Thieve's guild patch is to far ahead, this needs to be fixed right now.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
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.
cant you reduce the duration?
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.
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.
Wrobel 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.
Yolokin_Swagonborn wrote: »Wrobel 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.
At the expense of the target of said charge ability whose game feels completely unresponsive?
@Wrobel
Why was this "FIX" implemented in the first place? Where were the pages upon pages of complaints in the forums that gap closers weren't always connecting enough? Or that combat didn't feel responsive because gap closers could be dodged or LOS'ed?
At least Ambush doesn´t go through dodge.. Yeah, I´m looking at you Lotus Fan.
Yesterday I encountered a four man nightblade squad, doing nothing else than using ambush/lotus fan, that´s ridiculous
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.
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.
At least Ambush doesn´t go through dodge.. Yeah, I´m looking at you Lotus Fan.
Yesterday I encountered a four man nightblade squad, doing nothing else than using ambush/lotus fan, that´s ridiculous
I think you can dodge the single target hit from lotus, but the aoe will hit you regardless, correct me if im wrong.
At least Ambush doesn´t go through dodge.. Yeah, I´m looking at you Lotus Fan.
Yesterday I encountered a four man nightblade squad, doing nothing else than using ambush/lotus fan, that´s ridiculous
I think you can dodge the single target hit from lotus, but the aoe will hit you regardless, correct me if im wrong.
Wrong. The entire Ability and all its effects are not dodgeable.
spenc_cathb16_ESO wrote: »
Yolokin_Swagonborn wrote: »Wrobel 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.
At the expense of the target of said charge ability whose game feels completely unresponsive?
@Wrobel
Why was this "FIX" implemented in the first place? Where were the pages upon pages of complaints in the forums that gap closers weren't always connecting enough? Or that combat didn't feel responsive because gap closers could be dodged or LOS'ed?
Werewolf Pounce doesn't apply that snare. Dragonleap doesn't either. I hit targets most of the time with those abilities without the easymode charge guarantee. When I miss those abilities it doesn't feel unresponsive. It feels MORE responsive since my opponents are actively countering my moves.
The game NEVER felt unresponsive because of this particular issue. Since launch, gap closers were hitting about 80% of the time anyway. If someone managed to dodge your gap closer, well they dodged it. No biggie.
Why is it that some bugs we have endured since beta never get fixed and then CHANGES WE NEVER WANTED OR ASKED FOR are put into the game secretly without even a mention in the patch notes?
STOP FIXING THINGS THAT AINT BROKE.
There are plenty of things that are broken. This gap closer stun mechanic is a huge meta change and it was thrown onto us with no warning or testing.
Also, since gap closers now hard counter streak, you can remove the repeat use penalties on that ability since this amounts to a quadruple nerf and sorcs cant get away from ambush mobs no matter how many times you can cast it.
AOE Caps and Gap Closer Guarantees are "Buffs for Bads"(TM)
We don't want them or need them.
If they are going to use this cheap band-aid, they should at least give you CC immunity to the unblockable / undodgeable / un-resistable snare!