Lifecode666 wrote: »this thread has ended up as another nerf nightblade thread.
nightblades are fine.
heystreethawk wrote: »I have purge, and other people in my group run it too. Dark cloak removes DoTs, but not heal debuffs, snares, marks, etc. I also receive 10% additional magicka regen from having purge slotted. If I'm running purge and barrier on the same bar, lock up your daughters, because I have 20% additional magicka regen. I like having purge.
leepalmer95 wrote: »The gap closer thing is just a terrible idea, it makes pvp seems really choppy and not a smooth gameplay either.
It's also now actually impossible for templars or dk's to move n a fight they either win the fight or die, running is not an option.
jep it would be broken then...It just needs a minimum range. Like all others gap closer. It won't be an issue then.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Consider that there is no cast time (it's instant), there's just an animation (I call it the flying-squat) to delay the effect taking place. It's that delay that lets people go through doors..
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Lifecode666 wrote: »this thread has ended up as another nerf nightblade thread.
nightblades are fine.
It's not the NB per se. It's the way ZOS coded gap closers, and the stealth mechanic allows three animation cancelled skills to be considered as an "attack" from stealth that an issue. Cloak is fine as is. Ambush is fine (except minimum range not consistent with other gap closers.)
Give teleport strike an increasing cost per cast within 4s.
@BigTone If it doesn't pull the target out of cloak, should it still port you to them? I like that idea.. You flash through the shadows and wonder why the heck you're there..
If the target moves out of range while you are teleporting to the target there is no justification logically that it should extend further than its range. You are teleporting to where the target was in physical space, not where they will be. The grey area in this argument is that the shadows somehow guide you to your target, however that can't be the case since if you are travelling instantaneously folding time and space, upon casting it, there would be no time to calculate the difference of the targets location between the time you enter the shadows and the time you exit. This only leaves the "because magic" justification which I think most should logically agree can't hold up as a justification to give TS special powers that other gap closers don't have. Later in your post you suggest that it is not instantaneous through the example of teleporting through doors. Thats fine, but then your second argument about land based gap closers applies as well; you are expending a finite amount of resources and as such those resources should then only allow you to travel a maximum distance. Of course, this argument also disqualifies the notion that you would move farther than its maximum range because the teleport is not instantaneous, again leaving the only remaining argument the "because magic" argument. So either way, no it wouldn't extend beyond its maximum range.
The argument that overland based gap closers should only extend to their maximum range because they are expending a finite amount of resources is only justifiable if the resources consumed then scale up as distance is travelled. As you and I both know, a critical rush does not only consume 10% of its resource cost if you only travel 10% of its maximum distance. To justify its maximum distance based on resources expended would then necessitate this kind of resource scaling. Are you prepared to give land based gap closers this kind of buff?
Also as a side note; land based gap closers currently slow down your travel speed at progressively closer distances which makes absolutely no sense once you should logically arrive sooner at your target if you are closer.
There is no grounds to justify a gap closer not removing stealth if it makes contact after a player has entered stealth. If you are striking at the space a player is standing within when they are hidden, you are still going to hit them. Stealth doesnt make you ethereal. It doesn't make you impervious to damage or transport you to an alternate dimension. You are still there. You are still hit (whether invisible or stealth - in both cases taking damage will remove you from either one).
I don't entirely hate the new "Charge Snare" mechanic, added in 1.7 by surprise. Although it can be very annoying at times.
If ZOS intends to keep this mechanic, they should add a minimum distance to teleport strike and its morphs. To bring it more in line with other gap closers, I don't think this is unreasonable. Even with a minimum distance, ambush is still a compelling choice over other options.