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~+~ You Lied to US! - Fiery Grip ~+~

  • Emperor
    Emperor
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    @ZOS_AlanG‌ fixed the thread. He said it was erroneously sunk. Thank you for fixing it Alan!!!
    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!

    .
  • firstdecan
    firstdecan
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    How does a thread get erroneously sunk?
  • Emperor
    Emperor
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    firstdecan wrote: »
    How does a thread get erroneously sunk?

    That's a good question ;) but out of fear of Zenimax mods deleting the thread, sinking it again, or banning my account I will just let you come up with your own ideas on how it was "erroneously sunk".
    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!

    .
  • Bashev
    Bashev
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    ✭✭
    WebBull wrote: »
    class101 wrote: »
    @ZOS_JessicaFolsom Any news on the fishing achievement of the Starters island bugged ? I know them buggy since day 1 and been hoping to read it in the patch notes :( At least please, give a kick in the ass of the guys responsible of fishing, you say it is from class101 from France with love ;D
    We're working on a fix for this. :)


    Gina, would you be kind enough to find out if the unannounced, undocumented, Fiery Grip nerf was intentional? Something....any kind of communication.....please....

    Yes. I actually just posted a message in one of the Fiery Grip threads, but can just copy/paste it here for you so you don't have to search for it:

    We did recently make a change to Fiery Grip in patch 1.2.5 that was mistakenly not included in the patch notes as there is still an art-related fix to be made. We reduced the Y-axis (vertical distance variable) of this ability from 10m to 8.5m as we found that it was mitigating the defender’s advantage too heavily while in Cyrodiil. This change was also made to address an issue where some players were creating characters of opposing factions, and pulling themselves into keeps to bypass intended keep siege mechanics. We apologize for making this change to the mechanic without telling you; it was not our intent.
    Are you sure with the numbers? Because on some hills it doesn't looks like we have more than 5m hight and the skill doesn't work.
    Because I can!
  • Emperor
    Emperor
    ✭✭✭✭
    Bashev wrote: »
    WebBull wrote: »
    class101 wrote: »
    @ZOS_JessicaFolsom Any news on the fishing achievement of the Starters island bugged ? I know them buggy since day 1 and been hoping to read it in the patch notes :( At least please, give a kick in the ass of the guys responsible of fishing, you say it is from class101 from France with love ;D
    We're working on a fix for this. :)


    Gina, would you be kind enough to find out if the unannounced, undocumented, Fiery Grip nerf was intentional? Something....any kind of communication.....please....

    Yes. I actually just posted a message in one of the Fiery Grip threads, but can just copy/paste it here for you so you don't have to search for it:

    We did recently make a change to Fiery Grip in patch 1.2.5 that was mistakenly not included in the patch notes as there is still an art-related fix to be made. We reduced the Y-axis (vertical distance variable) of this ability from 10m to 8.5m as we found that it was mitigating the defender’s advantage too heavily while in Cyrodiil. This change was also made to address an issue where some players were creating characters of opposing factions, and pulling themselves into keeps to bypass intended keep siege mechanics. We apologize for making this change to the mechanic without telling you; it was not our intent.
    Are you sure with the numbers? Because on some hills it doesn't looks like we have more than 5m hight and the skill doesn't work.

    Yea, there is no way those numbers are correct. It is nice to at least see SOME clarification though. I can't believe how non-responsive the mod team is on certain issues such as this.

    This thread has over 3,800 views and 154 comments. Why can't they just take the 30 seconds to write a post explaining the situation so we can move on... Honestly I am sad to see that I won't be able to pull players off keep walls anymore, but the skill needs to at least be able to pull players while standing on a hill. If it is not working as intended THEY NEED TO LET US KNOW otherwise everyone will continue to give them hate for "ruining the skill".
    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!

    .
  • Kaloran
    Kaloran
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    Its still the only class with zero range dps or range abilities, and without escape abilities.
    Am I the only one that uses Stonefist (Obsidian Shard)?

    Edit: Quote tag nonsense
    Edited by Kaloran on July 16, 2014 5:22PM
    Hope is the first step on the road to disappointment.
  • SDZald
    SDZald
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    firstdecan wrote: »
    How does a thread get erroneously sunk?

    The same way 90% of what goes in a patch gets "mistakenly" left out of the patch notes :)

  • monkeymystic
    monkeymystic
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    Emperor wrote: »
    Bashev wrote: »
    WebBull wrote: »
    class101 wrote: »
    @ZOS_JessicaFolsom Any news on the fishing achievement of the Starters island bugged ? I know them buggy since day 1 and been hoping to read it in the patch notes :( At least please, give a kick in the ass of the guys responsible of fishing, you say it is from class101 from France with love ;D
    We're working on a fix for this. :)


    Gina, would you be kind enough to find out if the unannounced, undocumented, Fiery Grip nerf was intentional? Something....any kind of communication.....please....

    Yes. I actually just posted a message in one of the Fiery Grip threads, but can just copy/paste it here for you so you don't have to search for it:

    We did recently make a change to Fiery Grip in patch 1.2.5 that was mistakenly not included in the patch notes as there is still an art-related fix to be made. We reduced the Y-axis (vertical distance variable) of this ability from 10m to 8.5m as we found that it was mitigating the defender’s advantage too heavily while in Cyrodiil. This change was also made to address an issue where some players were creating characters of opposing factions, and pulling themselves into keeps to bypass intended keep siege mechanics. We apologize for making this change to the mechanic without telling you; it was not our intent.
    Are you sure with the numbers? Because on some hills it doesn't looks like we have more than 5m hight and the skill doesn't work.

    Yea, there is no way those numbers are correct. It is nice to at least see SOME clarification though. I can't believe how non-responsive the mod team is on certain issues such as this.

    This thread has over 3,800 views and 154 comments. Why can't they just take the 30 seconds to write a post explaining the situation so we can move on... Honestly I am sad to see that I won't be able to pull players off keep walls anymore, but the skill needs to at least be able to pull players while standing on a hill. If it is not working as intended THEY NEED TO LET US KNOW otherwise everyone will continue to give them hate for "ruining the skill".

    They broke the ability, and it's not 8.5 meters down from 10m like they said.

    The ability currently does not work against enemies on small hills, or standing og vegetation like small rocks.
    Fiery Grip is basically useless because of this.
    Who wants to have an ability slotted that only works 20% of the time?
    And they even managed to screw this gap closer over for the only class in the game with zero range abilities. GG
  • woodlandwoodsb14_ESO
    So has Fiery Grip been fixed yet? Haven't played since it was broken.

    Was considering playing again but I wanted to check first.
  • Iago
    Iago
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    So has Fiery Grip been fixed yet? Haven't played since it was broken.

    Was considering playing again but I wanted to check first.

    Nope
    That which we obtain to cheap we esteem to lightly, it is dearness only that gives everything its value.

    -Thomas Pain

  • Emperor
    Emperor
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    So has Fiery Grip been fixed yet? Haven't played since it was broken.

    Was considering playing again but I wanted to check first.

    It is still broken
    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!

    .
  • NerfEverything
    NerfEverything
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    It is working as intended. Everyone is happy with the change except for all the QQ DKs. It's ok though, we are all getting lots of entertainment from this crybaby thread. Can't wait for reflective scales nerf :)
  • arkansas_ESO
    arkansas_ESO
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    It is working as intended. Everyone is happy with the change except for all the QQ DKs. It's ok though, we are all getting lots of entertainment from this crybaby thread. Can't wait for reflective scales nerf :)

    Good choice of a name.


    The thing is, DKs have pretty much zero long-range class skills. We had Fiery Grip to help close the gap, but now we just have Stonefist, which is nice but still pretty short-ranged with a 15 meter range on a morph, and Fossilize, which is somewhat decent.

    It's my belief that they designed the Dragonknight as a sort of primarily close-ranged melee type character. What good is a melee character in a siege type setting? They can't cast ranged abilities on the enemies on the walls. They have to wait for the wall to come down or for the enemies to make a counter offensive to be able to actually fight. Thus, Fiery Grip was born, allowing melee characters to pull unsuspecting casters off of keep walls and into the Dragonknight's area of damage.

    If this is what they want Fiery Grip to turn into now, fine. Just remove the skill entirely, as it has pretty much no use to anybody now, and give DKs another skill with a unique mechanic.


    Grand Overlord 25/8/17
  • Maulkin
    Maulkin
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    It is working as intended. Everyone is happy with the change except for all the QQ DKs. It's ok though, we are all getting lots of entertainment from this crybaby thread. Can't wait for reflective scales nerf :)

    Good choice of a name.


    The thing is, DKs have pretty much zero long-range class skills. We had Fiery Grip to help close the gap, but now we just have Stonefist, which is nice but still pretty short-ranged with a 15 meter range on a morph, and Fossilize, which is somewhat decent.

    It's my belief that they designed the Dragonknight as a sort of primarily close-ranged melee type character. What good is a melee character in a siege type setting? They can't cast ranged abilities on the enemies on the walls. They have to wait for the wall to come down or for the enemies to make a counter offensive to be able to actually fight. Thus, Fiery Grip was born, allowing melee characters to pull unsuspecting casters off of keep walls and into the Dragonknight's area of damage.

    If this is what they want Fiery Grip to turn into now, fine. Just remove the skill entirely, as it has pretty much no use to anybody now, and give DKs another skill with a unique mechanic.

    You're arguing with the wrong person. Personal advice, don't bother
    EU | PC | AD
  • Emperor
    Emperor
    ✭✭✭✭
    It is working as intended. Everyone is happy with the change except for all the QQ DKs. It's ok though, we are all getting lots of entertainment from this crybaby thread. Can't wait for reflective scales nerf :)

    Good choice of a name.


    The thing is, DKs have pretty much zero long-range class skills. We had Fiery Grip to help close the gap, but now we just have Stonefist, which is nice but still pretty short-ranged with a 15 meter range on a morph, and Fossilize, which is somewhat decent.

    It's my belief that they designed the Dragonknight as a sort of primarily close-ranged melee type character. What good is a melee character in a siege type setting? They can't cast ranged abilities on the enemies on the walls. They have to wait for the wall to come down or for the enemies to make a counter offensive to be able to actually fight. Thus, Fiery Grip was born, allowing melee characters to pull unsuspecting casters off of keep walls and into the Dragonknight's area of damage.

    If this is what they want Fiery Grip to turn into now, fine. Just remove the skill entirely, as it has pretty much no use to anybody now, and give DKs another skill with a unique mechanic.

    You're arguing with the wrong person. Personal advice, don't bother

    Yea, it's best just to ignore @NerfEverything‌ until he goes away

    @arkansas_ESO‌ I completely agree with what you said. You summarize the problem pretty well.
    Edited by Emperor on July 22, 2014 4:15PM
    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!

    .
  • WhitePawPrints
    WhitePawPrints
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    The hill and elevation thing is something I notice doesn't work on a large majority of skills. It's not specific to Fiery Chains.

    When I use my Snipe ability on my Bow, and if I am down a small flight of stairs, the ability will hit but do no damage at all. Which ruins my Khajiit passive to do 10% bonus damage when I attack at Sneak, and my initial sneak bonus damage because the NPC's become aware of me. PVP is not much of an issue but I have noticed some instances where I'm on hills, that my bow attacks don't do any damage because the enemy is on a different elevation.

    Fiery Chains didn't seem to have had this issue, but now it does because of this inconceivable nerf.
    Edited by WhitePawPrints on July 22, 2014 4:29PM
  • Emperor
    Emperor
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    I can see it now...

    Group leader: "There are too many on the wall defending the keep! We will never take it!!"

    DK: "I'll take care of this! I'll use my chain I brought with me to pull a couple down and make a hole in their defence!"

    Group leader: "That sounds like a great plan!"

    DK: *Sneaks to wall* "... ... ... um..."

    Group leader: *Yells* "WHAT'S TAKING SO LONG??"

    DK: "Sorry sir, I can't throw chains above my head!"

    Group leader: "???"
    Edited by Emperor on July 22, 2014 4:41PM
    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!

    .
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