It's not our intention that players get locked in placed when being spammed with charge style abilities, but we also want these abilities to feel responsive and be able to hit their target. We're currently testing a fix where instead of being immobile for .5 seconds you will instead have a strong snare applied for slightly longer.
This fix should ensure that you have time to hit targets with charge abilities, but also gives the defender some opportunity to disengage when 1 or multiple players are using charge attacks against them. This fix will go live with the Thieves Guild update. We'd love to hear feedback both from players using charge abilities and being charged on the PTS.
Curragraigue wrote: »Curragraigue wrote: »It's not our intention that players get locked in placed when being spammed with charge style abilities, but we also want these abilities to feel responsive and be able to hit their target. We're currently testing a fix where instead of being immobile for .5 seconds you will instead have a strong snare applied for slightly longer.
This fix should ensure that you have time to hit targets with charge abilities, but also gives the defender some opportunity to disengage when 1 or multiple players are using charge attacks against them. This fix will go live with the Thieves Guild update. We'd love to hear feedback both from players using charge abilities and being charged on the PTS.
Why do all charge abilities need a fix if this is just a NB charge problem? Don't all the other charges provide an immunity with a break free from a charge? If you change all the charges can Temps have the skill cooldown with Toppling Charge removed then?
All charges silence and immobilize you, it's not NB specific.
You can't get immunity against it and with limited dodge rolling it's kinda hard to do anything while being spammed with charges.
Invasion used to provide an immunity to knock down if you broke free from it in 1.5. If it doesn't now there has been a change somewhere. The other abilities (other than Toppling Charge which has s cooldown and DK Leap which has regeneration) have a minimum distance requiring a player to pull back before using it again. NB skill is the only spammable skill in that it can be used over and over by one person, that is gimmicky.
It's not the knockdown. when someone uses a gap closer on you, you're frozen in place and silenced until the attack connects. and from this effect you cannot break free and you cannot dodge roll or use any abilities and there is no immunity. on top of that; there are people who communicate with one another to rotate their gap closers making you permanently frozen/silenced so you just get killed without being able to fight back at all.
Curragraigue wrote: »Why do all charge abilities need a fix if this is just a NB charge problem? Don't all the other charges provide an immunity with a break free from a charge? If you change all the charges can Temps have the skill cooldown with Toppling Charge removed then?
It's not our intention that players get locked in placed when being spammed with charge style abilities, but we also want these abilities to feel responsive and be able to hit their target. We're currently testing a fix where instead of being immobile for .5 seconds you will instead have a strong snare applied for slightly longer.
This fix should ensure that you have time to hit targets with charge abilities, but also gives the defender some opportunity to disengage when 1 or multiple players are using charge attacks against them. This fix will go live with the Thieves Guild update. We'd love to hear feedback both from players using charge abilities and being charged on the PTS.
It's not our intention that players get locked in placed when being spammed with charge style abilities, but we also want these abilities to feel responsive and be able to hit their target. We're currently testing a fix where instead of being immobile for .5 seconds you will instead have a strong snare applied for slightly longer.
This fix should ensure that you have time to hit targets with charge abilities, but also gives the defender some opportunity to disengage when 1 or multiple players are using charge attacks against them. This fix will go live with the Thieves Guild update. We'd love to hear feedback both from players using charge abilities and being charged on the PTS.
It's not our intention that players get locked in placed when being spammed with charge style abilities, but we also want these abilities to feel responsive and be able to hit their target. We're currently testing a fix where instead of being immobile for .5 seconds you will instead have a strong snare applied for slightly longer.
This fix should ensure that you have time to hit targets with charge abilities, but also gives the defender some opportunity to disengage when 1 or multiple players are using charge attacks against them. This fix will go live with the Thieves Guild update. We'd love to hear feedback both from players using charge abilities and being charged on the PTS.
I hope whoever gets on TG PTS gets this removed, it's already Elder Snares this will probably be even damn worse when/if a purge/purify cooldown is introduced.you will instead have a strong snare applied for slightly longer.
There is going to need to be a huge amount of voice to get this snare removed seeing as @Wrobel already confirmed it's coming. I can say right now it's an absurd decision and don't know what they were thinking honestly
I'm guessing that auto snare cant be purged. Just as how you cant cc break or purge or anything v.s. today's immobilize from gap closers being spammed. Because not technically a cc or status effects, just annoying design to make sure a skill connects.
Elder Snares sounds like a really *** place to be. I dont want to be perma snared. Hope they can make it work using some other tweak. Anything that encourages spamming gap closers for some secondary/third unintended effect, is going to be bad
MormondPayne_EP wrote: »@Wrobel
Thieves guild update!?!
You guys have to start fixing bugs routinely every week... you know, like what the scheduled server maintenance downtime is for. Fixing bugs that make the unplayable should not be a minor issue that is fixed with DLC updates. I have no idea where you guys get this mentality from?
I am so frustrated with the state of the game now that I log into PvP and barely last 30 minutes before I am overcome with frustration and rage that I quit... pretty soon I won't bother logging in anymore... There is no damn way I will be waiting 3 months for a fix to a FUNDAMENTAL combat mechanics issue. The whole game is BASED AROUND combat mechanics.
I am shaking my head furiously right now and I am struggling to hold in the tirade of abuse I want to spill. I have had so much trouble with ZOS as a whole not just PvP. I tried to change my email address over the last 2 months and it took my submitting 9 tickets before I even got a response... 9 tickets... What is going on over there? Seriously?!!?
This is really bad and you guys should really be ashamed.
It's not our intention that players get locked in placed when being spammed with charge style abilities, but we also want these abilities to feel responsive and be able to hit their target. We're currently testing a fix where instead of being immobile for .5 seconds you will instead have a strong snare applied for slightly longer.
This fix should ensure that you have time to hit targets with charge abilities, but also gives the defender some opportunity to disengage when 1 or multiple players are using charge attacks against them. This fix will go live with the Thieves Guild update. We'd love to hear feedback both from players using charge abilities and being charged on the PTS.
It's not our intention that players get locked in placed when being spammed with charge style abilities, but we also want these abilities to feel responsive and be able to hit their target. We're currently testing a fix where instead of being immobile for .5 seconds you will instead have a strong snare applied for slightly longer.
This fix should ensure that you have time to hit targets with charge abilities, but also gives the defender some opportunity to disengage when 1 or multiple players are using charge attacks against them. This fix will go live with the Thieves Guild update. We'd love to hear feedback both from players using charge abilities and being charged on the PTS.
MisterBigglesworth wrote: »It's not our intention that players get locked in placed when being spammed with charge style abilities, but we also want these abilities to feel responsive and be able to hit their target. We're currently testing a fix where instead of being immobile for .5 seconds you will instead have a strong snare applied for slightly longer.
Would this "strong snare" be the same type as those that can be removed by abilities like Rapid Maneuver? What happens if you try use a gap-closer on someone with snare immunity? Does the attack miss?
MisterBigglesworth wrote: »It's not our intention that players get locked in placed when being spammed with charge style abilities, but we also want these abilities to feel responsive and be able to hit their target. We're currently testing a fix where instead of being immobile for .5 seconds you will instead have a strong snare applied for slightly longer.
Would this "strong snare" be the same type as those that can be removed by abilities like Rapid Maneuver? What happens if you try use a gap-closer on someone with snare immunity? Does the attack miss?
A better question is why they should always hit. Other things have chances to miss and can be negated by certain skills.
It's not our intention that players get locked in placed when being spammed with charge style abilities, but we also want these abilities to feel responsive and be able to hit their target. We're currently testing a fix where instead of being immobile for .5 seconds you will instead have a strong snare applied for slightly longer.
This fix should ensure that you have time to hit targets with charge abilities, but also gives the defender some opportunity to disengage when 1 or multiple players are using charge attacks against them. This fix will go live with the Thieves Guild update. We'd love to hear feedback both from players using charge abilities and being charged on the PTS.
A strong snare for longer than .5 seconds? I don't know.. that sounds just as annoying or even more so than what we're getting now. Snares are too commonplace these days, and so are Nightblades. I have the feeling I'm going to be moving at turtle speed if this change goes through.It's not our intention that players get locked in placed when being spammed with charge style abilities, but we also want these abilities to feel responsive and be able to hit their target. We're currently testing a fix where instead of being immobile for .5 seconds you will instead have a strong snare applied for slightly longer.
MisterBigglesworth wrote: »It's not our intention that players get locked in placed when being spammed with charge style abilities, but we also want these abilities to feel responsive and be able to hit their target. We're currently testing a fix where instead of being immobile for .5 seconds you will instead have a strong snare applied for slightly longer.
Would this "strong snare" be the same type as those that can be removed by abilities like Rapid Maneuver? What happens if you try use a gap-closer on someone with snare immunity? Does the attack miss?
A better question is why they should always hit. Other things have chances to miss and can be negated by certain skills.
I feel like some people are just whining for the sake of whining at this point.
Right now you get stunned for basically a bit where you can't move or do anything when being hit by Gap Closers.
Going to a snare is a 1000x better then this... and yet..you still have people whining..Which pretty much means they don't want there to be anything at all on the Gap Closer..Which was tried..and simply did not work well at all.
So its a Snare basically....which is better then the current option.
This is a separate issue of course compared to Ambush..which flat out needs a Min range attached to it.
The huge problem with Ambush also isn't the stun itself but the fact that it's spammable without any minimum distance. That makes it so annoying over any other gap closer as you can lock someone in place with 3 NB spamming Ambush without having to move away from you to get some distance again.
@Xsorus It might be better, but that doesn't mean it's good. With the amont of SPAMBUSH builds out there I'll be walking around in slowmo constantly in every fight. Doesn't sound good to be honest
It's not our intention that players get locked in placed when being spammed with charge style abilities, but we also want these abilities to feel responsive and be able to hit their target. We're currently testing a fix where instead of being immobile for .5 seconds you will instead have a strong snare applied for slightly longer.
This fix should ensure that you have time to hit targets with charge abilities, but also gives the defender some opportunity to disengage when 1 or multiple players are using charge attacks against them. This fix will go live with the Thieves Guild update. We'd love to hear feedback both from players using charge abilities and being charged on the PTS.