Thank you for the response, Mr. @Wrobel. What about the silence experienced players have noted in this thread? That is, the apparent inability to cast any ability? I have only noticed this myself when gap closers are used on me by multiple players. Is this an observational error on the part of players, a bug or an intended effect?Currently gap closers apply a -100% movement speed debuff for .5 seconds. This snare cannot be avoided or reduced by any abilities, so it locks your character in place. It works this way because we want charges to reliably hit enemies. It means if 2 players are casting Ambush on a target every half second, they will not be able to move. This is too strong of a lockdown and we would like to relax it, while still making charge abilities get to the target.
To accomplish this, we'll be reducing the snare to -60% and increase the duration to .75 seconds. This will make it feel more responsive as a person being charged because you can still control your character instead of getting stuck in place. With the change you can move slightly further with 1 person charging you, and much further if multiple enemies are charging you. Note that these values aren’t final and we will be adjusting based on PTS feedback.
Seems as this is mostly an Ambush issue so why are all charges being changed?
Seems as this is mostly an Ambush issue so why are all charges being changed?
Currently gap closers apply a -100% movement speed debuff for .5 seconds. This snare cannot be avoided or reduced by any abilities, so it locks your character in place. It works this way because we want charges to reliably hit enemies. It means if 2 players are casting Ambush on a target every half second, they will not be able to move. This is too strong of a lockdown and we would like to relax it, while still making charge abilities get to the target.
To accomplish this, we'll be reducing the snare to -60% and increase the duration to .75 seconds. This will make it feel more responsive as a person being charged because you can still control your character instead of getting stuck in place. With the change you can move slightly further with 1 person charging you, and much further if multiple enemies are charging you. Note that these values aren’t final and we will be adjusting based on PTS feedback.
I want to at least see video of a dev test because I want to know what happens if you charge a person with reflect up or if you have eclipse on you. Obviously if it's possible the moves would be unable to be reflected. I would just want to see what if
Joy_Division wrote: »I don't understand how there was once "always hit" mechanics in the game (channels), yet these always hit mechanics did not requires to stun/immobilize players. They just hit. If a lightning beam could hit a moving player, why can't a charge?
Joy_Division wrote: »I don't understand how there was once "always hit" mechanics in the game (channels), yet these always hit mechanics did not requires to stun/immobilize players. They just hit. If a lightning beam could hit a moving player, why can't a charge?
The beam connects to the target character, while the exact location of that character isn't important. The client might be lagging behind and not knowing the target has moved (on the server), but until it receives some kind of "channel finish / interrupt" message, it'll animate the beam towards the target character -- its client-side location, which may be different from its actual location on the server.
The issue they tried to "solve" with immobilize on charge is that the charge takes some time (travel plus latency) and they can't predict where the target will move during that time. And if the charger has relatively high latency, by the time he/she arrives at the target location, the victim has already walked away.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Its so simple, but it is just that - the mechanics need to work. And fixes need to happen sooner than 4 months at a time. You cant retain people in PvP leaving in such broken mechanics in increments 4 months at a time.
Hate to say it, but new games are on the horizon, and a lot of guilds that left/still playing ESO are already poised to make a go at black desert it seems. ESO can only hope its just not good and they come back, but will they come back if mechanics are complete garbage? Who knows.
Joy_Division wrote: »I don't understand how there was once "always hit" mechanics in the game (channels), yet these always hit mechanics did not requires to stun/immobilize players. They just hit. If a lightning beam could hit a moving player, why can't a charge?
In fact, now that you made these dodgeable, we don't even need to accept a 100% hit consequence of a charge.
I guess I'd like to think it would be feasible to use the coding from a channel and apply it to a gap-closer.
avid_mdb16_ESO wrote: »I don't understand how there was once "always hit" mechanics in the game (channels), yet these always hit mechanics did not requires to stun/immobilize players. They just hit. If a lightning beam could hit a moving player, why can't a charge?
....
While a 60% snare is better than a 100% snare, .75 seconds vs .5 seconds sounds more frustrating from the standpoint of responsive combat. Especially if the snare continues to have no counters and defensive functions like roll dodge are unavailable.
.....
Perhaps it can be argued that all gap closers should be subject to the same cost rule as bolt escape and its morphs.
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.
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.
Currently gap closers apply a -100% movement speed debuff for .5 seconds. This snare cannot be avoided or reduced by any abilities, so it locks your character in place. It works this way because we want charges to reliably hit enemies. It means if 2 players are casting Ambush on a target every half second, they will not be able to move. This is too strong of a lockdown and we would like to relax it, while still making charge abilities get to the target.
To accomplish this, we'll be reducing the snare to -60% and increase the duration to .75 seconds. This will make it feel more responsive as a person being charged because you can still control your character instead of getting stuck in place. With the change you can move slightly further with 1 person charging you, and much further if multiple enemies are charging you. Note that these values aren’t final and we will be adjusting based on PTS feedback.
Currently gap closers apply a -100% movement speed debuff for .5 seconds. This snare cannot be avoided or reduced by any abilities, so it locks your character in place. It works this way because we want charges to reliably hit enemies. It means if 2 players are casting Ambush on a target every half second, they will not be able to move. This is too strong of a lockdown and we would like to relax it, while still making charge abilities get to the target.
To accomplish this, we'll be reducing the snare to -60% and increase the duration to .75 seconds. This will make it feel more responsive as a person being charged because you can still control your character instead of getting stuck in place. With the change you can move slightly further with 1 person charging you, and much further if multiple enemies are charging you. Note that these values aren’t final and we will be adjusting based on PTS feedback.
AhPook_Is_Here wrote: »I want to at least see video of a dev test because I want to know what happens if you charge a person with reflect up or if you have eclipse on you. Obviously if it's possible the moves would be unable to be reflected. I would just want to see what if
I would imagine something like this.
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.
Currently gap closers apply a -100% movement speed debuff for .5 seconds. This snare cannot be avoided or reduced by any abilities, so it locks your character in place. It works this way because we want charges to reliably hit enemies. It means if 2 players are casting Ambush on a target every half second, they will not be able to move. This is too strong of a lockdown and we would like to relax it, while still making charge abilities get to the target.
To accomplish this, we'll be reducing the snare to -60% and increase the duration to .75 seconds. This will make it feel more responsive as a person being charged because you can still control your character instead of getting stuck in place. With the change you can move slightly further with 1 person charging you, and much further if multiple enemies are charging you. Note that these values aren’t final and we will be adjusting based on PTS feedback.
Rune_Relic wrote: »1. You can't really say use projectile mechanics, as projectiles aren't intelligent and don't change trajectory.
spenc_cathb16_ESO wrote: »Rune_Relic wrote: »1. You can't really say use projectile mechanics, as projectiles aren't intelligent and don't change trajectory.
Unless dodged, they most definitely do change trajectory iirc.
Treat gap closers+take flight as projectiles just for one weekend please, I want to reflect leaping DK's
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.