http://forums.elderscrollsonline.com/discussion/114325/patch-v1-2-3-known-issues
The above admin thread states the following amongst other things Zenimax is working on.
Fiery Grip:
Using this ability in Cyrodiil can pull enemies off keep walls.
•STATUS: Currently investigating and testing a fix
"Testing a fix"??? For what? The whole point of chains is to be able to pull people/monsters out of their safe spot to kill them. If you nerf it then the skill become completely pointless.
There are counter measures people can take to avoid being chain pulled from a keep wall. You can hold block, use reflective scales (if you are a DK), stand on a higher wall (even the extended chains morph only reaches 22 meters and they can't reach the higher walls), etc.
Please leave chains alone or give me a constructive argument to why and how they should be "fixed".
EDIT (6/27/14):
If this is about people pulling others in the strongholds of other alliances then why not just make the wall higher so chains can't reach? That would be a fix that no one would be mad about.
That, in itself, was an edit. Previously it was onto, not through. Go through the thread and you'll see the original wording.Edit: I did just read the coming patch notes and comments by ZoS. The note reads
Note the "through" keep walls. Ya, if that is what is happening then certainly that needs to be fixed.
Except, instead of the patch note being:ExiledKhallisi wrote: »like in the off wall areas where "spies" for lack of a better word are exploiting people from opposing teams in to their strongholds where they aren't supposed to be
"Fiery Grip is being used to provide access to locations opposing factions should not have access to."
It's a comment that it's being used to pull people off of walls. Or onto a wall.
And instead of banning the exploiters, they're changing chains. That's wrong, IMHO.
Actually, that was an edit of the original post. If you go through the thread, you'll see the original statement. Before the 'through' edit. By several folks.snowmanflvb14_ESO wrote: »how about you actually read what they are looking into with chains:
ZOS_GinaBruno wrote: »Hey folks! Just made a number of updates to the original thread for the following issues:[*] Fiery Grip (and note that the issue was that players were getting pulled through walls)[/list]
Ragnar_Lodbrok wrote: »Im waiting for this last nerf to fiery grip, when they do it Im clicking unsub.
http://forums.elderscrollsonline.com/discussion/114325/patch-v1-2-3-known-issues
The above admin thread states the following amongst other things Zenimax is working on.
Fiery Grip:
Using this ability in Cyrodiil can pull enemies off keep walls.
•STATUS: Currently investigating and testing a fix
"Testing a fix"??? For what? The whole point of chains is to be able to pull people/monsters out of their safe spot to kill them. If you nerf it then the skill become completely pointless.
There are counter measures people can take to avoid being chain pulled from a keep wall. You can hold block, use reflective scales (if you are a DK), stand on a higher wall (even the extended chains morph only reaches 22 meters and they can't reach the higher walls), etc.
Please leave chains alone or give me a constructive argument to why and how they should be "fixed".
EDIT (6/27/14):
If this is about people pulling others in the strongholds of other alliances then why not just make the wall higher so chains can't reach? That would be a fix that no one would be mad about.
I think the real issue here is simply another class imbalance.
DK's are the only class that can move an enemy player, they're the only class that has a pull.
Further, why should a DK be able to pull someone off or onto a keep wall when a nightblade or sorceror is not able to teleport onto or off of that keep wall? I've been in keep sieges on my nightblade and tried to ambush/teleport strike to enemy players that were well within range, only to get "you cant jump that high" errors, and sorcs have no way of controlling where bolt escape will land terrain-wise.
Templar focused charge and the charges from 1h/shield and 2h cannot be used to get up to a player on a wall either.
So how is it fair that dragonknights are getting such an advantage in keep sieges that other classes and builds do not have an equivalent to? Sure, they could buff teleports/charges to be able to get you from ground level up to the top of that keep wall, but if you could do that nobody would bother with siege weaponry in the first place - you'd just have entire teams teleporting up to the walls and then flooding into the keep interior.
If you like small group PvP (2-4 players) and solo PvP check out my video https://youtube.com/watch?v=jechGImtFio
SPOILER: The first 40 seconds of the video contains a scene from the final Molag Bal boss fight!
.
Further, why should a DK be able to pull someone off or onto a keep wall when a nightblade or sorceror is not able to teleport onto or off of that keep wall?
Further, why should a DK be able to pull someone off or onto a keep wall when a nightblade or sorceror is not able to teleport onto or off of that keep wall?
Because they are DK and you are not. It is one of DK's signature abilities. Only they have the power to literally reach through the monitor and say "no your toon doesnt go here..it's supposed to go HERE NOOB." Damn you people dont know anything.
You may have heard of other signature abilities that DK's and only DK's can do. Including but not limited to:
Being Godzilla, this is very DK. As masters of all things asian, Godzilla is the DK's speciality.
Regenerating severed limbs in seconds: were not cyborgs, more like Swamp Thing.
Alt tabbing to desktop during the middle of a fight, returning 3 minutes later to find that everyones dead, except him: this is a patented DK move.
jumping up and down while no less than 15 enemies hurl their best most damaging abilities, losing 10% health which is instantly healed, disapearing and letting them all live because DK are cool like that: this is the province of the DK and you will not --ck it up for us.
I hope this brings a great understanding of the unique qualities of the DK that nobody else should get.
If you like small group PvP (2-4 players) and solo PvP check out my video https://youtube.com/watch?v=jechGImtFio
SPOILER: The first 40 seconds of the video contains a scene from the final Molag Bal boss fight!
.
First time I got yanked off the wall I thought is was completely stupid. There's no point in trying to defend a keep when as soon as you stick your nose out on the wall you're pulled into the zerg. So the only viable defense is wait for a hole in the wall then defend the breech. That's a *** poor defensive strategy.
If you like small group PvP (2-4 players) and solo PvP check out my video https://youtube.com/watch?v=jechGImtFio
SPOILER: The first 40 seconds of the video contains a scene from the final Molag Bal boss fight!
.
Further, why should a DK be able to pull someone off or onto a keep wall when a nightblade or sorceror is not able to teleport onto or off of that keep wall?
Because they are DK and you are not. It is one of DK's signature abilities. Only they have the power to literally reach through the monitor and say "no your toon doesnt go here..it's supposed to go HERE NOOB." Damn you people dont know anything.
You may have heard of other signature abilities that DK's and only DK's can do. Including but not limited to:
Being Godzilla, this is very DK. As masters of all things asian, Godzilla is the DK's speciality.
Regenerating severed limbs in seconds: were not cyborgs, more like Swamp Thing.
Alt tabbing to desktop during the middle of a fight, returning 3 minutes later to find that everyones dead, except him: this is a patented DK move.
jumping up and down while no less than 15 enemies hurl their best most damaging abilities, losing 10% health which is instantly healed, disapearing and letting them all live because DK are cool like that: this is the province of the DK and you will not --ck it up for us.
I hope this brings a great understanding of the unique qualities of the DK that nobody else should get.
Please don't spam my thread with your ignorance. This is not a discussion about whether or not DKs are OP.
I was on the oil platform grill and got yanked thru it. Like I said, the first time not every encounter. 24m is a decent range considering max casting range is 30m at a keep. L2R
If you like small group PvP (2-4 players) and solo PvP check out my video https://youtube.com/watch?v=jechGImtFio
SPOILER: The first 40 seconds of the video contains a scene from the final Molag Bal boss fight!
.
Thunderstryke wrote: »So we're mad because we can't pull other players from places they shouldn't have been pulled from to begin with..?