well I think Invasiion/Ambush ect should be nerf as they knock me down and well I get killed and all kinds of horrible life altering things. I mean I have nightmares over this and wake up screaming because some big baddie knocked me down or off my pretty horse. I wasn't doing anything really yup, NERF EM! Pleeeasssee so I can ride around looking all important on my horse! My horse wants an apology from that nasty Nightblade who Ambushed me the other night!!!!!!
/rolls eyes
I haven't PvPed much, but...Well, first off, I loathe cast times in this game. It's a decent suggestion, but not one I think would contribute to the feel of the game and fluidity of combat. It would help, yes, but I don't think the benefits of it - Impulse Spam is easier to manage in PvP - would outweight the cons - the ability feels slow and sluggish to use.
Just from looking at one of my sorc skill trees, it looks like a swarm of people doing that would be easy to manage and take down. Or, if I was feeling adventurous, I could use Annulment with the magicka restoring more, then Bolt Escape through the lot of them, maybe applying a healing HoT or two beforehand.
Keep in mind that Impulse is an AoE from the player - they can't really choose where to put it, whereas lots of builds have ranged AoE/roots.
yelloweyedemon wrote: »well I think Invasiion/Ambush ect should be nerf as they knock me down and well I get killed and all kinds of horrible life altering things. I mean I have nightmares over this and wake up screaming because some big baddie knocked me down or off my pretty horse. I wasn't doing anything really yup, NERF EM! Pleeeasssee so I can ride around looking all important on my horse! My horse wants an apology from that nasty Nightblade who Ambushed me the other night!!!!!!
/rolls eyes
You don't have anything to say and you defending an easy moding mechanic. We get it.
It is not about impulse being nerfed because it killed a few people that couldn't or didn't want to avoid the AoE range, it is about having 1 easymode skill, and focusing your whole playstyle around it.
As I said before, charging in a group of mobs and spam using 1 button till everything is dead, does not belong in a 2014 MMO.
yelloweyedemon wrote: »well I think Invasiion/Ambush ect should be nerf as they knock me down and well I get killed and all kinds of horrible life altering things. I mean I have nightmares over this and wake up screaming because some big baddie knocked me down or off my pretty horse. I wasn't doing anything really yup, NERF EM! Pleeeasssee so I can ride around looking all important on my horse! My horse wants an apology from that nasty Nightblade who Ambushed me the other night!!!!!!
/rolls eyes
You don't have anything to say and you defending an easy moding mechanic. We get it.
It is not about impulse being nerfed because it killed a few people that couldn't or didn't want to avoid the AoE range, it is about having 1 easymode skill, and focusing your whole playstyle around it.
As I said before, charging in a group of mobs and spam using 1 button till everything is dead, does not belong in a 2014 MMO.
I have actually said plenty about it really and now I am just mocking how people cry over everything. Sorry if you don't like my one button play style that me and my friends roll with to farm you. Nothing personal friend but if you ain't blue then I got to kill you, it's that simple and since only us Blues have this super duper skill because we are all knuckle draggers and can't be all leet like you Reds and yellows and figure out all the complitcated buttons and thingys to use to counter so we need it!
Oh dang that's right they gave you the choice to have it also! And what's that you have the same classes and OMG what BS is this I mean we are all the same except you ain't blue!
shanersimms_ESO wrote: »
I'm Daggerfall Covenant, so yes, I am blue. Your points are non sequitur. Sad I must re-iterate that suggesting changes to improve the dynamics of PvP isn't crying. You are getting the two confused. If anything, it's advocating a more competitive atmosphere.
shanersimms_ESO wrote: »
I'm Daggerfall Covenant, so yes, I am blue. Your points are non sequitur. Sad I must re-iterate that suggesting changes to improve the dynamics of PvP isn't crying. You are getting the two confused. If anything, it's advocating a more competitive atmosphere.
It's an AoE that does about half the damage of a single Target spell. If they nerf it like you want guess what? YOU ARE STILL GOING TO DIE as it's not the spell that is killing you it's the amount of people using it on you that does the trick! Like I said in other threads I would be more then happy to replace it as I only keep it on the bar for the guild and to counter other impluse groups.
Now the other issue is when/if they nerf it you know it's going to really *** off the Non PvPing crowd who will be all .... sorry I got the Admin nerf bat so I am watching my languageChanges made for PvP also effect the PvE crowd and I never one button anything, it's more like Volcanic Rune, Talons then PULSAR and then Destructive Touch to any of those running away so I can get them too! Oh I forgot the I win Stick also which just makes EVEN MORE DEADLY to be around me!
shanersimms_ESO wrote: »shanersimms_ESO wrote: »
I'm Daggerfall Covenant, so yes, I am blue. Your points are non sequitur. Sad I must re-iterate that suggesting changes to improve the dynamics of PvP isn't crying. You are getting the two confused. If anything, it's advocating a more competitive atmosphere.
It's an AoE that does about half the damage of a single Target spell. If they nerf it like you want guess what? YOU ARE STILL GOING TO DIE as it's not the spell that is killing you it's the amount of people using it on you that does the trick! Like I said in other threads I would be more then happy to replace it as I only keep it on the bar for the guild and to counter other impluse groups.
Now the other issue is when/if they nerf it you know it's going to really *** off the Non PvPing crowd who will be all .... sorry I got the Admin nerf bat so I am watching my languageChanges made for PvP also effect the PvE crowd and I never one button anything, it's more like Volcanic Rune, Talons then PULSAR and then Destructive Touch to any of those running away so I can get them too! Oh I forgot the I win Stick also which just makes EVEN MORE DEADLY to be around me!
To touch on a couple of your points that made sense, I offered in the original post a reasonable suggested change. You keep calling the cast time a "nerf" but a nerf suggests the ability becomes weaker overall. To compensate for the added cast time the ability itself can be augmented to do MORE damage. This would balance out the total dps (before and after modification) for PvE environments making the impact minimal to PvE if not an enhancement. With PvP the ability can be even more powerful/useful if you get a good aoe stun off, run in, charge it up, and release.
The suggestion merely changes the way in which Impulse is used, especially in large groups. This ability would still work great in large fights once the fight has begun, but it makes the 'zerg train Impulse spam' playstyle a little less viable.
-Lord Shaszahan, of The Septim Bloodline
What's the cast time, cool down, pulse rate, and how many pulses per 1 cast of your non instant pbaoe ability for the Bainshee? How many chambers do you get to cast before there are no more insta casts for the Warlock? What innate ability makes either of them immune to stun/mez/fear and reduces incoming damage while they're using these limited abilities until their stamina resource is diminished?the concept that an aoe is op because it hurts if you stand in it, is absolutely hilarious. people would have been laughed off of daoc servers for such a statement.Anybody proposing a insta cast pbaoe ability with no cool down that does as much, if not more, damage as single target abilities that is cast'able while holding block which reduces incoming damage and stops CC would have been "laughed off of daoc servers" for such a proposal.and like i said, such an opinion would get you laughed off of daoc servers, no offense.
"No offense" but if you're going to make game community comparisons over certain game concepts like aoe. The game concepts should be similar otherwise speculating how a community would react has no bearing.
jussayin.
you mean like bainshees pulsing pbae that hit for as much as their dds? oh, right, or perhaps warlocks with some chambered bombs?
and i dunno about you, but impulse only hits half as hard as my single target dps.
jussayin
shanersimms_ESO wrote: »Hey Guys,
I wanted to post this suggestion to fix the zerg impulse spam tactic. The issue seems to be that large groups are able to run non-stop just spamming impulse without making themselves vulnerable. To fix this, what if Impulse was given a small cast time, say .5 sec to 1 sec. Something that is short so as not to nerf the ability to the ground for PvE, but make enough of a change that would force the caster to stand in place very briefly and be potentially vulnerable in that timeframe to interrupts. Of course damage could be slightly increased to compensate for the new cast time if needed, but I wanted to fish for thoughts on this suggestion.
-Lord Shaszahan, of The Septim Bloodline
shanersimms_ESO wrote: »shanersimms_ESO wrote: »
I'm Daggerfall Covenant, so yes, I am blue. Your points are non sequitur. Sad I must re-iterate that suggesting changes to improve the dynamics of PvP isn't crying. You are getting the two confused. If anything, it's advocating a more competitive atmosphere.
It's an AoE that does about half the damage of a single Target spell. If they nerf it like you want guess what? YOU ARE STILL GOING TO DIE as it's not the spell that is killing you it's the amount of people using it on you that does the trick! Like I said in other threads I would be more then happy to replace it as I only keep it on the bar for the guild and to counter other impluse groups.
Now the other issue is when/if they nerf it you know it's going to really *** off the Non PvPing crowd who will be all .... sorry I got the Admin nerf bat so I am watching my languageChanges made for PvP also effect the PvE crowd and I never one button anything, it's more like Volcanic Rune, Talons then PULSAR and then Destructive Touch to any of those running away so I can get them too! Oh I forgot the I win Stick also which just makes EVEN MORE DEADLY to be around me!
To touch on a couple of your points that made sense, I offered in the original post a reasonable suggested change. You keep calling the cast time a "nerf" but a nerf suggests the ability becomes weaker overall. To compensate for the added cast time the ability itself can be augmented to do MORE damage. This would balance out the total dps (before and after modification) for PvE environments making the impact minimal to PvE if not an enhancement. With PvP the ability can be even more powerful/useful if you get a good aoe stun off, run in, charge it up, and release.
The suggestion merely changes the way in which Impulse is used, especially in large groups. This ability would still work great in large fights once the fight has begun, but it makes the 'zerg train Impulse spam' playstyle a little less viable.
-Lord Shaszahan, of The Septim Bloodline
All it does it make sure we use it at a different times to make sure there is always enough casting and ones blasting. It's a slight adjustment really to work on the timing but it will happen quickly and you just made it hurt even more. Kind of like that Sorcs do now with Negate, you go 1st then I will be 2nd and you....
I could also change it up to like Rune then pulsar then rune then pulsar. Trust me we will find a combination of skills that will kill large groups no matter what you leave us with. Get my point? You might not like the change you get.
eventide03b14a_ESO wrote: »shanersimms_ESO wrote: »Hey Guys,
I wanted to post this suggestion to fix the zerg impulse spam tactic. The issue seems to be that large groups are able to run non-stop just spamming impulse without making themselves vulnerable. To fix this, what if Impulse was given a small cast time, say .5 sec to 1 sec. Something that is short so as not to nerf the ability to the ground for PvE, but make enough of a change that would force the caster to stand in place very briefly and be potentially vulnerable in that timeframe to interrupts. Of course damage could be slightly increased to compensate for the new cast time if needed, but I wanted to fish for thoughts on this suggestion.
-Lord Shaszahan, of The Septim Bloodline
Does anyone actually think that there is anything in this game that needs to nerfed? Maybe the answer isn't to nerf things but rather to make other things better or even to fix the stuff that is clearly broken. Unless something is a blatant exploit or broken then leave it alone.
shanersimms_ESO wrote: »shanersimms_ESO wrote: »shanersimms_ESO wrote: »
I'm Daggerfall Covenant, so yes, I am blue. Your points are non sequitur. Sad I must re-iterate that suggesting changes to improve the dynamics of PvP isn't crying. You are getting the two confused. If anything, it's advocating a more competitive atmosphere.
It's an AoE that does about half the damage of a single Target spell. If they nerf it like you want guess what? YOU ARE STILL GOING TO DIE as it's not the spell that is killing you it's the amount of people using it on you that does the trick! Like I said in other threads I would be more then happy to replace it as I only keep it on the bar for the guild and to counter other impluse groups.
Now the other issue is when/if they nerf it you know it's going to really *** off the Non PvPing crowd who will be all .... sorry I got the Admin nerf bat so I am watching my languageChanges made for PvP also effect the PvE crowd and I never one button anything, it's more like Volcanic Rune, Talons then PULSAR and then Destructive Touch to any of those running away so I can get them too! Oh I forgot the I win Stick also which just makes EVEN MORE DEADLY to be around me!
To touch on a couple of your points that made sense, I offered in the original post a reasonable suggested change. You keep calling the cast time a "nerf" but a nerf suggests the ability becomes weaker overall. To compensate for the added cast time the ability itself can be augmented to do MORE damage. This would balance out the total dps (before and after modification) for PvE environments making the impact minimal to PvE if not an enhancement. With PvP the ability can be even more powerful/useful if you get a good aoe stun off, run in, charge it up, and release.
The suggestion merely changes the way in which Impulse is used, especially in large groups. This ability would still work great in large fights once the fight has begun, but it makes the 'zerg train Impulse spam' playstyle a little less viable.
-Lord Shaszahan, of The Septim Bloodline
All it does it make sure we use it at a different times to make sure there is always enough casting and ones blasting. It's a slight adjustment really to work on the timing but it will happen quickly and you just made it hurt even more. Kind of like that Sorcs do now with Negate, you go 1st then I will be 2nd and you....
I could also change it up to like Rune then pulsar then rune then pulsar. Trust me we will find a combination of skills that will kill large groups no matter what you leave us with. Get my point? You might not like the change you get.
Yes I certainly do, but if large groups are coordinating this well then that's a fine tactic indeed. The problem again is how it's being used as a train. Even if the whole group is coordinated if they all cast at the same time, everyone is currently vulnerable as well as immobile for a brief time.
If people are getting wiped from the abilities extra damage, then this is a true scenario where they failed to get out of the way while the ability was charging. As such it would actually be more beneficial to have half you group and the other half casting at alternating times against groups of decent players.
Still it makes it a much more tactic-full scenario than the current rendition.
Might as well suggest a fix for Barrier/Rapid Maneuvre/Purge spamming lol.
Because it's not the actual Impulse that's hard to counter. It's the fact that the entire blob is immune to root, snares, knock backs/downs and fully embedded in multiple barriers.
This while you're own AoE is limited to only effect 6 players.
Nerfing Impulse to the ground wont change a thing. The blob will use other instant AoE abilities, while running people down.
Might as well suggest a fix for Barrier/Rapid Maneuvre/Purge spamming lol.
Because it's not the actual Impulse that's hard to counter. It's the fact that the entire blob is immune to root, snares, knock backs/downs and fully embedded in multiple barriers.
This while you're own AoE is limited to only effect 6 players.
Nerfing Impulse to the ground wont change a thing. The blob will use other instant AoE abilities, while running people down.
shanersimms_ESO wrote: »eventide03b14a_ESO wrote: »shanersimms_ESO wrote: »Hey Guys,
I wanted to post this suggestion to fix the zerg impulse spam tactic. The issue seems to be that large groups are able to run non-stop just spamming impulse without making themselves vulnerable. To fix this, what if Impulse was given a small cast time, say .5 sec to 1 sec. Something that is short so as not to nerf the ability to the ground for PvE, but make enough of a change that would force the caster to stand in place very briefly and be potentially vulnerable in that timeframe to interrupts. Of course damage could be slightly increased to compensate for the new cast time if needed, but I wanted to fish for thoughts on this suggestion.
-Lord Shaszahan, of The Septim Bloodline
Does anyone actually think that there is anything in this game that needs to nerfed? Maybe the answer isn't to nerf things but rather to make other things better or even to fix the stuff that is clearly broken. Unless something is a blatant exploit or broken then leave it alone.
This is the point of my suggestion you must have missed.
-Lord Shaszahan, of The Septim Bloodline
shanersimms_ESO wrote: »Might as well suggest a fix for Barrier/Rapid Maneuvre/Purge spamming lol.
Because it's not the actual Impulse that's hard to counter. It's the fact that the entire blob is immune to root, snares, knock backs/downs and fully embedded in multiple barriers.
This while you're own AoE is limited to only effect 6 players.
Nerfing Impulse to the ground wont change a thing. The blob will use other instant AoE abilities, while running people down.
Yes I mentioned this in the original post, however, if Impulse had a cast timer even if they are immune because of Immovable, or even if they Rapid Manuever for speed the cast time allows players a reasonable chance to get out the way.
This also makes the entire "blob" pause momentarily to coordinate their dps spam and can't just train impulse to the center of a node effectively.
As such, I feel the suggested modification would have a much more successful impact than you're allowing for.
-Lord Shaszahan, of The Septim Bloodline
How does you confirming a cast time for Bainshees and avoiding answering how many times a warlock can"dump uniterruptably" without reloading chambers "crush my feeble attempt at an argument"? Not to mention avoiding all the other questions of innate abilities for reducing damage/stopping CC.the cast time was 2secs on no cooldown with 2sec pulses for dd level dps, and the lock could dump uninterruptably (1-2sec animations like eso) for pbaes.
sorry if that crushes your feeble attempt at an argument champ ☺️
How does you confirming a cast time for Bainshees and avoiding answering how many times a warlock can"dump uniterruptably" without reloading chambers "crush my feeble attempt at an argument"? Not to mention avoiding all the other questions of innate abilities for reducing damage/stopping CC.the cast time was 2secs on no cooldown with 2sec pulses for dd level dps, and the lock could dump uninterruptably (1-2sec animations like eso) for pbaes.
sorry if that crushes your feeble attempt at an argument champ ☺️
How many times can the warlock "dump uninterruptably" before they would need to reload their chambers? And I thought we were talking about insta cast abilities not ones that require a 2 second interruptable cast?
Lets face it, Interruptable cast times... Limited dumping of chambers... Anyone attempting to make these comparisons seriously would get laughed off of daoc servers. No offense, buttercup.
jussayin
How does you confirming a cast time for Bainshees and avoiding answering how many times a warlock can"dump uniterruptably" without reloading chambers "crush my feeble attempt at an argument"? Not to mention avoiding all the other questions of innate abilities for reducing damage/stopping CC.the cast time was 2secs on no cooldown with 2sec pulses for dd level dps, and the lock could dump uninterruptably (1-2sec animations like eso) for pbaes.
sorry if that crushes your feeble attempt at an argument champ ☺️
How many times can the warlock "dump uninterruptably" before they would need to reload their chambers? And I thought we were talking about insta cast abilities not ones that require a 2 second interruptable cast?
Lets face it, Interruptable cast times... Limited dumping of chambers... Anyone attempting to make these comparisons seriously would get laughed off of daoc servers. No offense, buttercup.
jussayin
lol you dont cast the pulse during the fight, its up before the fight and has no timer. and locks could potentially dump 4 chambers, which was plenty enough to kill anything,
you fail, as daoc clearly had this thing you hate, despite your attempts to downplay it.
did you have any other points or was that it, booboo?
No offense, but I've find it common place that anyone needing to tell people who they were or are in their signatures are probably not worth remembering. So I don't pay them much mind. Sorry!played daoc since its beta (you must not see signatures) and the competitive 8v8 community was fine with moc in gvg.
the nerf only came when masses of free rp zerglings whined about getting farmed.
now you are whining for a nerf.
coincidence?

BrassRazoo wrote: »
You're more then welcome to state as many reasons as you'd like for wanting people to recognize you from your signature. Like I said anybody worth remembering is usually due to their game play; not some signature. The reason I don't pay them much mind.most daoc players used the vnboards, since daoc had no official forums, and most all of them had their toons in their sigs, since that game had about 50ish classes. you obviously dont have any toons worth mentioning from there, no offense.
and theres no difference between daoc zergers whining till moc was nerfed, and eso zergers whining until ae caps were introduced.
crushed, again, sorry "buttercup"
