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https://forums.elderscrollsonline.com/en/discussion/comment/8235739/
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Puncturing Strikes = free permanent CC-immunity for enemies.

Zsymon
Zsymon
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Puncturing Strikes adds a tiny split-second knock-back at the end of its channel, after which the enemy becomes CC-immune for 5 seconds.
The knock-back is completely useless, it doesn't hinder the enemy since it is so very short, but the enemy gets five seconds of CC-immunity
as a gift after every Puncturing Strikes, meaning that any Templar slotting Puncturing Strikes, has no way to use any real CC, since the enemy
is always immune.

The only solution is to not use Puncturing Strikes, which for me isn't an option.
  • Zsymon
    Zsymon
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    Gah, no way to edit the first post, sorry.

    Anyway, my suggestion is to just completely remove the knock back from Puncturing Strikes, or replace it with a 2 second snare, anything other than what it is now.
    Edited by Zsymon on March 7, 2015 10:39AM
  • Armitas
    Armitas
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    This was brought up early on in pts. Templars were asking to just have the knockback removed. I think a lot of us wasted our time on the pts forum, but this still needs to happen. You have templars out there handing out CC immunity to everyone nearby preventing any real cc from happening.
    Retired.
    Nord mDK
  • tplink3r1
    tplink3r1
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    It was already difficult to kill people with it before 1.6, now its impossible. I think i will just spam jesus beam until they remove the CC from it.
    Edited by tplink3r1 on March 7, 2015 11:39AM
    VR16 Templar
    VR3 Sorcerer
  • Zsymon
    Zsymon
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    Things are bad when we have to ask for less CC.
  • Ghostnight013
    Please! An AoE root(preferably) or snare component would be the perfect thing to replace the knock back. The root/snare would help make it more useful in PvP and still keep the "defensive" nature of the skill in PvE. Ideally the root shouldn't last for more than 1-2 seconds, if instead a snare is used it should last 4-5sec.
    Edited by Ghostnight013 on March 7, 2015 4:31PM
  • david.haypreub18_ESO
    david.haypreub18_ESO
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    Most Templars would like to see it removed entirely or changed to a snare/root. It makes perfect sense to do the latter, since the removal of Blinding Flashes (for Radiant Destruction) removed the only AoE CC the Templar has.

    I think Templars are pretty united in this. But as we've seen with the Focused Charge bug, ZOS doesn't seem to be listening to what their players are telling them.
    Templars are 'just slower... by design'
    Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
    VR 16 Templar (retired until Templars get fixed)
    VR 16 Sorcerer
    38 Nightblade
    24 DK
  • Dredlord
    Dredlord
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    I'll just repost from a test server thread...

    Although it only lasts for a fraction of a second the knockback is a hard CC regardless of it's duration.

    The CC immunity is obviously far too long compared to the duration of the CC.

    One biting jabs makes the opponent immune for the next 4-5 jabs which is obviously ridiculous considering the ability is channeled which is easily interruptable and slows you for the duration.

    the Immunity should last for the next 1-2 jabs at max in fact the immunity for all hard CC should be based off the duration of the CC.

    Other solutions (some mentioned already)

    Change it to a 2 second stun same immunity.

    Change it to a snare of at least the % of the casting slow.

    Or just remove the immunity altogether again and ignore the vocal minority of those who have not learned the many ways to deal with it such as...

    Hold block and block the very next jabs KB.

    Bind bash to a key (double mouse buttons will fail you) and mash it, unless your ping is terrible it will interrupt the very next jabs or perform a breakout.

    Bind dodge to a key (double tapping a direction will fail you) and dodge away from it.
  • AriBoh
    AriBoh
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    One small change would make so many Templars happy (or less unhappy) Either make it a snare or a root. Not even a decent one, like 1 second. Make the skill useful, please :neutral:
    khele23eb17
    Agreed. Whoever came up with the design should be shot in the foot and only admitted to hospital when he manages to find 3 other people willing to maim themselves the same way in order to accompany him.

    ZOS_AmeliaR admin
    Ultimately, any method of entering an enemy keep without breaking down the door is considered an exploit. Thanks for checking!

    tinythinker
    "I used to be a healer once, but then I took a Wrobel to the knee"
  • Vizier
    Vizier
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    LOLs. Templar asking for less CC. The knockback is basically a disorient and pretty much "f's" folks getting hit by it for as long as it's being spammed. You want to ADD more CC in the mix by making targets even more vulnerable?

    Go away. Temps get no sympathy atm from me. Some interesting input on counters though. tnx for that.
  • david.haypreub18_ESO
    david.haypreub18_ESO
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    Vizier wrote: »
    LOLs. Templar asking for less CC. The knockback is basically a disorient and pretty much "f's" folks getting hit by it for as long as it's being spammed. You want to ADD more CC in the mix by making targets even more vulnerable?

    Go away. Temps get no sympathy atm from me. Some interesting input on counters though. tnx for that.

    Did you just entirely ignore the thread and what happens in the game? The CC does not last 'for as long as it's being spammed.' The CC now gives immunity, which means a single use of the skill gives everyone immunity for the next four uses of the skill. LOL.



    Templars are 'just slower... by design'
    Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
    VR 16 Templar (retired until Templars get fixed)
    VR 16 Sorcerer
    38 Nightblade
    24 DK
  • Zsymon
    Zsymon
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    Yeah, giving immunity after a 2-3 second stun, is useful, giving it after a tiny pushback, is not, that is just handing out free CC immunity to enemies, making it impossible to use any real CC.
  • Kragorn
    Kragorn
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    Zsymon wrote: »
    Gah, no way to edit the first post, sorry.
    There is a way, the 'cog' icon for the first post in the thread is at the top with the thread title itself, it's not in the post itself like all others are.

  • Morvul
    Morvul
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    as a non templer, I kind of have to agree with the OP.

    The immunity is to prevent the "stun-lock" option, which has been there in 1.5.
    But in it's 1.6 form, the little push back hurts the templar more then it helps... so either increase the CC duration of that skill to ~1.5 seconds or so, or (prefereable): change the CC to a "soft" CC
  • Vilestride
    Vilestride
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    I would love if it had a root of some sort but IMO that might be OP, I think a snare would be more fitting to the ability, given how easily it can be moved out of while being cast. this would help keep your target in range better. not sure on a suitable snare value though, maybe like 35-40% for a few seconds.
  • QuendiX
    QuendiX
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    I'm Magicka based Templar and before 1.6 I was using Volcanic Rune (Fire Rune Morph - Mage Guild skill line) as my opening spell and then attack with Puncture Sweep.

    Volcanic Rune - this ability knock enemies in the air when they stand on rune or when I throw rune in place where mobs staying and after knock in the air it stun them for 3-4 secs.

    After 1.6 I found out that when I throw Volcanic rune and attack mobs with Puncture sweep, some of them get CC immunity and they are not stuned and not knocked in the air :/

    Volcanic rune was the best CC for trash in dungeons (casual PvE too) cause when mobs surround You, I was simply throwing VR on the ground and BOOM all mobs where in the air and stuned for 4 secs - right now it's a random which mob at this moment don't have CC immunity...

    I don't see when CC immunity ends and I can't stop spaming self healing Puncture Sweep and brake this immunity circle - no PS spaming - I'm dead for sure.

    I started to keep focus on 1 mob to decerase this CC immunity ***, but sometimes it is impossible.

    I agree, more usefull would be short snare dmg or remove knockback at all
    Edited by QuendiX on March 9, 2015 11:07AM
    North American server - @QuendiX

    An'Yaevarn - LVL50 CP344 Templar DPS
  • Fizzlewizzle
    Fizzlewizzle
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    They should remove it completely from Puncturing Strikes, and make it so Spear Shards can CC up to 6 people or something.
    Currently Puncturing Sweep is useless because it prevents all further CC, and Spear Shards can be a bit better as CC option.

    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • QuendiX
    QuendiX
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    As I wrote before - Volcanic Rune is the most effective CC option for PvE bcause of it AoE effect.

    I tryed Volcanic Rune in PvP but diameter of this skill (3m) is so small Players are avoiding it easily - so for PvP it would be better increase amount of ppl stuned by Spear Shards
    North American server - @QuendiX

    An'Yaevarn - LVL50 CP344 Templar DPS
  • Vizier
    Vizier
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    they should just remove the pushback, interupt, stun, whatever the **** it is and leave it at that. You want to drop another CC that would be up to you. As for increasing that abilities stun? LOLs.
  • Khivas_Carrick
    Khivas_Carrick
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    *Checks patch notes to see if Biting Jabs was changed to something a little more PvP Friendly*

    *See's that Radiant Destruction scaling has been fixed*

    *Laughs*

    *Cries on the floor for unknown amount of time*

    *Resumes life*


    I'm actually of the mind that Puncturing Strikes and it's morphs should do a Stun and/or Root to the target nearest you/single target, and a snare to up to four (4) targets behind it. An argument can be made for six (6).
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Khivas_Carrick
    Khivas_Carrick
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    I mean when you think about it what they've done for the moment is a bandaid at best, something to cover it for now but is painfully far from an actual fix to the issue. There are a number of ways that final stab can be made useful, ranging from a damage increase on the target for your next attack to a snare or something, anything.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • timidobserver
    timidobserver
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    It is kind of funny how all of our control abilities have some kind of stupid problem. Jabs gives full immunity for tiny knockback. Focused charge stuns the caster(the self stun scales up with lag.) Blazing spear can easily be avoided. Blinding Light removed. You almost have to be a stam build.
    Edited by timidobserver on March 9, 2015 5:28PM
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • david.haypreub18_ESO
    david.haypreub18_ESO
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    That's why I'm in favour of making it a snare. Templar tankiness took a hit with the removal of Blinding Light, especially if we are talking about the AoE department. So make Jabs a snare.
    Templars are 'just slower... by design'
    Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
    VR 16 Templar (retired until Templars get fixed)
    VR 16 Sorcerer
    38 Nightblade
    24 DK
  • WillhelmBlack
    WillhelmBlack
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    I think Biting Jabs has it's uses (10k+ single target dps in PvE) but yeah it would be nice to have this skill back in PvP too, not to stun lock (we already have the most stupidly OP skill now) other players although that's what immovable is for just don't make them immune to other CC's.
    PC EU
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