »
Wait..you are telling me you cant teleport strike/critical charge, shield charge someone for 5 seconds after you did it in the first place? Thats new...
The only ability that would not "work" becouse of the immunity is the chain pull, the others work just fine, shield charge even bypasses the immunity and stuns all the time, as its bugged atm.
The CC doesn't work when the player has a 5 second immunity (actually uped to 7secs on test server)... but if you have ever played the game you will realise blink is an instant travel time when charge is movement that takes a little bit longer.
Here's how it plays out every fight;
Situation 1 (charge): Start fighting -> Sorc doesn't like the fight so blinks (Could end here as you are stunned, he gets 2nd blink and out of range) -> DK charges -> Sorc Blinks in mid charge -> You stop at the sorcs original spot and knock down the further ahead sorc (can't attack sorc as out of range as charge doesn't carry on to sorcs new position) -> Sorc gets up/breaks knockdown and you blinks / You charge him again but doesn't get knocked down again due to immunity -> As sorc had the range advantage before he is now out of range to charge again. ---- However if the sorc is bad and doesn't get this off cleanly you do catch up the 2nd time and you get him on the spot he just breaks again and stuns you and he gets out of range because 2 blinks means no targetted skills are in range to catch up.
(Not to forget a geared sorc can blink 14 times with a full magicka bar when charge is quite expensive on stamina and you also have to break a stun against a sorc which is most of your stam gone)
Situation 2 (pull): Start fighting -> Sorc blinks away -> Dk Pulls -> sorc breaks out -> blinks -> dk pulls but sorc is immune -> sorc blinks 2nd time and out of range.
My charge is working then... how do you bug it to make it knockdown every time?
popatiberiuoneb18_ESO wrote: »Your scenario sounds plausible on paper but in RvR it wont happen like this. There is a delay between skills (the animation time as many call it). There is also the latency (breaking out of cc takes 2s+ for an EU player in a non zerg heavy environment, cant speak for the US players though). Also not sure what you mean by charge missing, mine always hits, if i charge a sorc or whatever, it will hit them even if they are miles away, as long as i managed to trigger it, and stun them, this actualy works in your favour, you can double charge the already stunned enemy.
actually been proven to be 12, 14 with potion.popatiberiuoneb18_ESO wrote: »A geared sorc can blink more like 10-11 times, depending if they are traited for magika reduction sets, enchants on jewels.
Wrong thread about Stamina sorcs.popatiberiuoneb18_ESO wrote: »A stamina based sorc with no cost reductions and no light armour will only blink 3 times before they are oom. Same can be said for a "fully geared" stamina build that is charging, i can charge all day long if i grab my 2hander with the right gear, tested both the shield and sword charge and the 2hander vs bolting sorcs and if they arent out of your reach (and you dont lag to death) you will catch up more then not. There are also ranged skills that...well...can be used when out of melee range.
popatiberiuoneb18_ESO wrote: »Not sure how you bug the shield and sword charge. I noticed it always stuns me even if i have immunity so i tested it out myself and it completly ignores that immunity, you can chain stun as much as you please, hopefully it will get fixed, it gives the sword and shield users another unfair advantage besides the shield bash.
Haha, I just couldn't resist anymore. So many of the complainers here are DKs? I mean really... I could understand if Nightblades, who have relatively low survivability, would complain that they can't kill sorcerers when they get the jump, but when a class with best DPS and CC makes demands, that sorcerers shouldn't have an escape ability from their talons and fires or doom, it's almost funny. And why is that you may ask?... wait wait, because no other class can do it. So if DKs can't kill one class, and some lucky sob gets away every now and then, that class needs a nerf. Just priceless .
popatiberiuoneb18_ESO wrote: »Your scenario sounds plausible on paper but in RvR it wont happen like this. There is a delay between skills (the animation time as many call it). There is also the latency (breaking out of cc takes 2s+ for an EU player in a non zerg heavy environment, cant speak for the US players though). Also not sure what you mean by charge missing, mine always hits, if i charge a sorc or whatever, it will hit them even if they are miles away, as long as i managed to trigger it, and stun them, this actualy works in your favour, you can double charge the already stunned enemy.
Missing? Think you are confused but you said the answer to it in your post anyway that you don't charge up to their new position (technically missing in your term/thinking).actually been proven to be 12, 14 with potion.popatiberiuoneb18_ESO wrote: »A geared sorc can blink more like 10-11 times, depending if they are traited for magika reduction sets, enchants on jewels.Wrong thread about Stamina sorcs.popatiberiuoneb18_ESO wrote: »A stamina based sorc with no cost reductions and no light armour will only blink 3 times before they are oom. Same can be said for a "fully geared" stamina build that is charging, i can charge all day long if i grab my 2hander with the right gear, tested both the shield and sword charge and the 2hander vs bolting sorcs and if they arent out of your reach (and you dont lag to death) you will catch up more then not. There are also ranged skills that...well...can be used when out of melee range.popatiberiuoneb18_ESO wrote: »Not sure how you bug the shield and sword charge. I noticed it always stuns me even if i have immunity so i tested it out myself and it completly ignores that immunity, you can chain stun as much as you please, hopefully it will get fixed, it gives the sword and shield users another unfair advantage besides the shield bash.
Well it's either that or people can't be stunned during a blink but that can't be it, because they get hit the first time... they only resist the knockdown when they are immune which is what is supposed to happen. You tried spamming it on someone then and stuns every time? Wish that worked for me.... Why isn't there an outcry for perma stun then? Why the *** aren't people using this more if so? Doesn't make sense if what you are saying is true... unless you are BSing.
Haha, I just couldn't resist anymore. So many of the complainers here are DKs? I mean really... I could understand if Nightblades, who have relatively low survivability, would complain that they can't kill sorcerers when they get the jump, but when a class with best DPS and CC makes demands, that sorcerers shouldn't have an escape ability from their talons and fires or doom, it's almost funny. And why is that you may ask?... wait wait, because no other class can do it. So if DKs can't kill one class, and some lucky sob gets away every now and then, that class needs a nerf. Just priceless .
Not 1 person has ever said get rid of the skill... they should be able to cast it couple of times but 12-14... That's way too much for what is intended in a RvR game... when no other class has even close to potential to get away from every fight, granted NB can spam stealth but that can be countered by mage light to my knowledge.
Haha, I just couldn't resist anymore. So many of the complainers here are DKs? I mean really... I could understand if Nightblades, who have relatively low survivability, would complain that they can't kill sorcerers when they get the jump, but when a class with best DPS and CC makes demands, that sorcerers shouldn't have an escape ability from their talons and fires or doom, it's almost funny. And why is that you may ask?... wait wait, because no other class can do it. So if DKs can't kill one class, and some lucky sob gets away every now and then, that class needs a nerf. Just priceless .
Not 1 person has ever said get rid of the skill... they should be able to cast it couple of times but 12-14... That's way too much for what is intended in a RvR game... when no other class has even close to potential to get away from every fight, granted NB can spam stealth but that can be countered by mage light to my knowledge.
popatiberiuoneb18_ESO wrote: »Haha, I just couldn't resist anymore. So many of the complainers here are DKs? I mean really... I could understand if Nightblades, who have relatively low survivability, would complain that they can't kill sorcerers when they get the jump, but when a class with best DPS and CC makes demands, that sorcerers shouldn't have an escape ability from their talons and fires or doom, it's almost funny. And why is that you may ask?... wait wait, because no other class can do it. So if DKs can't kill one class, and some lucky sob gets away every now and then, that class needs a nerf. Just priceless .
Not 1 person has ever said get rid of the skill... they should be able to cast it couple of times but 12-14... That's way too much for what is intended in a RvR game... when no other class has even close to potential to get away from every fight, granted NB can spam stealth but that can be countered by mage light to my knowledge.
Nope, mage light wont work vs 5 second stealth from skill, nb can spam stealth and atack you as often as they want with the stealth bonus (ultil they run out of resources or you die, usualy you die unless you have strong healing support or you're a dk). Lets just say i got shot with a bow for 1.2k in a row (with a venom shot timed inbetween that also benefits from stealth bonus and died in less then 2 seconds) but you dont see me whine about nerfing nbs/bows or stealth. Ohh yes, i sit on 3k hps.
12-14 is on full magika with a warlock set, reduction set, reduction jewels, , light armour passives, magika pots. If i dont stack any of those then i can do 3 bolts tops on full magika. All of those cost reduction items are avaible to everyone else and all class skills are magika based, if you choose to spec for dps or whatever rather then magika reduction that is your problem, "gymp" yourself and go the magika reduction way and i promise you will find yourself being as trigger happy as any of those bolting sorcs.
P.S.: Mage light (using inner light morph) seems to be broken at times. I often find myself not being able to detect a stealthed enemy when sitting on top of them. That i can counter though by using pbaoe (pulse).
Haha, I just couldn't resist anymore. So many of the complainers here are DKs? I mean really... I could understand if Nightblades, who have relatively low survivability, would complain that they can't kill sorcerers when they get the jump, but when a class with best DPS and CC makes demands, that sorcerers shouldn't have an escape ability from their talons and fires or doom, it's almost funny. And why is that you may ask?... wait wait, because no other class can do it. So if DKs can't kill one class, and some lucky sob gets away every now and then, that class needs a nerf. Just priceless .
Not 1 person has ever said get rid of the skill... they should be able to cast it couple of times but 12-14... That's way too much for what is intended in a RvR game... when no other class has even close to potential to get away from every fight, granted NB can spam stealth but that can be countered by mage light to my knowledge.
Other abilities are just as spammable that I don't use. Hidden Blade, Poison Arrow, Burning Talons, you name it.
Adding any kind of cool downs would instantly make me quit this game.
The reason I like it is the action combat. You can cast what you want, when you want, as the situation demands.
Its reactions rather than rotations and I love it.
People who complain about "spamming" can go back to their crappy stationary WoW combat.
People who complain about "spamming" can go back to their crappy stationary WoW combat.
1. Increase the cost of Dark Talons to make it less spammable.