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Please give Fossilize an easily identifiable tell that it's been applied.

Avran_Sylt
Avran_Sylt
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Whatever is the current tell is impossible to easily discern compared to something like the Arcansists delayed stun.
  • React
    React
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    Half the time the particles under your feet don't actually show up, which is a big part of it. To think they gave it the 1 second delay to provide "more counterplay". :D

    In any case, download an addon to track the debuff so you don't need to rely on a buggy animation. Shattering rocks actually is a debuff that can be seen with the base game UI, so any UI addon can track it. I like to use the widgets function on bandits UI to put a small icon for the debuff the middle of my screen.
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  • Avran_Sylt
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    React wrote: »
    Half the time the particles under your feet don't actually show up, which is a big part of it. To think they gave it the 1 second delay to provide "more counterplay". :D

    In any case, download an addon to track the debuff so you don't need to rely on a buggy animation. Shattering rocks actually is a debuff that can be seen with the base game UI, so any UI addon can track it. I like to use the widgets function on bandits UI to put a small icon for the debuff the middle of my screen.

    I'm a UI purist unfortunately. ('cept for resource nodes). Don't really like using an addon for things when it comes to PvP. Feels... Cheap.
    Edited by Avran_Sylt on 29 April 2026 14:31
  • React
    React
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    Avran_Sylt wrote: »
    React wrote: »
    Half the time the particles under your feet don't actually show up, which is a big part of it. To think they gave it the 1 second delay to provide "more counterplay". :D

    In any case, download an addon to track the debuff so you don't need to rely on a buggy animation. Shattering rocks actually is a debuff that can be seen with the base game UI, so any UI addon can track it. I like to use the widgets function on bandits UI to put a small icon for the debuff the middle of my screen.

    I'm a UI purist unfortunately. ('cept for resource nodes). Don't really like using an addon for things when it comes to PvP. Feels... Cheap.

    Well the debuff is already there on your screen alongside all the other debuffs, if you've got the "self debuffs" setting turned on in the base game settings. You just can't see it because it is only a 1 second delay before the stun, and it gets buried amongst the 5 million other debuffs you have on you in PVP. All you're doing with a UI addon is organizing that debuff bar so that you can actually process the information in a meaningful way.

    Good luck in any case. I'd be surprised if they made any changes to this skill, mechanical or otherwise, before they're done with all of the class rework stuff.
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  • Avran_Sylt
    Avran_Sylt
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    React wrote: »
    Avran_Sylt wrote: »
    React wrote: »
    Half the time the particles under your feet don't actually show up, which is a big part of it. To think they gave it the 1 second delay to provide "more counterplay". :D

    In any case, download an addon to track the debuff so you don't need to rely on a buggy animation. Shattering rocks actually is a debuff that can be seen with the base game UI, so any UI addon can track it. I like to use the widgets function on bandits UI to put a small icon for the debuff the middle of my screen.

    I'm a UI purist unfortunately. ('cept for resource nodes). Don't really like using an addon for things when it comes to PvP. Feels... Cheap.

    Well the debuff is already there on your screen alongside all the other debuffs, if you've got the "self debuffs" setting turned on in the base game settings. You just can't see it because it is only a 1 second delay before the stun, and it gets buried amongst the 5 million other debuffs you have on you in PVP. All you're doing with a UI addon is organizing that debuff bar so that you can actually process the information in a meaningful way.

    Good luck in any case. I'd be surprised if they made any changes to this skill, mechanical or otherwise, before they're done with all of the class rework stuff.

    Appreciate it, and yeah I doubt they'll change it.

    Still don't know why they made the VFX start at the feet. Players won't be focusing on that part of their character while in a fight compared to the top-half while their attention is on an enemy.
  • MincMincMinc
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    Designing play and counterplay mechanics with proper telegraphs in 2026? What are you crazy?

    Honestly I think they are making it harder and harder on themselves as we see vfx and animations become crazier and crazier over the years. Youd think they would have an animation/vfx priority where things like gamechanging ultimates or CC effects have prominent animations/vfx......then generic less impactful skills would be more subtle.
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple potion mats or gold would be better than rewards for the worthy inventory bloat
  • SundarahFr3akinrican
    I hate that the visual is on your feet. It makes it look like a root so you try to dode roll, and by the time you realize its a stun, youre dead.
  • Nordstern
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    I hate that the visual is on your feet. It makes it look like a root so you try to dode roll, and by the time you realize its a stun, youre dead.

    Well but if you dodge roll, you dodge the stun so whats the problem?
  • CameraBeardThePirate
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    Nordstern wrote: »
    I hate that the visual is on your feet. It makes it look like a root so you try to dode roll, and by the time you realize its a stun, youre dead.

    Well but if you dodge roll, you dodge the stun so whats the problem?

    Pretty sure they mean once you've actually been stunned
  • Nordstern
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    Nordstern wrote: »
    I hate that the visual is on your feet. It makes it look like a root so you try to dode roll, and by the time you realize its a stun, youre dead.

    Well but if you dodge roll, you dodge the stun so whats the problem?

    Pretty sure they mean once you've actually been stunned

    Fossilize is in the game forever and the visual has always been like that, if thats what he's on about. But this discussion is about the ground effect indicating a casted fossilize. And the visual js clearly visible so I don't get what the problem is anyways.
    Edited by Nordstern on 2 May 2026 12:25
  • Thumbless_Bot
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    This skill is stupid busted at least for me. It takes too long to break free and that only works half the time.

    Corrosive is basically invisible now.

    Lastly, DK wings is basically a full bar of skills.in one click of a button. It's like they had all these mechanics they wanted to add to skills and ran out of skills to update so threw them all on wings.

    All three need to be seriously adjusted, the first two for.mechanical_visual issues and wings because what was zos thinking?
  • CameraBeardThePirate
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    This skill is stupid busted at least for me. It takes too long to break free and that only works half the time.

    Corrosive is basically invisible now.

    Lastly, DK wings is basically a full bar of skills.in one click of a button. It's like they had all these mechanics they wanted to add to skills and ran out of skills to update so threw them all on wings.

    All three need to be seriously adjusted, the first two for.mechanical_visual issues and wings because what was zos thinking?

    I actually find corrosive to be pretty easy to spot now. It looks kind of like Grothdarr now - its a massive AoE under the user's feet with particle and lava burst effects. We're used to looking at the actual model of the character for corrosive since it was a distinct color from all the other DK effects, but now you gotta pay attention to the flame aoe under their feet. It's definitely harder than it used to be to spot but my eyes have adjusted pretty well after a while.

    Fossilize on the other hand is just ridiculously subtle.
  • Nordstern
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    They made the stun dodgable and gave it an visual indicator. What do you guys want? Huge red warning on your screen that you hace to dodge roll? Corrosive is also easy to see but I generally don't think the ability should exist. Just wait for the class mastery passives, every class will get buffed.
  • Avran_Sylt
    Avran_Sylt
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    Nordstern wrote: »
    They made the stun dodgable and gave it an visual indicator. What do you guys want? Huge red warning on your screen that you hace to dodge roll? Corrosive is also easy to see but I generally don't think the ability should exist. Just wait for the class mastery passives, every class will get buffed.

    Ground colored visual indicator that's located at the feet, which coincidently are typically on ground-like surfaces, away from the players focal point.

    Give it a flash of fire-red orange at the start or something like the DK is liquefying and raising up rocks to encase the characters feet. Something that doesn't just look like more ground.
  • MincMincMinc
    MincMincMinc
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    This skill is stupid busted at least for me. It takes too long to break free and that only works half the time.

    Corrosive is basically invisible now.

    Lastly, DK wings is basically a full bar of skills.in one click of a button. It's like they had all these mechanics they wanted to add to skills and ran out of skills to update so threw them all on wings.

    All three need to be seriously adjusted, the first two for.mechanical_visual issues and wings because what was zos thinking?

    I actually find corrosive to be pretty easy to spot now. It looks kind of like Grothdarr now - its a massive AoE under the user's feet with particle and lava burst effects. We're used to looking at the actual model of the character for corrosive since it was a distinct color from all the other DK effects, but now you gotta pay attention to the flame aoe under their feet. It's definitely harder than it used to be to spot but my eyes have adjusted pretty well after a while.

    Fossilize on the other hand is just ridiculously subtle.

    IMO its wild that we even compare what should be game changing ultimates/CC and a generic proc effect. Youd think there would be a clear priority design wise. Kinda similar story with how meteor and valkyn look....One can wipe your group and can be counterplayed, while the other practically tickles you and doesn't need counterplay.

    Fossilize and many other CC over the years have the same kinda issues where it has a weak telegraph which makes the counterplay options seem to not work. I always point out offbalance how the stun itself doesn't have a leading animation, instead it can be procced by someone 28m away with an invisible animation canceled medium attack during the offbalance window.

    It sounds kind of boring, but I would rather generic skills and effects to have minimal VFX and sound ques. Where Ults and CC are highly prioritized. Hopefully as Zos looks into new setting sliders for animations we get something like this. Otherwise the game feels like it is being designed as a jrpg hack and slash with how they just make crazy animations for everything unnecessarily.
    Edited by MincMincMinc on 4 May 2026 18:22
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple potion mats or gold would be better than rewards for the worthy inventory bloat
  • Nordstern
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    Avran_Sylt wrote: »
    Nordstern wrote: »
    They made the stun dodgable and gave it an visual indicator. What do you guys want? Huge red warning on your screen that you hace to dodge roll? Corrosive is also easy to see but I generally don't think the ability should exist. Just wait for the class mastery passives, every class will get buffed.

    Ground colored visual indicator that's located at the feet, which coincidently are typically on ground-like surfaces, away from the players focal point.

    Give it a flash of fire-red orange at the start or something like the DK is liquefying and raising up rocks to encase the characters feet. Something that doesn't just look like more ground.

    Before the rework, fossilize was meant to be uncounterable. Now it is dodgeble and you complain that the indicator isn't obvious enough? I mean cmon. There's so many players that run high hp and perma block in pvp. You can only kill them with a stun. If you really pay attention, you will be able to avoid fossilize. Give them an inch and they'll take a mile.
  • Avran_Sylt
    Avran_Sylt
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    Nordstern wrote: »
    Avran_Sylt wrote: »
    Nordstern wrote: »
    They made the stun dodgable and gave it an visual indicator. What do you guys want? Huge red warning on your screen that you hace to dodge roll? Corrosive is also easy to see but I generally don't think the ability should exist. Just wait for the class mastery passives, every class will get buffed.

    Ground colored visual indicator that's located at the feet, which coincidently are typically on ground-like surfaces, away from the players focal point.

    Give it a flash of fire-red orange at the start or something like the DK is liquefying and raising up rocks to encase the characters feet. Something that doesn't just look like more ground.

    Before the rework, fossilize was meant to be uncounterable. Now it is dodgeble and you complain that the indicator isn't obvious enough? I mean cmon. There's so many players that run high hp and perma block in pvp. You can only kill them with a stun. If you really pay attention, you will be able to avoid fossilize. Give them an inch and they'll take a mile.

    It's dodgeable now, not blockable. if a perma tank doesn't take the time to roll-dodge it they'll still get hit with the stun and provide an opening. if you say that's not possible to do because a block-tank can roll-dodge every 4s while still maintaining resources that's a resource management problem.

    You also don't kill them with a stun. You kill them with the delayed burst in combination, which is easily applicable to any other build that gets stunned, not just block tanks. It is not a niche application. As such it should have a telegraph.
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