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"
The people I might care about recognizing me; do so. And the others well there seems to be a lack of caring. I'm not some try hard that thinks his actions in a video game need recognition.
So now we're comparing a nerf to a single ability to a nerf on all aoe caps... LOL
Please press it again and tell me how I've been "crushed", buttercup.
My comments have never been about whether or not it needs a nerf, buttercup.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"
The people I might care about recognizing me; do so. And the others well there seems to be a lack of caring. I'm not some try hard that thinks his actions in a video game need recognition.
So now we're comparing a nerf to a single ability to a nerf on all aoe caps... LOL
Please press it again and tell me how I've been "crushed", buttercup.
i honestly wouldnt mind if they added a cast timer to impulse, i dont use it that often
The main strength of these kind of groups is usually that they coordinate in team speak. There are many really strong tactics a well organized ts group can apply. This is just one of many. Be careful not to confuse ts advantage with the strength of a single skill or a single tactic.shanersimms_ESO wrote: »The issue seems to be that large groups are able to run non-stop just spamming impulse without making themselves vulnerable.
I think you misunderstand the dynamics of the impulse train. While impulse is a good skill to apply there, a nerf like you suggest would just make casters alternate between impulse and a second aoe. The strength of the tactic lies in the group buffs and heals that gives a very strong stack of buffs for everyone in the party. Combined with the aoe caps, it also provide safety in numbers.shanersimms_ESO wrote: »To fix this, what if Impulse was given a small cast time, say .5 sec to 1 sec.
That's my thoughts. And apologies in advance. I wanted to chip in on your original post. I have not been through the whole thread of replies.shanersimms_ESO wrote: »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.
The main strength of these kind of groups is usually that they coordinate in team speak. There are many really strong tactics a well organized ts group can apply. This is just one of many. Be careful not to confuse ts advantage with the strength of a single skill or a single tactic.shanersimms_ESO wrote: »The issue seems to be that large groups are able to run non-stop just spamming impulse without making themselves vulnerable.
A group like this can be picked apart by any other well organized group. You can apply the same tactic as they do, which is of course just as efficient. But also:
- Lures into oil pot traps
- Rooms with suppression fields
- Eating their tail
- Deploying camps and wear them down.
are just some of many ways to deal with them.
So no, while it's a nice tactic, it does not make the impulse casters invulnerable if they face an equally well organized group of the same numbers. It makes them dangerous but predictable.I think you misunderstand the dynamics of the impulse train. While impulse is a good skill to apply there, a nerf like you suggest would just make casters alternate between impulse and a second aoe. The strength of the tactic lies in the group buffs and heals that gives a very strong stack of buffs for everyone in the party. Combined with the aoe caps, it also provide safety in numbers.shanersimms_ESO wrote: »To fix this, what if Impulse was given a small cast time, say .5 sec to 1 sec.
With regards to if a fix is needed at all. I would say no, since this is just one of many tactics currently applied by organized groups in pvp.
In general people also have the strange conception that the only solution is to nerf something, which is just plain limited. Often a much better solution is to strengthen other skills, to provide a viable counter against methods that are deemed too undesirable for pvp. For instance. removing the aoe caps would really discourage players running around in a big pile.That's my thoughts. And apologies in advance. I wanted to chip in on your original post. I have not been through the whole thread of replies.shanersimms_ESO wrote: »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.
My comments have never been about whether or not it needs a nerf, buttercup.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"
The people I might care about recognizing me; do so. And the others well there seems to be a lack of caring. I'm not some try hard that thinks his actions in a video game need recognition.
So now we're comparing a nerf to a single ability to a nerf on all aoe caps... LOL
Please press it again and tell me how I've been "crushed", buttercup.
i honestly wouldnt mind if they added a cast timer to impulse, i dont use it that often
My comments have never been about whether or not it needs a nerf, buttercup.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"
The people I might care about recognizing me; do so. And the others well there seems to be a lack of caring. I'm not some try hard that thinks his actions in a video game need recognition.
So now we're comparing a nerf to a single ability to a nerf on all aoe caps... LOL
Please press it again and tell me how I've been "crushed", buttercup.
i honestly wouldnt mind if they added a cast timer to impulse, i dont use it that often
you failed so i moved on to avoid hearing you whine about it until page 5
[self edited to avoid being mean]
yes, the forum police have asked me to avoid making people cry, so i try to self edit my posts in accordance to their "have a polite war" decree.
i agree that ranged cc would be a nice counter to the impulse spam, but im not sure it should come from dks, they have enough love. why not from templars? it would fix their escape issues imo
The main strength of these kind of groups is usually that they coordinate in team speak. There are many really strong tactics a well organized ts group can apply. This is just one of many. Be careful not to confuse ts advantage with the strength of a single skill or a single tactic.shanersimms_ESO wrote: »The issue seems to be that large groups are able to run non-stop just spamming impulse without making themselves vulnerable.
A group like this can be picked apart by any other well organized group. You can apply the same tactic as they do, which is of course just as efficient. But also:
- Lures into oil pot traps
- Rooms with suppression fields
- Eating their tail
- Deploying camps and wear them down.
are just some of many ways to deal with them.
So no, while it's a nice tactic, it does not make the impulse casters invulnerable if they face an equally well organized group of the same numbers. It makes them dangerous but predictable.I think you misunderstand the dynamics of the impulse train. While impulse is a good skill to apply there, a nerf like you suggest would just make casters alternate between impulse and a second aoe. The strength of the tactic lies in the group buffs and heals that gives a very strong stack of buffs for everyone in the party. Combined with the aoe caps, it also provide safety in numbers.shanersimms_ESO wrote: »To fix this, what if Impulse was given a small cast time, say .5 sec to 1 sec.
With regards to if a fix is needed at all. I would say no, since this is just one of many tactics currently applied by organized groups in pvp.
In general people also have the strange conception that the only solution is to nerf something, which is just plain limited. Often a much better solution is to strengthen other skills, to provide a viable counter against methods that are deemed too undesirable for pvp. For instance. removing the aoe caps would really discourage players running around in a big pile.That's my thoughts. And apologies in advance. I wanted to chip in on your original post. I have not been through the whole thread of replies.shanersimms_ESO wrote: »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.
you are complaining that size often wins battles lol
also, you do realize that this forum has a signature feature right? that way you wont have to type your roleplayed lord title at the end of every post. just tryin to help
nobody is arguing that a smaller group that plays better shouldnt beat a larger group, but nerfing aoes into the ground isnt going to fix the problem.
newsflash, adding a cast timer to an instant cast ability, is "nerfing it"
"into the ground" is debatable.
... yet in reality, the ability already has a 1sec animation, which would have to be modified to this new cast timer, resulting in now .5 sec spammed casts per your example, due to no GCD.
id be fine with a small cast timer tbh, but i think that adding ranged CC would fix the rainbow train problem more efficiently.
how would dropping a cast timer to .5seconds, make something become a 1.5 second cast?
its either a 1.5 second cast, or its not...
... yet in reality, the ability already has a 1sec animation, which would have to be modified to this new cast timer, resulting in now .5 sec spammed casts per your example, due to no GCD.
id be fine with a small cast timer tbh, but i think that adding ranged CC would fix the rainbow train problem more efficiently.
Infraction wrote: »... yet in reality, the ability already has a 1sec animation, which would have to be modified to this new cast timer, resulting in now .5 sec spammed casts per your example, due to no GCD.
id be fine with a small cast timer tbh, but i think that adding ranged CC would fix the rainbow train problem more efficiently.
The rainbow train usually isn't very cc'able due to immovable. There are it of parts to it that make more than simply saying ranged cc will counter it.
The cast time would at least not allow someone to block while casting impulse meaning they take some damage from exposing themselves. Even I. DAOC as a pbaoe caster I was putting myself at risk when bombing. Sure there were some moves that got abused because they worked through walls but you were at equal risk to die if someone knew how to counter you. In ESO there is far less risk to the person bombing as it stands now.
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
jeradlub17_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
Sure they can do that when they do the same for talons, bats, standards, veil of blades, etc and every other aoe of any type. Guessing fairness never occured to you.
its really not.
what you describe is a 1.5sec cast timer, and no amount of "response time" makes up for your other missing 1 second.
response time from the server (pre animation) takes about .2 seconds, and is not a part of the animation and is even qued before it starts during the previous cast.