@Wrobel why not just remove the snare altogether and the put a cooldown on the immobilize? Lets say 5-10 second cooldown, this way gap closers are not going to be abused. A snare is honestly a bad idea and will still cause players to feel like they are being trapped and pinned down if 5 people are throwing a gap closer on them as seen in the OP's video. Just a thought
avid_mdb16_ESO wrote: »I'm a Nigh Blade and I need the following buffs:
1. Don't nerf ambush I like it slotted on my NR1 key.
2. Make /lol emote slottable so I could put it on NR2 key.
3. Make /shovel emote slottable so I could put it on my NR3 key.
4. Make /facepalm emote slottable so I could put it on my NR4 key.
5. Make /pray emote slottable so I could put it on my NR5 key. - Friends die too of ambush i need to pray fast or I will be ambushed otherwise.
6. Can I have tea-bagging ultimate please.
7. Not sure I need weapon swap you can remove it - it might fix the lag.
The game is almost perfect just couple of things are missing really.
Cheers!
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.
Celas_Dranacea wrote: »First off as a nb I'm in favor of fixing this. I'll agree we are overpowered atm. go ahead and give ambush the streak treatment + adding a minimum distance required + also changing the snare like u said Wrobel... NERF it to the ground cause I just use it like it's intended - to gap close and empower my next attack. I'll admit I do also use it to chase down a blinky sorc, and will continue to do so.
However I honestly don't see the problem with 3 nbs spamming ambush vs one person, or 3 Templars spamming breath of life against one person and keeping each other up, or 3 sorcs spamming shields and standing in mines so that one opponent can't touch them, or 3 dks doing whatever cheesy crap it is they could do against 1 person. Sure those are more defensive examples for other classes but whatever. cheesy tactics really don't bother me at all.
If I encounter these people doing stupid crap to me, I just lol and move off, or find friends and kill them, because whatever it is they are doing can be countered.
So while I agree that ambush spam is not a good thing, I do not think this is a rearming trap bug level issue. I think the real issue is that people feel nightblades are overpowered. So on that level sure give some reasonable nerfs to some nb abilities.
I just don't think it's correct to act like all the sudden everyone is crippled in pvp because 3 nightblades can stun lock you. Find some nightblades on your side to stun lock their *** asses, or anyone else for that matter.
If we start trying to weed out all the cheesy crap each class can do it's going to be a WOW style spiral towards homogenized boring combat.
I'm now of the opinion gap closers should be easy to avoid. If a mobile target is missed because it is moving too fast or has moved behind an obstruction, then good! The value of drastically and quickly reducing gap itself is huge. They shouldn't also be an automatic gateway to a combo.
I strongly advocate the complete removal of all stun/snare/silence mechanisms that assist gap closers. This would actually add components of timing and skill which gap closers presently lack.
I would also like to see the cost of gap closers increased or damage substantially reduced. Generally speaking, they have an inefficient cost to damage ratio, but that doesn't matter because resource management is a bit of a joke in the era of 40k resource pools.
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.
VincentBlanquin wrote: »ridiculous game, just spam one ability)))
wondering every day that so many players still playing this .... boring ... gameplay
or its not boring for some amount of people?
I'm now of the opinion gap closers should be easy to avoid. If a mobile target is missed because it is moving too fast or has moved behind an obstruction, then good! The value of drastically and quickly reducing gap itself is huge. They shouldn't also be an automatic gateway to a combo.
I strongly advocate the complete removal of all stun/snare/silence mechanisms that assist gap closers. This would actually add components of timing and skill which gap closers presently lack.
I would also like to see the cost of gap closers increased or damage substantially reduced. Generally speaking, they have an inefficient cost to damage ratio, but that doesn't matter because resource management is a bit of a joke in the era of 40k resource pools.
In case you missed it, we are december 23th, not april 1st.
I'm now of the opinion gap closers should be easy to avoid. If a mobile target is missed because it is moving too fast or has moved behind an obstruction, then good! The value of drastically and quickly reducing gap itself is huge. They shouldn't also be an automatic gateway to a combo.
I strongly advocate the complete removal of all stun/snare/silence mechanisms that assist gap closers. This would actually add components of timing and skill which gap closers presently lack.
I would also like to see the cost of gap closers increased or damage substantially reduced. Generally speaking, they have an inefficient cost to damage ratio, but that doesn't matter because resource management is a bit of a joke in the era of 40k resource pools.
In case you missed it, we are december 23th, not april 1st.
If it were April 1st, most of us would have hundreds of fewer CPs and probably around 25% less stamina/magicka. Spamming gap closers was less an issue then because of these factors.
I know you're just being an ass, but the point stands. The idea that the target should be impaired to enable thoughtless use of gap closers is silly. Creating/maintaining gap can require skill. Asking that closing gap can require the same isn't asking too much.
As someone who isn't afraid to express his sometimes extremely biased opinions, you should consider tossing fewer stones from your glass house.
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.
Please tell these idiots this has nothing to do with Ambush.
I'm not tossing any stones. Assuming that removing all snares and roots from gap closers without making sure that the player reaches his target is the most pathetic idea I have heard. Avoidance is already so high at the moment for stamina classes with Shuffle + dodge roll + major expedition after dodge rolling using bow + LoS, if you try to gap close someone in your range with an avalaible path, you should reach him no matter how fast he runs.
Otherwise, stam classes with high regen will become untouchable.
I'm not tossing any stones. Assuming that removing all snares and roots from gap closers without making sure that the player reaches his target is the most pathetic idea I have heard. Avoidance is already so high at the moment for stamina classes with Shuffle + dodge roll + major expedition after dodge rolling using bow + LoS, if you try to gap close someone in your range with an avalaible path, you should reach him no matter how fast he runs.
Otherwise, stam classes with high regen will become untouchable.
Of course you were being snarky. Your post was only snark. I shared my opinion based on my experiences as you do every single day. Don't be a hypocrite.
In any case, I play without a gap closer 95% of the time. Even solo. Avoidance isn't as great a challenge to me as it appears to be for you. In objective-based gameplay, I am okay with enemies escaping now and then. If someone wants to run around a tree for 20 mins or play on rocks all night, so be it.
In regards to high sustain stamina builds, I think the core issue there is the state of resource management in the game and the ease of making high sustain/high damage stamina builds. That's a problem that requires a better solution than equally flawed gap closers. IMO, of course.
I'm now of the opinion gap closers should be easy to avoid. If a mobile target is missed because it is moving too fast or has moved behind an obstruction, then good! The value of drastically and quickly reducing gap itself is huge. They shouldn't also be an automatic gateway to a combo.
I strongly advocate the complete removal of all stun/snare/silence mechanisms that assist gap closers. This would actually add components of timing and skill which gap closers presently lack.
I would also like to see the cost of gap closers increased or damage substantially reduced. Generally speaking, they have an inefficient cost to damage ratio, but that doesn't matter because resource management is a bit of a joke in the era of 40k resource pools.
In case you missed it, we are december 23th, not april 1st.
If it were April 1st, most of us would have hundreds of fewer CPs and probably around 25% less stamina/magicka. Spamming gap closers was less an issue then because of these factors.
I know you're just being an ass, but the point stands. The idea that the target should be impaired to enable thoughtless use of gap closers is silly. Creating/maintaining gap can require skill. Asking that closing gap can require the same isn't asking too much.
As someone who isn't afraid to express his sometimes extremely biased opinions, you should consider tossing fewer stones from your glass house.
I'm not tossing any stones. Assuming that removing all snares and roots from gap closers without making sure that the player reaches his target is the most pathetic idea I have heard. Avoidance is already so high at the moment for stamina classes with Shuffle + dodge roll + major expedition after dodge rolling using bow + LoS, if you try to gap close someone in your range with an avalaible path, you should reach him no matter how fast he runs.
Otherwise, stam classes with high regen will become untouchable.
Solution :
1) Add a minimal range for Ambush
2) Add a cooldown on the hard snare of 0.75sec (unpurgable) suggested of 5-10seconds.
I'm now of the opinion gap closers should be easy to avoid. If a mobile target is missed because it is moving too fast or has moved behind an obstruction, then good! The value of drastically and quickly reducing gap itself is huge. They shouldn't also be an automatic gateway to a combo.
I strongly advocate the complete removal of all stun/snare/silence mechanisms that assist gap closers. This would actually add components of timing and skill which gap closers presently lack.
I would also like to see the cost of gap closers increased or damage substantially reduced. Generally speaking, they have an inefficient cost to damage ratio, but that doesn't matter because resource management is a bit of a joke in the era of 40k resource pools.
In case you missed it, we are december 23th, not april 1st.
If it were April 1st, most of us would have hundreds of fewer CPs and probably around 25% less stamina/magicka. Spamming gap closers was less an issue then because of these factors.
I know you're just being an ass, but the point stands. The idea that the target should be impaired to enable thoughtless use of gap closers is silly. Creating/maintaining gap can require skill. Asking that closing gap can require the same isn't asking too much.
As someone who isn't afraid to express his sometimes extremely biased opinions, you should consider tossing fewer stones from your glass house.
I'm not tossing any stones. Assuming that removing all snares and roots from gap closers without making sure that the player reaches his target is the most pathetic idea I have heard. Avoidance is already so high at the moment for stamina classes with Shuffle + dodge roll + major expedition after dodge rolling using bow + LoS, if you try to gap close someone in your range with an avalaible path, you should reach him no matter how fast he runs.
Otherwise, stam classes with high regen will become untouchable.
Solution :
1) Add a minimal range for Ambush
2) Add a cooldown on the hard snare of 0.75sec (unpurgable) suggested of 5-10seconds.
Here's the thing. What is sen in the video is a 3v1. 3 NBs on 1 sorc. The sorc should die.
If one NB tried an ambush spam he would have been destroyed. Ambush spam is by no means a valid tactic when used by 1 NB.
edit- @Sypher would you not agree?
I'm now of the opinion gap closers should be easy to avoid. If a mobile target is missed because it is moving too fast or has moved behind an obstruction, then good! The value of drastically and quickly reducing gap itself is huge. They shouldn't also be an automatic gateway to a combo.
I strongly advocate the complete removal of all stun/snare/silence mechanisms that assist gap closers. This would actually add components of timing and skill which gap closers presently lack.
I would also like to see the cost of gap closers increased or damage substantially reduced. Generally speaking, they have an inefficient cost to damage ratio, but that doesn't matter because resource management is a bit of a joke in the era of 40k resource pools.
In case you missed it, we are december 23th, not april 1st.
If it were April 1st, most of us would have hundreds of fewer CPs and probably around 25% less stamina/magicka. Spamming gap closers was less an issue then because of these factors.
I know you're just being an ass, but the point stands. The idea that the target should be impaired to enable thoughtless use of gap closers is silly. Creating/maintaining gap can require skill. Asking that closing gap can require the same isn't asking too much.
As someone who isn't afraid to express his sometimes extremely biased opinions, you should consider tossing fewer stones from your glass house.
I'm not tossing any stones. Assuming that removing all snares and roots from gap closers without making sure that the player reaches his target is the most pathetic idea I have heard. Avoidance is already so high at the moment for stamina classes with Shuffle + dodge roll + major expedition after dodge rolling using bow + LoS, if you try to gap close someone in your range with an avalaible path, you should reach him no matter how fast he runs.
Otherwise, stam classes with high regen will become untouchable.
Solution :
1) Add a minimal range for Ambush
2) Add a cooldown on the hard snare of 0.75sec (unpurgable) suggested of 5-10seconds.
Here's the thing. What is sen in the video is a 3v1. 3 NBs on 1 sorc. The sorc should die.
If one NB tried an ambush spam he would have been destroyed. Ambush spam is by no means a valid tactic when used by 1 NB.
edit- @Sypher would you not agree?
No. The sorc should not die at all cost if he knows how to stand his ground and is facing relatively casual players. The point being made in this thread is regarding the abuse of "no minimal range for ambush" and "the mini-stun when using a gap closer" that sometimes make your skills unusable. This is a problem that should be addressed and fixed because it is not working like it should be. It has nothing to do with the fact that 1 player should die against 3. With the actual game mechanic, even 3 cats walking over 3 keyboards full of Ambush macros can kill a sorc.
I'm now of the opinion gap closers should be easy to avoid. If a mobile target is missed because it is moving too fast or has moved behind an obstruction, then good! The value of drastically and quickly reducing gap itself is huge. They shouldn't also be an automatic gateway to a combo.
I strongly advocate the complete removal of all stun/snare/silence mechanisms that assist gap closers. This would actually add components of timing and skill which gap closers presently lack.
I would also like to see the cost of gap closers increased or damage substantially reduced. Generally speaking, they have an inefficient cost to damage ratio, but that doesn't matter because resource management is a bit of a joke in the era of 40k resource pools.
In case you missed it, we are december 23th, not april 1st.
If it were April 1st, most of us would have hundreds of fewer CPs and probably around 25% less stamina/magicka. Spamming gap closers was less an issue then because of these factors.
I know you're just being an ass, but the point stands. The idea that the target should be impaired to enable thoughtless use of gap closers is silly. Creating/maintaining gap can require skill. Asking that closing gap can require the same isn't asking too much.
As someone who isn't afraid to express his sometimes extremely biased opinions, you should consider tossing fewer stones from your glass house.
I'm not tossing any stones. Assuming that removing all snares and roots from gap closers without making sure that the player reaches his target is the most pathetic idea I have heard. Avoidance is already so high at the moment for stamina classes with Shuffle + dodge roll + major expedition after dodge rolling using bow + LoS, if you try to gap close someone in your range with an avalaible path, you should reach him no matter how fast he runs.
Otherwise, stam classes with high regen will become untouchable.
Solution :
1) Add a minimal range for Ambush
2) Add a cooldown on the hard snare of 0.75sec (unpurgable) suggested of 5-10seconds.
Here's the thing. What is sen in the video is a 3v1. 3 NBs on 1 sorc. The sorc should die.
If one NB tried an ambush spam he would have been destroyed. Ambush spam is by no means a valid tactic when used by 1 NB.
edit- @Sypher would you not agree?
No. The sorc should not die at all cost if he knows how to stand his ground and is facing relatively casual players. The point being made in this thread is regarding the abuse of "no minimal range for ambush" and "the mini-stun when using a gap closer" that sometimes make your skills unusable. This is a problem that should be addressed and fixed because it is not working like it should be. It has nothing to do with the fact that 1 player should die against 3. With the actual game mechanic, even 3 cats walking over 3 keyboards full of Ambush macros can kill a sorc.
The bold is the issue and there is no question that change should be reverted. For nearly two years there were no ambush complaints. The change is made to gap closers, and now everyone wants to blame ambush. The problem is the gap closer change not ambush.
Please tell these idiots this has nothing to do with Ambush.
Here's the thing. What is sen in the video is a 3v1. 3 NBs on 1 sorc. The sorc should die.
If one NB tried an ambush spam he would have been destroyed. Ambush spam is by no means a valid tactic when used by 1 NB.
edit- @Sypher would you not agree?
ArcVelarian wrote: »Yeah... Ambush needs a minimum distance.
1 phrase Wrobel.... Minimum *** range you idiot.
We all know you play a NB so stop playing favorites.... its the only gap closer without a minimum range
DK SCRUB OUT
I'm now of the opinion gap closers should be easy to avoid. If a mobile target is missed because it is moving too fast or has moved behind an obstruction, then good! The value of drastically and quickly reducing gap itself is huge. They shouldn't also be an automatic gateway to a combo.
I strongly advocate the complete removal of all stun/snare/silence mechanisms that assist gap closers. This would actually add components of timing and skill which gap closers presently lack.
I would also like to see the cost of gap closers increased or damage substantially reduced. Generally speaking, they have an inefficient cost to damage ratio, but that doesn't matter because resource management is a bit of a joke in the era of 40k resource pools.
In case you missed it, we are december 23th, not april 1st.
If it were April 1st, most of us would have hundreds of fewer CPs and probably around 25% less stamina/magicka. Spamming gap closers was less an issue then because of these factors.
I know you're just being an ass, but the point stands. The idea that the target should be impaired to enable thoughtless use of gap closers is silly. Creating/maintaining gap can require skill. Asking that closing gap can require the same isn't asking too much.
As someone who isn't afraid to express his sometimes extremely biased opinions, you should consider tossing fewer stones from your glass house.
I'm not tossing any stones. Assuming that removing all snares and roots from gap closers without making sure that the player reaches his target is the most pathetic idea I have heard. Avoidance is already so high at the moment for stamina classes with Shuffle + dodge roll + major expedition after dodge rolling using bow + LoS, if you try to gap close someone in your range with an avalaible path, you should reach him no matter how fast he runs.
Otherwise, stam classes with high regen will become untouchable.
Solution :
1) Add a minimal range for Ambush
2) Add a cooldown on the hard snare of 0.75sec (unpurgable) suggested of 5-10seconds.
Here's the thing. What is sen in the video is a 3v1. 3 NBs on 1 sorc. The sorc should die.
If one NB tried an ambush spam he would have been destroyed. Ambush spam is by no means a valid tactic when used by 1 NB.
edit- @Sypher would you not agree?
No. The sorc should not die at all cost if he knows how to stand his ground and is facing relatively casual players. The point being made in this thread is regarding the abuse of "no minimal range for ambush" and "the mini-stun when using a gap closer" that sometimes make your skills unusable. This is a problem that should be addressed and fixed because it is not working like it should be. It has nothing to do with the fact that 1 player should die against 3. With the actual game mechanic, even 3 cats walking over 3 keyboards full of Ambush macros can kill a sorc.
The bold is the issue and there is no question that change should be reverted. For nearly two years there were no ambush complaints. The change is made to gap closers, and now everyone wants to blame ambush. The problem is the gap closer change not ambush.
1 phrase Wrobel.... Minimum *** range you idiot.
We all know you play a NB so stop playing favorites.... its the only gap closer without a minimum range
DK SCRUB OUT
There's no need to call the man an idiot. If you worked 40+ hours a week on this game and spent time off the clock reading these forums would YOU like to be called an idiot? Do you not have any common decency?