mike.gaziotisb16_ESO wrote: »To be honest if they turned around and said this:
"Look, the skill is being exploited and we don't actually have time at the moment, with all that's going on , to implement a proper fix that doesn't make it useless. So in order not to ruin PvP for everyone by leaving it in, we're gonna break it for a while and we promise with update 1.x we'll bring it back when we've found a work-around to the exploits. In the meantime, here have the 2 skill points back"
If they said something like this, as a DK I would be more than happy. Cause I understand the need for the game to be enjoyed by the majority over one skill of mine working.
Even if they said "Ooops we broke it by accident, sorry we'll put it back", I'm a developer, poo happens, I'd understand. Or **** it, even if they said "We think it's OP so we're taking it away, here have the skill points" I would not be happy, but I'd understand and wouldn't be mad.
What is unfathomable and makes me mad is how they can break something without warning AND give the customers the silent treatment on top. Who else can get away with that poor customer service in their workplace?
And to make it even more unbelievable, they did EXACTLY the same thing to the Templar's Jabs who, rightly of course, went absolutely chicken oriental. And now they do the same thing. It's like the don't learn from their mistakes.
@ZOS, talk to us! Tell us what on earth is going on! Keep us in the know!
mike.gaziotisb16_ESO wrote: »To be honest if they turned around and said this:
"Look, the skill is being exploited and we don't actually have time at the moment, with all that's going on , to implement a proper fix that doesn't make it useless. So in order not to ruin PvP for everyone by leaving it in, we're gonna break it for a while and we promise with update 1.x we'll bring it back when we've found a work-around to the exploits. In the meantime, here have the 2 skill points back"
If they said something like this, as a DK I would be more than happy. Cause I understand the need for the game to be enjoyed by the majority over one skill of mine working.
Even if they said "Ooops we broke it by accident, sorry we'll put it back", I'm a developer, poo happens, I'd understand. Or **** it, even if they said "We think it's OP so we're taking it away, here have the skill points" I would not be happy, but I'd understand and wouldn't be mad.
What is unfathomable and makes me mad is how they can break something without warning AND give the customers the silent treatment on top. Who else can get away with that poor customer service in their workplace?
And to make it even more unbelievable, they did EXACTLY the same thing to the Templar's Jabs who, rightly of course, went absolutely chicken oriental. And now they do the same thing. It's like the don't learn from their mistakes.
@ZOS, talk to us! Tell us what on earth is going on! Keep us in the know!
They did not only make it again, like they did with jabs, they did what they actively said they were not going to do.
Now they give us silence treatment. They must think we are that easy to be fooled.
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!
.
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!
.
So many complaints about fiery grip...
I pose a question to all the DK's complaining about the change:
Would you like nightblades to be able to teleport strike up to the top of a keep wall from ground level?
Would you like sorcerors to be able to bolt escape to a wall from ground level?
Would you like templars to be able to focus charge to the top of a wall from ground level?
If your answer to any of these is no, stop crying about your fiery grip nerf.
So many complaints about fiery grip...
I pose a question to all the DK's complaining about the change:
Would you like nightblades to be able to teleport strike up to the top of a keep wall from ground level?
Would you like sorcerors to be able to bolt escape to a wall from ground level?
Would you like templars to be able to focus charge to the top of a wall from ground level?
If your answer to any of these is no, stop crying about your fiery grip nerf.
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!
.
Fiery grip was about pulling a careless enemy OFF a wall. It was about making sure players on the wall still had to pay attention instead of spamming light/heavy attacks. It added a cool tactic to the game which is now gone.
I fear we may never get an answer. It would be nice to at least get confirmation as to whether or not this is intended and if it is intended it would be nice to get an apology. It would be the mature thing to do.
Carelessness doesnt factor into it. There's no neon sign above your enemies telling you that they're dragonknights, that they have fiery grip slotted, or that they're targetting you with it. The ONLY way defenders could avoid getting constantly pulled off of the walls was to hold block 100% of the time, and that makes absolutely no sense from a gameplay point of view, especially for archers (who would primarily be defending those keep walls).
Fact is DK's could use this ability to single out defenders one at a time, and the defenders cannot teleport back to a keep during a siege. This allowed attacking forces to wreck the defenders with ease without even having to rely on siege equipment or bust the doors down. It negates the advantage that a defending force -should- have, and there were no counters or equivalents to it with any other class.
On top of all that it was being exploited by guilds to get large forces into a keep without having to go through the walls.
So many complaints about fiery grip...
I pose a question to all the DK's complaining about the change:
Would you like nightblades to be able to teleport strike up to the top of a keep wall from ground level?
Would you like sorcerors to be able to bolt escape to a wall from ground level?
Would you like templars to be able to focus charge to the top of a wall from ground level?
If your answer to any of these is no, stop crying about your fiery grip nerf.
mike.gaziotisb16_ESO wrote: »Carelessness doesnt factor into it. There's no neon sign above your enemies telling you that they're dragonknights, that they have fiery grip slotted, or that they're targetting you with it. The ONLY way defenders could avoid getting constantly pulled off of the walls was to hold block 100% of the time, and that makes absolutely no sense from a gameplay point of view, especially for archers (who would primarily be defending those keep walls).
Fact is DK's could use this ability to single out defenders one at a time, and the defenders cannot teleport back to a keep during a siege. This allowed attacking forces to wreck the defenders with ease without even having to rely on siege equipment or bust the doors down. It negates the advantage that a defending force -should- have, and there were no counters or equivalents to it with any other class.
On top of all that it was being exploited by guilds to get large forces into a keep without having to go through the walls.
Sounds almost like you've never PvPed. I think you need to be introduced to a skill called Immovable.
@ZOS_GinaBruno, @ZOS_HugoP, @ZOS_AlanG still nothing
Glad it was nerfed. Nothing to do with DK itself. A pull attack in every single mmo is always the most OP power in game. When you pull someone from their own battle lines into yours it means instant death for anyone. If you have a knock back you must enter enemy battle lines first putting yourself at risk first.
It is the concept of the power that makes it too powerful. It has nothing to do with the class it is attached to. It is bad mmo design.
The nerf to fiery grip wouldn't effect what you are saying at all. To pull a enemy player off a keep wall you had to put yourself in danger first because you had to basically stand right under them.
The chains still work on a horizontal measure so you can still easily pull players out of their zerg.
I did not say I was talking only about wall pulling. Besides a wall is a wall. Earn your right to get into a keep and it's defenders. It is still a cheap exploit within the rules other classes cannot do. ZOS obviously thinks it unfair in THEIR game. I do not think you are put too much in danger anyway. You merely have to get within the max range of most other players (if they even have ranged powers) and click and back off again. The player you pulled is DEAD. Zero chance of living. That is OP as hell.
This said I am sure ZOS can try not make the power as useless as some state. Players must also realize when a concept is broken and used in ways not intended. I've seen this in every single mmo that had a pull. Pulls are knockbacks are always used in the most effective way even if unintended. This always means pulling players into death zones ... either surrounded by enemies, off cliffs or into environmental traps (i.e. lava) which all mean instant death. That is a conceptual failure. Everyone whines about time to kill being too fast yet defends the ability to one click kill others. Amazing.
My favorite class in Swtor for warzones was Sniper/Gunslinger and I couldn't even begin to guess how many enemies I killed by knocking and rooting them in traps or off ledges. My first class was an Agent which does not have a knockback or pull ability. Simply playing my Agent meant I lost the MOST EFFECTIVE WAY TO KILL SOMEONE other classes had. I actually had to fight them. The simple truth is that giving such unique abilities that allow 1 click kill ability to some classes and not others (and providing no equal compensation) is bad game design.
They should bring this back.
Now you have dozens of defenders popping their faces outside of the safety of the walls knowing that they can't get pulled down and stands there till they notice they are attacked and then dodge rolls away.
Bring it back and for people who were exploiting, publicly name and shame them and temporary ban their accounts and together with the people who were the receiver of the exploit.
That's a fantastic idea. AoE pull max 12 targets which cannot be blocked. Perfect for fighting against the "trains".AhPook_Is_Here wrote: »Maybe they should just take the rather useless leap ultimate and make that the 1st ardent flame ability, then provide a replacement ultimate with some more unique utility like on z-axis aoe chains.
Fiery grip was about pulling a careless enemy OFF a wall. It was about making sure players on the wall still had to pay attention instead of spamming light/heavy attacks. It added a cool tactic to the game which is now gone.
The ONLY way defenders could avoid getting constantly pulled off of the walls was to hold block 100% of the time, and that makes absolutely no sense from a gameplay point of view, especially for archers (who would primarily be defending those keep walls).
So many complaints about fiery grip...
I pose a question to all the DK's complaining about the change:
Would you like nightblades to be able to teleport strike up to the top of a keep wall from ground level?
Would you like sorcerors to be able to bolt escape to a wall from ground level?
Would you like templars to be able to focus charge to the top of a wall from ground level?
If your answer to any of these is no, stop crying about your fiery grip nerf.
The main issues with the skill is that now most of the time it cannot be used. You need to be at the same level with your opponent. You cannot use the skill on the hills.
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!
.
Maverick827 wrote: »And the BE nerf was a "right back at ya" for the Dark Talons nerf. Not that this gets us anywhere, but learn your history.FunkyBudda wrote: »Glad it was nerfed. Nothing to do with DK itself. A pull attack in every single mmo is always the most OP power in game. When you pull someone from their own battle lines into yours it means instant death for anyone. If you have a knock back you must enter enemy battle lines first putting yourself at risk first.
It is the concept of the power that makes it too powerful. It has nothing to do with the class it is attached to. It is bad mmo design.
I am glad about this nerf too. Since DKs were pretty vocal about the BE nerf, this nerf is a good "right back at ya" moment for me. Taste of your own medicine couldn't have been more bitter for DKs, but sweet for me
FunkyBudda wrote: »Maverick827 wrote: »And the BE nerf was a "right back at ya" for the Dark Talons nerf. Not that this gets us anywhere, but learn your history.FunkyBudda wrote: »Glad it was nerfed. Nothing to do with DK itself. A pull attack in every single mmo is always the most OP power in game. When you pull someone from their own battle lines into yours it means instant death for anyone. If you have a knock back you must enter enemy battle lines first putting yourself at risk first.
It is the concept of the power that makes it too powerful. It has nothing to do with the class it is attached to. It is bad mmo design.
I am glad about this nerf too. Since DKs were pretty vocal about the BE nerf, this nerf is a good "right back at ya" moment for me. Taste of your own medicine couldn't have been more bitter for DKs, but sweet for me
I certainly didnt join the group that called for the Dark Talons nerf, I tend to side with the "buffs the weak" instead of calling nerfs. But since the whiners won and that set off the trend of calling nerfs, there's nothing to stop them. The only way is to let them have a taste of their own medicine, which this nerf rightly served.
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!
.
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!
.