Shaun98ca2 wrote: »You know its sad I found a game that found a "solution" to this. While MOST boss monsters are typically immune to CC effects, this unnamed game made it so while you cant just cast and stun, you COULD stun it just took a lot more effort due to it being stronger in general.
lecarcajou_ESO wrote: »Irritating, but not terribly. What bugs me is that I can't drink Daedric blood, especially when I'm in Coldharbour. I mean, what could the problem be?
Zenimax wants you to group up with your guildmates, friends, or random people in VR zones to get stuff done.
They're all flowing with the population to do so, right?
Right?
SuraklinPrime wrote: »I am getting a little sick of everything I face in VR triggering this message when I try to engage it.
Snare.... Target is too powerful for this effect
Snare with Ultimate... Target is too powerful for this effect
Stun.... Target is too powerful for this effect
Stun with Ultimate... Target is too powerful for this effect
Sparks... Target is too powerful for this effect
And on and on and on.... Target is too powerful for this effect
What is the purpose of making us earn skills to learn and level if when the chips are down they are useless and we are left relying on light hits, dodging, reflexes and luck?
I might as well be running around naked with a letter opener instead of wasting time creating a character build because every Target is too powerful for this effect....
Is this just a melee/NB problem based on the hatred the devs feel for us or do Templars, Sorcs & DKs get the same grief?
Wifeaggro13 wrote: »SuraklinPrime wrote: »I am getting a little sick of everything I face in VR triggering this message when I try to engage it.
Snare.... Target is too powerful for this effect
Snare with Ultimate... Target is too powerful for this effect
Stun.... Target is too powerful for this effect
Stun with Ultimate... Target is too powerful for this effect
Sparks... Target is too powerful for this effect
And on and on and on.... Target is too powerful for this effect
What is the purpose of making us earn skills to learn and level if when the chips are down they are useless and we are left relying on light hits, dodging, reflexes and luck?
I might as well be running around naked with a letter opener instead of wasting time creating a character build because every Target is too powerful for this effect....
Is this just a melee/NB problem based on the hatred the devs feel for us or do Templars, Sorcs & DKs get the same grief?
Its every class my friend. but is running naked with a letter opener any fun? I was thinking of trying that or wildstar which do you suggest?
Wifeaggro13 wrote: »SuraklinPrime wrote: »I am getting a little sick of everything I face in VR triggering this message when I try to engage it.
Snare.... Target is too powerful for this effect
Snare with Ultimate... Target is too powerful for this effect
Stun.... Target is too powerful for this effect
Stun with Ultimate... Target is too powerful for this effect
Sparks... Target is too powerful for this effect
And on and on and on.... Target is too powerful for this effect
What is the purpose of making us earn skills to learn and level if when the chips are down they are useless and we are left relying on light hits, dodging, reflexes and luck?
I might as well be running around naked with a letter opener instead of wasting time creating a character build because every Target is too powerful for this effect....
Is this just a melee/NB problem based on the hatred the devs feel for us or do Templars, Sorcs & DKs get the same grief?
Its every class my friend. but is running naked with a letter opener any fun? I was thinking of trying that or wildstar which do you suggest?
Running naked up and down the stairs with two sharp knives IRL.
This right here. Immunities need to make sense WITHIN the context of the Elder Scrolls lore.Brasseurfb16_ESO wrote: »The only thing killing me in those immunities is the fact you can poison Daedric creatures and burn Flame Atronauchs but yet, halve of the freaking creatures in the game are immune to bleeds wich are a source of extra dps in some of your weapon skill lines.
It just makes no sense at all... Oh and undead and plant like creatures get extra damage and a stun from fire dmg but I haven't seen anything similar with the other elements available to players... Why is that so?
Wifeaggro13 wrote: »Wifeaggro13 wrote: »SuraklinPrime wrote: »I am getting a little sick of everything I face in VR triggering this message when I try to engage it.
Snare.... Target is too powerful for this effect
Snare with Ultimate... Target is too powerful for this effect
Stun.... Target is too powerful for this effect
Stun with Ultimate... Target is too powerful for this effect
Sparks... Target is too powerful for this effect
And on and on and on.... Target is too powerful for this effect
What is the purpose of making us earn skills to learn and level if when the chips are down they are useless and we are left relying on light hits, dodging, reflexes and luck?
I might as well be running around naked with a letter opener instead of wasting time creating a character build because every Target is too powerful for this effect....
Is this just a melee/NB problem based on the hatred the devs feel for us or do Templars, Sorcs & DKs get the same grief?
Its every class my friend. but is running naked with a letter opener any fun? I was thinking of trying that or wildstar which do you suggest?
Running naked up and down the stairs with two sharp knives IRL.
Thanks ill give it a try im thinking of adding a blindfold, the Dev team seems fond of them.
milesrodneymcneely2_ESO wrote: »This right here. Immunities need to make sense WITHIN the context of the Elder Scrolls lore.Brasseurfb16_ESO wrote: »The only thing killing me in those immunities is the fact you can poison Daedric creatures and burn Flame Atronauchs but yet, halve of the freaking creatures in the game are immune to bleeds wich are a source of extra dps in some of your weapon skill lines.
It just makes no sense at all... Oh and undead and plant like creatures get extra damage and a stun from fire dmg but I haven't seen anything similar with the other elements available to players... Why is that so?
I think they've done vampires/werewolves correctly with their vulnerabilities to fire/poison, but NPCs and bosses need to follow the same pattern. I like the idea that flying creatures can avoid snares, but we need more specificity along these lines.
For example, if you blast a Flame Atronach with a fire staff, one of two things should happen: either nothing at all, or the Atronach should be healed for a small bit.
Unloading on that same Flame Atronach with a frost staff should hurt a bit more.
The combat is already pretty strategic in this game. I personally love it, and it fits my neural wiring better than any game I've tried thus far (looking at YOU, Wildstar). But if the NPC/Boss vulnerabilities/immunities were tweaked and made more specific like they are in previous titles, I feel it would add yet another beautiful dimension to an already amazing game.
milesrodneymcneely2_ESO wrote: »This right here. Immunities need to make sense WITHIN the context of the Elder Scrolls lore.Brasseurfb16_ESO wrote: »The only thing killing me in those immunities is the fact you can poison Daedric creatures and burn Flame Atronauchs but yet, halve of the freaking creatures in the game are immune to bleeds wich are a source of extra dps in some of your weapon skill lines.
It just makes no sense at all... Oh and undead and plant like creatures get extra damage and a stun from fire dmg but I haven't seen anything similar with the other elements available to players... Why is that so?
I think they've done vampires/werewolves correctly with their vulnerabilities to fire/poison, but NPCs and bosses need to follow the same pattern. I like the idea that flying creatures can avoid snares, but we need more specificity along these lines.
For example, if you blast a Flame Atronach with a fire staff, one of two things should happen: either nothing at all, or the Atronach should be healed for a small bit.
Unloading on that same Flame Atronach with a frost staff should hurt a bit more.
The combat is already pretty strategic in this game. I personally love it, and it fits my neural wiring better than any game I've tried thus far (looking at YOU, Wildstar). But if the NPC/Boss vulnerabilities/immunities were tweaked and made more specific like they are in previous titles, I feel it would add yet another beautiful dimension to an already amazing game.
They won't do something like that (the fire atronach thing) because of the way that some classes are tilted to certain types of damage.
For example, all three trees of Dragonknight skills incorporate fire damage.
Templar's Dawns Wrath tree incorporates fire damage.
Sorcerer has an entire tree dedicated to lightning, and the Daedric summoning ultimate is a Storm Atronach.
lecarcajou_ESO wrote: »Shaun98ca2 wrote: »You know its sad I found a game that found a "solution" to this. While MOST boss monsters are typically immune to CC effects, this unnamed game made it so while you cant just cast and stun, you COULD stun it just took a lot more effort due to it being stronger in general.
Why so cryptic? I'd love to try this game you speak of. A hint, maybe?
It's not just mini-bosses. Anything 'Large' seems to have this immunity.Some Bosses and mini bosses have this immunity to snares. I get it on my Sorc and on my DK as well as my NB.
Brasseurfb16_ESO wrote: »The only thing killing me in those immunities is the fact you can poison Daedric creatures and burn Flame Atronauchs but yet, halve of the freaking creatures in the game are immune to bleeds wich are a source of extra dps in some of your weapon skill lines.
It just makes no sense at all... Oh and undead and plant like creatures get extra damage and a stun from fire dmg but I haven't seen anything similar with the other elements available to players... Why is that so?