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Rune Prison

  • Feanor
    Feanor
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    Troneon wrote: »
    CC Immunity is also been bugged forever so yeah it's more like perma stunned. Complete joke.

    So you want a class nerf because a general aspect of the game isn’t working correctly? That’s not how things should be done.
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • Troneon
    Troneon
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    Feanor wrote: »
    Troneon wrote: »
    CC Immunity is also been bugged forever so yeah it's more like perma stunned. Complete joke.

    So you want a class nerf because a general aspect of the game isn’t working correctly? That’s not how things should be done.

    Even if CC immunity worked which is does not, Rune is still over performing, the broken CC immunity just makes the over performing more obvious and amplified than it actually is. Unless you would like to tell me what other class's have access to such a similar skill? Oh wait they did, it got taken away from them completely or nerfed? Really?....... :D





    Edited by Troneon on 25 June 2018 09:26
    PC EU AD
    Master Crafter - Anything you need!!
    High Elf Magicka Templar Healer/DPS/Tank
    Trials / Dungeons / PVP / Everything
  • Feanor
    Feanor
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    Troneon wrote: »
    Feanor wrote: »
    Troneon wrote: »
    CC Immunity is also been bugged forever so yeah it's more like perma stunned. Complete joke.

    So you want a class nerf because a general aspect of the game isn’t working correctly? That’s not how things should be done.

    Even if CC immunity worked which is does not, Rune is still over performing, the broken CC immunity just makes the over performing more obvious and amplified than it actually is. Unless you would like to tell me what other class's have access to such a similar skill? Oh wait they did, it got taken away from them completely or nerfed? Really?....... :D





    Fossilize was nerfed from 12m to 8m. While the reduction wasn’t really necessary - the 4m decrease doesn’t help considering the range of chains - Fossilize is still a very strong CC given the immobilize after the stun ends, and the fact DKs are a melee based class anyway. Fear also is a strong CC (that has its break free issues since forever).

    If you can‘t CC break every CC skill is overpowered. But well, nerf Rune Cage and most Sorcs will just save a bar slot and run Destro Reach again.
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • Jospin Preda
    Jospin Preda
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    this skill and dk petrification should free the player at the first direct damage taken
  • Feanor
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    this skill and dk petrification should free the player at the first direct damage taken

    That is a disorient then and exactly how it was before 3.2.5. Nobody used it because the point of a CC skill is to try for all of your damage to hit...
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • NBrookus
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    Feanor wrote: »
    Fossilize was nerfed from 12m to 8m. While the reduction wasn’t really necessary - the 4m decrease doesn’t help considering the range of chains - Fossilize is still a very strong CC given the immobilize after the stun ends, and the fact DKs are a melee based class anyway. Fear also is a strong CC (that has its break free issues since forever).

    The Fossilize range nerf really hurt. Grip gives CC immunity so you can't chain then Fossilize. If someone is sprinting and/or has Expedition and/or orc and/or swift traits and/or Streak and/or Shade -- you can use Empowering but they'll be out of range again in 1 second and it doesn't Empower any of your melee skills anymore.

    And since both forms of chains are really unreliable, Petrify was used as the defacto gap closer. With an 8m range, someone basically has to agree to go toe to toe with a magDK and not kite them. (Or be a templar or another mag DK.)
  • Mohegan_Sneak
    Rune cage itself seems really buggy when trying to break free. I play duo a lot and we play magblade/stam warden different races and we both have issues with breaking free. I am still able to break free, but it’s as if the game is not registering you are stunned until after at least a full second to second and half of being stunned. I don’t always die to it, but it gets a little frustrating when it happens. And yes I do have the resources to break free.

    This has happened to me with multiple different skills it just seems much more frequent with Rune cage, or maybe I just get hit with more rune cages because I can’t counter it?
  • grannas211
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    Get your master staff back out boyos, this is why we cant have nice things
  • Juhasow
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    Feanor wrote: »
    Troneon wrote: »
    Feanor wrote: »
    Troneon wrote: »
    CC Immunity is also been bugged forever so yeah it's more like perma stunned. Complete joke.

    So you want a class nerf because a general aspect of the game isn’t working correctly? That’s not how things should be done.

    Even if CC immunity worked which is does not, Rune is still over performing, the broken CC immunity just makes the over performing more obvious and amplified than it actually is. Unless you would like to tell me what other class's have access to such a similar skill? Oh wait they did, it got taken away from them completely or nerfed? Really?....... :D





    Fossilize was nerfed from 12m to 8m. While the reduction wasn’t really necessary - the 4m decrease doesn’t help considering the range of chains - Fossilize is still a very strong CC given the immobilize after the stun ends, and the fact DKs are a melee based class anyway. Fear also is a strong CC (that has its break free issues since forever).

    If you can‘t CC break every CC skill is overpowered. But well, nerf Rune Cage and most Sorcs will just save a bar slot and run Destro Reach again.

    Well then change both Rune Cage and Master Destro. Done.
  • Thunderknuckles
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    Feanor wrote: »
    Troneon wrote: »
    Feanor wrote: »
    Troneon wrote: »
    CC Immunity is also been bugged forever so yeah it's more like perma stunned. Complete joke.

    So you want a class nerf because a general aspect of the game isn’t working correctly? That’s not how things should be done.

    Even if CC immunity worked which is does not, Rune is still over performing, the broken CC immunity just makes the over performing more obvious and amplified than it actually is. Unless you would like to tell me what other class's have access to such a similar skill? Oh wait they did, it got taken away from them completely or nerfed? Really?....... :D





    Fossilize was nerfed from 12m to 8m. While the reduction wasn’t really necessary - the 4m decrease doesn’t help considering the range of chains - Fossilize is still a very strong CC given the immobilize after the stun ends, and the fact DKs are a melee based class anyway. Fear also is a strong CC (that has its break free issues since forever).

    If you can‘t CC break every CC skill is overpowered. But well, nerf Rune Cage and most Sorcs will just save a bar slot and run Destro Reach again.

    Fossilize doesn't even light up for me (in range) unless I am right on top of someone. Says it's 8 meters, but that doesn't seem to be the case in actual use. It's so bad I've considered just shelving it.
  • Lord_Eomer
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    regime211 wrote: »
    Sorry but if your going to decrease and take away stuns for other classes than rune prison needs to have a 2 sec stun. Or no longer a CC if not than allow for players to break free, I'm tired of getting hit by it and sit there as the sorc hits their rotation and I can't do anything about it.

    This skill is currently over performing, you attack or they attack finally you got stun.

    Next sorc will try best to send you to wayshrine
    Edited by Lord_Eomer on 26 June 2018 18:08
  • CatchMeTrolling
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    Rune prison is so strong that it booted me to the login screen
  • SirDopey
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    Vapirko wrote: »
    regime211 wrote: »
    Vapirko wrote: »
    At the most, you can argue for rune prison to be dodgeable and maybe a 3.5 second duration. Anything more than that and you're just asking for the skill to be gutted to uselessness. If you're running out of stamina, letting all your buffs and heals drop, and then getting CC'd it sounds like more of a resource management and play style issue.

    Naw it has nothing to do with my resource management.

    If you can’t break free as a sorc goes about their rotation then that means you have no stam left. Now if you’re talking about a sorc lining up curse, frags, meteor and mages wrath that’s different and understandable. But a rotation refers to them casting rune prison and then continuing to cast all the other abilities and the only reasons you wouldn’t be able to break free during that time is if 1) you’re out of stam or 2) the cc break is bugged and neither of those have anything to do with rune prison in of itself.

    The amount of times I've died with full stamina because I can't breakfree from Rune is ridiculous. Sure its a bug, but one that happens waaaaay more with Rune than any other CC. Couple this with it being an undodgable, unblockable 28 meter ranged CC makes it extremely OP. I mean, they remove the stun from sub assault but this is ok???

    The only people defending Rune are the ones who are actively using it as their clutch.
    NA PC | AD
    xx Doc Holliday xx
  • Lord-Otto
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    ^
    Could absolutely say the same about Fear.
    And for the record, Cage stun itself is same as in Dragon Bones, where no one complained.
  • SirDopey
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    Lord-Otto wrote: »
    ^
    Could absolutely say the same about Fear.
    And for the record, Cage stun itself is same as in Dragon Bones, where no one complained.

    I don't play console so I can't say if the experience is the same but something definitely changed with Summerset, more times than not you can't break free regardless of resources.
    NA PC | AD
    xx Doc Holliday xx
  • Vapirko
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    Dredlord wrote: »
    Vapirko wrote: »
    Dredlord wrote: »
    Vapirko wrote: »
    At the most, you can argue for rune prison to be dodgeable and maybe a 3.5 second duration. Anything more than that and you're just asking for the skill to be gutted to uselessness. If you're running out of stamina, letting all your buffs and heals drop, and then getting CC'd it sounds like more of a resource management and play style issue.

    Think templar, no class block breaker, super short buffs all delayed burst on awkward timers, some gives immunity for free.

    Sorc burst rotation repeated every 6-7 seconds including shielding.

    Once your immov pot is used there is little opportunity to transition to the offensive. If you build with enough hp and resist you lack the burst to get through the shields within their burst combo while also buffing, healing, cleansing every 6 seconds.

    Maybe if breath of life could over heal and buff my hp up 10-15k temporarily maybe there could be a decent back and forth battle.

    Templar is not exactly what we should be looking at for balance.

    Sorry you lost ALL credibility right there. Didnt even read past that garbage.

    You sound about as knowledgeable as the devs seem.

    We should be looking all the classes for balance.

    Notice no one is agreeing with you in this thread?

    I’d consider it a good thing that a lot of people don’t agree with what I say sometimes tbh.
    regime211 wrote: »
    Vapirko wrote: »
    regime211 wrote: »
    Vapirko wrote: »
    At the most, you can argue for rune prison to be dodgeable and maybe a 3.5 second duration. Anything more than that and you're just asking for the skill to be gutted to uselessness. If you're running out of stamina, letting all your buffs and heals drop, and then getting CC'd it sounds like more of a resource management and play style issue.

    Naw it has nothing to do with my resource management.

    If you can’t break free as a sorc goes about their rotation then that means you have no stam left. Now if you’re talking about a sorc lining up curse, frags, meteor and mages wrath that’s different and understandable. But a rotation refers to them casting rune prison and then continuing to cast all the other abilities and the only reasons you wouldn’t be able to break free during that time is if 1) you’re out of stam or 2) the cc break is bugged and neither of those have anything to do with rune prison in of itself.

    Resource drain poisons.

    Well resource drain poisons aren’t a mag sorc issue now are they? I more than agree that resource poisons have no place in PvP these days, but that’s a separate issue.
  • Vapirko
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    SirDopey wrote: »


    Vapirko wrote: »
    regime211 wrote: »
    Vapirko wrote: »
    At the most, you can argue for rune prison to be dodgeable and maybe a 3.5 second duration. Anything more than that and you're just asking for the skill to be gutted to uselessness. If you're running out of stamina, letting all your buffs and heals drop, and then getting CC'd it sounds like more of a resource management and play style issue.

    Naw it has nothing to do with my resource management.

    If you can’t break free as a sorc goes about their rotation then that means you have no stam left. Now if you’re talking about a sorc lining up curse, frags, meteor and mages wrath that’s different and understandable. But a rotation refers to them casting rune prison and then continuing to cast all the other abilities and the only reasons you wouldn’t be able to break free during that time is if 1) you’re out of stam or 2) the cc break is bugged and neither of those have anything to do with rune prison in of itself.

    The amount of times I've died with full stamina because I can't breakfree from Rune is ridiculous. Sure its a bug, but one that happens waaaaay more with Rune than any other CC. Couple this with it being an undodgable, unblockable 28 meter ranged CC makes it extremely OP. I mean, they remove the stun from sub assault but this is ok???

    The only people defending Rune are the ones who are actively using it as their clutch.

    Well it’s true I do use it, but I also play against it regularly. And I know it’s over tuned but not anywhere near to the extent people are making it out to be. You even admit that the bug is more frustrating than the actual skill. OP is citing resource poisons as the main reason it’s so frustrating. When we have discussions about balance it’s really imprortanf to separate what we feel is happening from what is really happening. I agree that rune prison can be adjusted but it’s a great skill and it shouldn’t be gutted which is what has happened to way too many good skills and classes exactly because the nerf threads don’t take into account all the other issues contributing to a skill or class being OP. As I’ve said before I think we could see it with a shorter duration like 3.5 seconds, you can tune down the damage or make it a dot as some have suggested, and make it dodgeable. However, flame reach is a pos skill which distinctly makes you nearly unable to defeat certain classes and builds, so rune cage at least needs to be unblockable and still unreflectable since Mag DKs can do both things quite effectively.
  • Lord-Otto
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    SirDopey wrote: »
    Lord-Otto wrote: »
    ^
    Could absolutely say the same about Fear.
    And for the record, Cage stun itself is same as in Dragon Bones, where no one complained.

    I don't play console so I can't say if the experience is the same but something definitely changed with Summerset, more times than not you can't break free regardless of resources.

    Hm. Noted.
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