Rune_Relic wrote: »You missed one glaring point.
Using AC dramatically reduced the cost per DPS.
I assume the cost remains the same whether a skill is AC or not ?
ie. it bypasses resource management by the back door.
So not only do you get higher DPS...you get cheaper DPS
Which is why I will always think about it as an exploit until the cost per DPS issue is fixed.
ie half the time & same damage = 2x cost
Rune_Relic wrote: »You missed one glaring point.
Using AC dramatically reduced the cost per DPS.
I assume the cost remains the same whether a skill is AC or not ?
ie. it bypasses resource management by the back door.
So not only do you get higher DPS...you get cheaper DPS
Which is why I will always think about it as an exploit until the cost per DPS issue is fixed.
ie half the time & same damage = 2x cost
How can you think it is an exploit when ZOS explicitly says it's not?
Rune_Relic wrote: »Rune_Relic wrote: »You missed one glaring point.
Using AC dramatically reduced the cost per DPS.
I assume the cost remains the same whether a skill is AC or not ?
ie. it bypasses resource management by the back door.
So not only do you get higher DPS...you get cheaper DPS
Which is why I will always think about it as an exploit until the cost per DPS issue is fixed.
ie half the time & same damage = 2x cost
How can you think it is an exploit when ZOS explicitly says it's not?
Same skill fraction of the price, higher DPS.
Quite simple really.
Note the....I will always think ...part of my statement.
If you don't animation cancel you are gimping yourself resource wise and TTK wise.
I do it. If I didn't I would be dead first every time.
Simple as that.
Which is the right cost per dps ?
The non cancelled rotation of skills or the cancelled one ?
Rune_Relic wrote: »Rune_Relic wrote: »You missed one glaring point.
Using AC dramatically reduced the cost per DPS.
I assume the cost remains the same whether a skill is AC or not ?
ie. it bypasses resource management by the back door.
So not only do you get higher DPS...you get cheaper DPS
Which is why I will always think about it as an exploit until the cost per DPS issue is fixed.
ie half the time & same damage = 2x cost
How can you think it is an exploit when ZOS explicitly says it's not?
Same skill fraction of the price, higher DPS.
Quite simple really.
Note the....I will always think ...part of my statement.
If you don't animation cancel you are gimping yourself resource wise and TTK wise.
I do it. If I didn't I would be dead first every time.
Simple as that.
Which is the right cost per dps ?
The non cancelled rotation of skills or the cancelled one ?
Are you trying to say skills cost less when you cancel them? Even if you somehow sped up the activation of skills which required a resource cost, that would only make it harder to manage your resource because you'd be going through them quicker. I can't even believe I'm trying to argue that the cost of the skill is the same...
Forestd16b14_ESO wrote: »Here's the short version of AC.
AC is a broken mechanic in the game of ESO and needs to be fixed/removed but to do so would force ZOS to re-do the combat system and they don't want to cause there more worried about the crown store shelves.
Omgwtfbbq321 wrote: »The only time I have an issue with people animation canceling is when someone uses a weighted bow with some nice weapon damage and manages to get 4 snipes and 3 light attacks on me before I am even cued for combat.
I could literally be mounting my horse and be killed instantly. I wont see a single shot, I wont hear a sound. I will just have my resources drain suddenly and I fall over. If it wasn't for a death recap, I wouldn't even know it was snipe.
Its not too common to come across, but its definitely irritating to say the least.
I am pretty sure poison injection can also be used in this way.
Rune_Relic wrote: »Rune_Relic wrote: »You missed one glaring point.
Using AC dramatically reduced the cost per DPS.
I assume the cost remains the same whether a skill is AC or not ?
ie. it bypasses resource management by the back door.
So not only do you get higher DPS...you get cheaper DPS
Which is why I will always think about it as an exploit until the cost per DPS issue is fixed.
ie half the time & same damage = 2x cost
How can you think it is an exploit when ZOS explicitly says it's not?
Same skill fraction of the price, higher DPS.
Quite simple really.
Note the....I will always think ...part of my statement.
If you don't animation cancel you are gimping yourself resource wise and TTK wise.
I do it. If I didn't I would be dead first every time.
Simple as that.
Which is the right cost per dps ?
The non cancelled rotation of skills or the cancelled one ?
Are you trying to say skills cost less when you cancel them? Even if you somehow sped up the activation of skills which required a resource cost, that would only make it harder to manage your resource because you'd be going through them quicker. I can't even believe I'm trying to argue that the cost of the skill is the same...
Omgwtfbbq321 wrote: »The only time I have an issue with people animation canceling is when someone uses a weighted bow with some nice weapon damage and manages to get 4 snipes and 3 light attacks on me before I am even cued for combat.
I could literally be mounting my horse and be killed instantly. I wont see a single shot, I wont hear a sound. I will just have my resources drain suddenly and I fall over. If it wasn't for a death recap, I wouldn't even know it was snipe.
Its not too common to come across, but its definitely irritating to say the least.
I am pretty sure poison injection can also be used in this way.
Rune_Relic wrote: »Rune_Relic wrote: »You missed one glaring point.
Using AC dramatically reduced the cost per DPS.
I assume the cost remains the same whether a skill is AC or not ?
ie. it bypasses resource management by the back door.
So not only do you get higher DPS...you get cheaper DPS
Which is why I will always think about it as an exploit until the cost per DPS issue is fixed.
ie half the time & same damage = 2x cost
How can you think it is an exploit when ZOS explicitly says it's not?
Same skill fraction of the price, higher DPS.
Quite simple really.
Note the....I will always think ...part of my statement.
If you don't animation cancel you are gimping yourself resource wise and TTK wise.
I do it. If I didn't I would be dead first every time.
Simple as that.
Which is the right cost per dps ?
The non cancelled rotation of skills or the cancelled one ?
Are you trying to say skills cost less when you cancel them? Even if you somehow sped up the activation of skills which required a resource cost, that would only make it harder to manage your resource because you'd be going through them quicker. I can't even believe I'm trying to argue that the cost of the skill is the same...
Rune_Relic wrote: »Rune_Relic wrote: »Rune_Relic wrote: »You missed one glaring point.
Using AC dramatically reduced the cost per DPS.
I assume the cost remains the same whether a skill is AC or not ?
ie. it bypasses resource management by the back door.
So not only do you get higher DPS...you get cheaper DPS
Which is why I will always think about it as an exploit until the cost per DPS issue is fixed.
ie half the time & same damage = 2x cost
How can you think it is an exploit when ZOS explicitly says it's not?
Same skill fraction of the price, higher DPS.
Quite simple really.
Note the....I will always think ...part of my statement.
If you don't animation cancel you are gimping yourself resource wise and TTK wise.
I do it. If I didn't I would be dead first every time.
Simple as that.
Which is the right cost per dps ?
The non cancelled rotation of skills or the cancelled one ?
Are you trying to say skills cost less when you cancel them? Even if you somehow sped up the activation of skills which required a resource cost, that would only make it harder to manage your resource because you'd be going through them quicker. I can't even believe I'm trying to argue that the cost of the skill is the same...
The cost per hit is the same.
The cost per DPS is not.
All skills originally took a fixed amount of time.
Because the time was fixed.....the DPS could be costed properly by just applying cost per hit (as the time didn't vary the DPS didn't vary).
So this is the way it has always traditionally been done.
That fixed cost / dps / hit has been removed.
The ability to use animation cancelling means that link has been lost.
Cost per hit has always been meaningless when balancing any game since the year dot, unless the time component is controlled.
ie. Ths skill cost the same....the DPS is cheaper.
The fact you burn resources quicker isn't the point.
Your TTK being massively enhanced but costing the same is.
eg. Player 1 will use same skills as player 2.
Player 1 cancels, Player 2 doesn't cancel.
Player 1 kills, player 2 everytime without fail...as TTK has been reduced through enhanced DPS.
What did player 2 get as compensation for player 1s DPS advantage ?... Nothing.
Rune_Relic wrote: »Rune_Relic wrote: »Rune_Relic wrote: »You missed one glaring point.
Using AC dramatically reduced the cost per DPS.
I assume the cost remains the same whether a skill is AC or not ?
ie. it bypasses resource management by the back door.
So not only do you get higher DPS...you get cheaper DPS
Which is why I will always think about it as an exploit until the cost per DPS issue is fixed.
ie half the time & same damage = 2x cost
How can you think it is an exploit when ZOS explicitly says it's not?
Same skill fraction of the price, higher DPS.
Quite simple really.
Note the....I will always think ...part of my statement.
If you don't animation cancel you are gimping yourself resource wise and TTK wise.
I do it. If I didn't I would be dead first every time.
Simple as that.
Which is the right cost per dps ?
The non cancelled rotation of skills or the cancelled one ?
Are you trying to say skills cost less when you cancel them? Even if you somehow sped up the activation of skills which required a resource cost, that would only make it harder to manage your resource because you'd be going through them quicker. I can't even believe I'm trying to argue that the cost of the skill is the same...
The cost per hit is the same.
The cost per DPS is not.
All skills originally took a fixed amount of time.
Because the time was fixed.....the DPS could be costed properly by just applying cost per hit (as the time didn't vary the DPS didn't vary).
So this is the way it has always traditionally been done.
That fixed cost / dps / hit has been removed.
The ability to use animation cancelling means that link has been lost.
Cost per hit has always been meaningless when balancing any game since the year dot, unless the time component is controlled.
ie. Ths skill cost the same....the DPS is cheaper.
The fact you burn resources quicker isn't the point.
Your TTK being massively enhanced but costing the same is.
eg. Player 1 will use same skills as player 2.
Player 1 cancels, Player 2 doesn't cancel.
Player 1 kills, player 2 everytime without fail...as TTK has been reduced through enhanced DPS.
What did player 2 get as compensation for player 1s DPS advantage ?... Nothing.
Rune_Relic wrote: »Rune_Relic wrote: »Rune_Relic wrote: »You missed one glaring point.
Using AC dramatically reduced the cost per DPS.
I assume the cost remains the same whether a skill is AC or not ?
ie. it bypasses resource management by the back door.
So not only do you get higher DPS...you get cheaper DPS
Which is why I will always think about it as an exploit until the cost per DPS issue is fixed.
ie half the time & same damage = 2x cost
How can you think it is an exploit when ZOS explicitly says it's not?
Same skill fraction of the price, higher DPS.
Quite simple really.
Note the....I will always think ...part of my statement.
If you don't animation cancel you are gimping yourself resource wise and TTK wise.
I do it. If I didn't I would be dead first every time.
Simple as that.
Which is the right cost per dps ?
The non cancelled rotation of skills or the cancelled one ?
Are you trying to say skills cost less when you cancel them? Even if you somehow sped up the activation of skills which required a resource cost, that would only make it harder to manage your resource because you'd be going through them quicker. I can't even believe I'm trying to argue that the cost of the skill is the same...
The cost per hit is the same.
The cost per DPS is not.
All skills originally took a fixed amount of time.
Because the time was fixed.....the DPS could be costed properly by just applying cost per hit (as the time didn't vary the DPS didn't vary).
So this is the way it has always traditionally been done.
That fixed cost / dps / hit has been removed.
The ability to use animation cancelling means that link has been lost.
Cost per hit has always been meaningless when balancing any game since the year dot, unless the time component is controlled.
ie. Ths skill cost the same....the DPS is cheaper.
The fact you burn resources quicker isn't the point.
Your TTK being massively enhanced but costing the same is.
eg. Player 1 will use same skills as player 2.
Player 1 cancels, Player 2 doesn't cancel.
Player 1 kills, player 2 everytime without fail...as TTK has been reduced through enhanced DPS.
What did player 2 get as compensation for player 1s DPS advantage ?... Nothing.
The game is designed and balanced around animation cancelling...so everyone can get the same DPS for the same costs.
btw.: player 2 needs to learn to animation cancel ;-)
Rune_Relic wrote: »Rune_Relic wrote: »Rune_Relic wrote: »You missed one glaring point.
Using AC dramatically reduced the cost per DPS.
I assume the cost remains the same whether a skill is AC or not ?
ie. it bypasses resource management by the back door.
So not only do you get higher DPS...you get cheaper DPS
Which is why I will always think about it as an exploit until the cost per DPS issue is fixed.
ie half the time & same damage = 2x cost
How can you think it is an exploit when ZOS explicitly says it's not?
Same skill fraction of the price, higher DPS.
Quite simple really.
Note the....I will always think ...part of my statement.
If you don't animation cancel you are gimping yourself resource wise and TTK wise.
I do it. If I didn't I would be dead first every time.
Simple as that.
Which is the right cost per dps ?
The non cancelled rotation of skills or the cancelled one ?
Are you trying to say skills cost less when you cancel them? Even if you somehow sped up the activation of skills which required a resource cost, that would only make it harder to manage your resource because you'd be going through them quicker. I can't even believe I'm trying to argue that the cost of the skill is the same...
The cost per hit is the same.
The cost per DPS is not.
All skills originally took a fixed amount of time.
Because the time was fixed.....the DPS could be costed properly by just applying cost per hit (as the time didn't vary the DPS didn't vary).
So this is the way it has always traditionally been done.
That fixed cost / dps / hit has been removed.
The ability to use animation cancelling means that link has been lost.
Cost per hit has always been meaningless when balancing any game since the year dot, unless the time component is controlled.
ie. Ths skill cost the same....the DPS is cheaper.
The fact you burn resources quicker isn't the point.
Your TTK being massively enhanced but costing the same is.
eg. Player 1 will use same skills as player 2.
Player 1 cancels, Player 2 doesn't cancel.
Player 1 kills, player 2 everytime without fail...as TTK has been reduced through enhanced DPS.
What did player 2 get as compensation for player 1s DPS advantage ?... Nothing.
Don't you think it is fair that Player 1 does more DPS because he is using a game mechanic that requires skill?
Rune_Relic wrote: »Rune_Relic wrote: »Rune_Relic wrote: »Rune_Relic wrote: »You missed one glaring point.
Using AC dramatically reduced the cost per DPS.
I assume the cost remains the same whether a skill is AC or not ?
ie. it bypasses resource management by the back door.
So not only do you get higher DPS...you get cheaper DPS
Which is why I will always think about it as an exploit until the cost per DPS issue is fixed.
ie half the time & same damage = 2x cost
How can you think it is an exploit when ZOS explicitly says it's not?
Same skill fraction of the price, higher DPS.
Quite simple really.
Note the....I will always think ...part of my statement.
If you don't animation cancel you are gimping yourself resource wise and TTK wise.
I do it. If I didn't I would be dead first every time.
Simple as that.
Which is the right cost per dps ?
The non cancelled rotation of skills or the cancelled one ?
Are you trying to say skills cost less when you cancel them? Even if you somehow sped up the activation of skills which required a resource cost, that would only make it harder to manage your resource because you'd be going through them quicker. I can't even believe I'm trying to argue that the cost of the skill is the same...
The cost per hit is the same.
The cost per DPS is not.
All skills originally took a fixed amount of time.
Because the time was fixed.....the DPS could be costed properly by just applying cost per hit (as the time didn't vary the DPS didn't vary).
So this is the way it has always traditionally been done.
That fixed cost / dps / hit has been removed.
The ability to use animation cancelling means that link has been lost.
Cost per hit has always been meaningless when balancing any game since the year dot, unless the time component is controlled.
ie. Ths skill cost the same....the DPS is cheaper.
The fact you burn resources quicker isn't the point.
Your TTK being massively enhanced but costing the same is.
eg. Player 1 will use same skills as player 2.
Player 1 cancels, Player 2 doesn't cancel.
Player 1 kills, player 2 everytime without fail...as TTK has been reduced through enhanced DPS.
What did player 2 get as compensation for player 1s DPS advantage ?... Nothing.
The game is designed and balanced around animation cancelling...so everyone can get the same DPS for the same costs.
btw.: player 2 needs to learn to animation cancel ;-)
No its not the same cost.
People who cant/wont cancel pay more.Rune_Relic wrote: »Rune_Relic wrote: »Rune_Relic wrote: »You missed one glaring point.
Using AC dramatically reduced the cost per DPS.
I assume the cost remains the same whether a skill is AC or not ?
ie. it bypasses resource management by the back door.
So not only do you get higher DPS...you get cheaper DPS
Which is why I will always think about it as an exploit until the cost per DPS issue is fixed.
ie half the time & same damage = 2x cost
How can you think it is an exploit when ZOS explicitly says it's not?
Same skill fraction of the price, higher DPS.
Quite simple really.
Note the....I will always think ...part of my statement.
If you don't animation cancel you are gimping yourself resource wise and TTK wise.
I do it. If I didn't I would be dead first every time.
Simple as that.
Which is the right cost per dps ?
The non cancelled rotation of skills or the cancelled one ?
Are you trying to say skills cost less when you cancel them? Even if you somehow sped up the activation of skills which required a resource cost, that would only make it harder to manage your resource because you'd be going through them quicker. I can't even believe I'm trying to argue that the cost of the skill is the same...
The cost per hit is the same.
The cost per DPS is not.
All skills originally took a fixed amount of time.
Because the time was fixed.....the DPS could be costed properly by just applying cost per hit (as the time didn't vary the DPS didn't vary).
So this is the way it has always traditionally been done.
That fixed cost / dps / hit has been removed.
The ability to use animation cancelling means that link has been lost.
Cost per hit has always been meaningless when balancing any game since the year dot, unless the time component is controlled.
ie. Ths skill cost the same....the DPS is cheaper.
The fact you burn resources quicker isn't the point.
Your TTK being massively enhanced but costing the same is.
eg. Player 1 will use same skills as player 2.
Player 1 cancels, Player 2 doesn't cancel.
Player 1 kills, player 2 everytime without fail...as TTK has been reduced through enhanced DPS.
What did player 2 get as compensation for player 1s DPS advantage ?... Nothing.
Don't you think it is fair that Player 1 does more DPS because he is using a game mechanic that requires skill?
You think someone with better ping and a macro keyboard/mouse is a better player than someone who hasn't ?
I think someone who has higher DPS should be paying a higher cost.
So it has always been with every higher damage skill.
That's why some skills cost more than others....perhaps you should look.
There are lots of skills.
All of which have different times and costs.
That means some skills benefit much better from animation cancelling than others.
That means some skill have a real, real good cost/dps/hit.
So I understand many of you would have a lot to lose if that crutch was taken away.
You can call it a skill.
Many people with arthritis and such would call it agony.
Besides you are missing the point.
I said the cost / dps / hit is an issue.
If that's corrected it doesn't give you an advantage.
But its never ever been about fair play has it ?
Its always been about what can I exploit the most to give me the greatest advantage over everyone else.
How long can I pull the wool over ZOS eyes or keep something secret for personal gain.
HeroOfNone wrote: »the guy popped off my screen and suddenly I was hit with 5 or so abilities and I was dead! this can be a lot of things, including an exploit using lag. I won't get into details about the gows, since ZOS doesn't like having folks copycat it, but to spot it take a look for:
1. Were the abilities that hit you active abilities? Things like camo hunter, weapon procs, etc. are passives, but if its like 5 surprise attacks in a row, that would be suspicious. If they hit you with 2 attacks though and instantly kill you though it's probably just a glass cannon build.
HeroOfNone wrote: »the guy popped off my screen and suddenly I was hit with 5 or so abilities and I was dead! this can be a lot of things, including an exploit using lag. I won't get into details about the gows, since ZOS doesn't like having folks copycat it, but to spot it take a look for:
1. Were the abilities that hit you active abilities? Things like camo hunter, weapon procs, etc. are passives, but if its like 5 surprise attacks in a row, that would be suspicious. If they hit you with 2 attacks though and instantly kill you though it's probably just a glass cannon build.
@HeroOfNone
My death recap in Cyrodil, if I've been ganked by one player, most often says Stealth Attack, Stealth Attack, Stealth Attack, Stealth Attack and then a 5th odd thing, usually steel tornado. I have about 38k health in Cyrodil; a NB can take me out in about 3 seconds this way.
I've been assuming this is the root/stun effect of spamming Stealth Attack and not a player exploit. Am I wrong?
HeroOfNone wrote: »Check the time, is it 3 seconds and are they getting 5 consecutive hits on you? That would break GCD and should be reported if it consistently happens with the same player.
Keep in my word of caution though with not realizing how long a fight is. It may feel short because you got stunned, needed to break free, try to get an ability off, and another, stunned again, then dead. Typically when you see the exploit as described you'll have little to no time to react.
Rune_Relic wrote: »Rune_Relic wrote: »Rune_Relic wrote: »Rune_Relic wrote: »You missed one glaring point.
Using AC dramatically reduced the cost per DPS.
I assume the cost remains the same whether a skill is AC or not ?
ie. it bypasses resource management by the back door.
So not only do you get higher DPS...you get cheaper DPS
Which is why I will always think about it as an exploit until the cost per DPS issue is fixed.
ie half the time & same damage = 2x cost
How can you think it is an exploit when ZOS explicitly says it's not?
Same skill fraction of the price, higher DPS.
Quite simple really.
Note the....I will always think ...part of my statement.
If you don't animation cancel you are gimping yourself resource wise and TTK wise.
I do it. If I didn't I would be dead first every time.
Simple as that.
Which is the right cost per dps ?
The non cancelled rotation of skills or the cancelled one ?
Are you trying to say skills cost less when you cancel them? Even if you somehow sped up the activation of skills which required a resource cost, that would only make it harder to manage your resource because you'd be going through them quicker. I can't even believe I'm trying to argue that the cost of the skill is the same...
The cost per hit is the same.
The cost per DPS is not.
All skills originally took a fixed amount of time.
Because the time was fixed.....the DPS could be costed properly by just applying cost per hit (as the time didn't vary the DPS didn't vary).
So this is the way it has always traditionally been done.
That fixed cost / dps / hit has been removed.
The ability to use animation cancelling means that link has been lost.
Cost per hit has always been meaningless when balancing any game since the year dot, unless the time component is controlled.
ie. Ths skill cost the same....the DPS is cheaper.
The fact you burn resources quicker isn't the point.
Your TTK being massively enhanced but costing the same is.
eg. Player 1 will use same skills as player 2.
Player 1 cancels, Player 2 doesn't cancel.
Player 1 kills, player 2 everytime without fail...as TTK has been reduced through enhanced DPS.
What did player 2 get as compensation for player 1s DPS advantage ?... Nothing.
The game is designed and balanced around animation cancelling...so everyone can get the same DPS for the same costs.
btw.: player 2 needs to learn to animation cancel ;-)
No its not the same cost.
People who cant/wont cancel pay more.Rune_Relic wrote: »Rune_Relic wrote: »Rune_Relic wrote: »You missed one glaring point.
Using AC dramatically reduced the cost per DPS.
I assume the cost remains the same whether a skill is AC or not ?
ie. it bypasses resource management by the back door.
So not only do you get higher DPS...you get cheaper DPS
Which is why I will always think about it as an exploit until the cost per DPS issue is fixed.
ie half the time & same damage = 2x cost
How can you think it is an exploit when ZOS explicitly says it's not?
Same skill fraction of the price, higher DPS.
Quite simple really.
Note the....I will always think ...part of my statement.
If you don't animation cancel you are gimping yourself resource wise and TTK wise.
I do it. If I didn't I would be dead first every time.
Simple as that.
Which is the right cost per dps ?
The non cancelled rotation of skills or the cancelled one ?
Are you trying to say skills cost less when you cancel them? Even if you somehow sped up the activation of skills which required a resource cost, that would only make it harder to manage your resource because you'd be going through them quicker. I can't even believe I'm trying to argue that the cost of the skill is the same...
The cost per hit is the same.
The cost per DPS is not.
All skills originally took a fixed amount of time.
Because the time was fixed.....the DPS could be costed properly by just applying cost per hit (as the time didn't vary the DPS didn't vary).
So this is the way it has always traditionally been done.
That fixed cost / dps / hit has been removed.
The ability to use animation cancelling means that link has been lost.
Cost per hit has always been meaningless when balancing any game since the year dot, unless the time component is controlled.
ie. Ths skill cost the same....the DPS is cheaper.
The fact you burn resources quicker isn't the point.
Your TTK being massively enhanced but costing the same is.
eg. Player 1 will use same skills as player 2.
Player 1 cancels, Player 2 doesn't cancel.
Player 1 kills, player 2 everytime without fail...as TTK has been reduced through enhanced DPS.
What did player 2 get as compensation for player 1s DPS advantage ?... Nothing.
Don't you think it is fair that Player 1 does more DPS because he is using a game mechanic that requires skill?
You think someone with better ping and a macro keyboard/mouse is a better player than someone who hasn't ?
I think someone who has higher DPS should be paying a higher cost.
So it has always been with every higher damage skill.
That's why some skills cost more than others....perhaps you should look.
There are lots of skills.
All of which have different times and costs.
That means some skills benefit much better from animation cancelling than others.
That means some skill have a real, real good cost/dps/hit.
So I understand many of you would have a lot to lose if that crutch was taken away.
You can call it a skill.
Many people with arthritis and such would call it agony.
Besides you are missing the point.
I said the cost / dps / hit is an issue.
If that's corrected it doesn't give you an advantage.
But its never ever been about fair play has it ?
Its always been about what can I exploit the most to give me the greatest advantage over everyone else.
How long can I pull the wool over ZOS eyes or keep something secret for personal gain.
HeroOfNone wrote: »Check the time, is it 3 seconds and are they getting 5 consecutive hits on you? That would break GCD and should be reported if it consistently happens with the same player.
Keep in my word of caution though with not realizing how long a fight is. It may feel short because you got stunned, needed to break free, try to get an ability off, and another, stunned again, then dead. Typically when you see the exploit as described you'll have little to no time to react.
LOL, actually it feels like it takes about an hour because I know how it's going to end. I can't break free, period. Is it the same player? I dunno; I can say it's always EP.
Maybe I should turn on FTCs death recap screen for more details and note player names. I think I still lean toward it being players "exploiting" a messed up game mechanic, not an illegal exploit.