Maintenance for the week of November 18:
• PC/Mac: No maintenance – November 18
• ESO Store and Account System for maintenance – November 19, 9:00AM EST (14:00 UTC) - 6:00PM EST (23:00 UTC)
• PlayStation®: EU megaserver for maintenance – November 19, 23:00 UTC (6:00PM EST) - November 20, 17:00 UTC (12:00PM EST)
https://forums.elderscrollsonline.com/en/discussion/668861

[Suggestion] Gap closers change

TheDarkShadow
TheDarkShadow
✭✭✭✭✭
So I heard the devs plan to change all gap closers to work like Ambush, which is a teleport, ignore terrain, to avoid bug. This is a good news, however, I would like to give a few more suggestion:
- All gap closers should always teleport you to the target, even if the damage effect is dodged.
- All gap closers should have no min range, ignore root, but to balance this and avoid gap close spam, increase the cost of all gap closers. Make it cost A LOT. This will hopefully bring back diversity builds, specially hit n run kite playstyle. With no min range and ignore root and terrain, it's a quarantee you can always close the gap when you need, but if you abuse it, you will run out of resource. Or you can build for more sustain and stick in the enemy A but won't do much damage. On the other side you can build for more sustain and survival and root kite the enemy till he run out of resource trying to catch you, rather than pump anything to maximize damage and stand behind a zerg spamming 1 second focus arm.

Maybe I can think of more later, or someone will add more.
  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    Remove the snare. Don't replace it again, just remove it. We told ZOS it won't help to turn a root into a snare from the day Wrobel announced that change.
    Edited by ToRelax on 15 April 2016 16:30
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • krathos
    krathos
    ✭✭✭✭✭
    Balancing builds between the ability to gap close and the ability to kite effectively is a challenge. If you fall to one side you make the ability to kite useless (arguably the current meta). However, if you nerf gap closing too hard or make kiting abilities too strong then you risk alienating all of your melee players who need to be able to close gaps in order to perform most/all of their attacks.

    I say don't massively increase the cost but do remove the snare for all gap closers. When the gap closer lands and the player is too far out of range then count it as a miss.

    For example, if I gap close to a sorc and mid gap close he/she streaks i should still move the distance but the damage should be a "miss".

    This is a fine balance imho.
    Flapjack Palmdale
    <ANIMOSITY>

    Grand Overlord - Magicka Dragonknight
  • Cinbri
    Cinbri
    ✭✭✭✭✭
    ✭✭✭✭
    So for templars to get after 2 years finally working gap closer we should get nerf in form of increasing its cost A LOT? No, thx, i will live without gap closer at all than. Also i think they should not make all gap closers as teleprot but just revert 2.3 changes as it worked almost perfect before. Btw, changing stun into snare created new bug(at least with templar charge), will test it in near future.
    Edited by Cinbri on 16 April 2016 20:51
  • Serenityx
    Serenityx
    ✭✭✭
    I'd agree with the no-range aspect if it only applied to sorcerers with bolt escape slotted.
  • Redn3ck
    Redn3ck
    There should be a minimum range for all gap closers, and that range should be what ever the maximum range for melee attacks is...because honestly that's why you hit a gap closer, to bring you within range of the melees. But I 100% agree with removing any and all snares/roots, they (gap closers) should be dodgeable.
  • aLi3nZ
    aLi3nZ
    ✭✭✭✭
    Its like every gap closer stuns or snares. This would be fine if stampede didn't stop the player in their place while they wait for the enemy to close the gap. Then on top of that for CC immunity to not apply properly and all snares to stack one on top of the other resulting in 140% snare so you cant move at all.

    Ambush / stun
    Lotus fan / 70% snare
    Stampede / 60% snare
    SHIELD CHARGE / stun
    Toppling charge / stun

    What is great for the OP nightblade is now cloak makes meteor disappear and hit nothing at all. Not the last position the nightblade was when it was spotted. Nothing at all, it just vanishes. And also cloak during a gap closer like stampete/sheild charge or toppling charge results in the person initiating the gap closer to just stop half way there. At least cloak has weakness to dots now.
  • Frawr
    Frawr
    ✭✭✭✭✭
    The snare should be gone from gap closers and not replaced.

    I disagree that the cost should rise.

    The stamina cost of roll should not be multiplied if rolling out of a cc.

    Currently I can spam talons or bombard each time you escape, at the same cost, but you get increased escape cost each time.

    #insane
  • TheDarkShadow
    TheDarkShadow
    ✭✭✭✭✭
    Frawr wrote: »
    The snare should be gone from gap closers and not replaced.

    I disagree that the cost should rise.

    The stamina cost of roll should not be multiplied if rolling out of a cc.

    Currently I can spam talons or bombard each time you escape, at the same cost, but you get increased escape cost each time.

    #insane

    I think the cost rise is justice for ignoring the root. Currently, all gap closers except the NB's require you to dodge roll to break root before gap close. If what I heard is right and they plan to make all gap closers work like Teleport Strike, ignore root and terrant, then you must in crease cost or everyone will spam it and make kite useless as it is now.
    Edited by TheDarkShadow on 18 April 2016 15:02
  • BurritoESO
    BurritoESO
    ✭✭✭✭
    Increasing the cost would just add more issues. Removing the snare and keeping minimum range to all gap closers should be a thing though. Minimum range for gapclosers is a must because currently you can be in someone's face spamming crit rush/ambush sticking to your target and permanently snaring them, which is really annoying and unbalanced. Just keep the minimum range to a point where you can still be in range for every other melee attack to work like concealed or whip for example.
  • Omgwtfbbq321
    Omgwtfbbq321
    ✭✭✭
    If I had it my way, gap closers would do 0 damage. They are there to get you to your target. At it's current state they act like a DPS/GapClose/Stun all in one skill. Hell, that's why you get ambush spammed. There is no need to use anything else at that rate.

    Give everyone 3 bars and make abilities do less things at once. Maybe people will have to press more than two or 3 skills to achieve a kill.
    My ping is higher than your resource recovery...
  • Lokey0024
    Lokey0024
    ✭✭✭✭✭
    Yea im getting ambush spammed that bypasses shuffle immunity when trying to get away from ganks. I think if you make gap closers cost more instead of being able to be mindlessly spammed would be a good thing.

    Played Dark Souls 3 this weekend and kinda liked the fact you hadto plan attacks like chess 1v1 and if you didnt build with enough resources you could hit hard once and had to recover. Interesting change of pace.
  • Vangy
    Vangy
    ✭✭✭✭✭
    No to increasing cost. In fact I think cost has nothing to do with gap closer spam.

    All they need to do is nerf all the damage of gap closers. The problem is we have crit rush, ambush, lotus fan etc hitting for huge numbers which make them almost as competitive as spamming WB or SA. Just tone down the damage and people wont spam these unless they need to gap close. The minimum range should be kept as well cos ya know.... its a gap closer. If the guy is in your face *** are you charging for?

    Also get rid of snare stacking. If you get hit with a 60% snare and a 30% snare, the 60% will take effect while the 30% does nothing. That in itself should be enough to balance out gap closers.
    Edited by Vangy on 21 April 2016 04:35
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
Sign In or Register to comment.