Looks a bit laggy yea...but....CrowsDescend wrote: »Completely agree. Gap-closers need a look at, because on one hand, I understand that they slightly help keep consistent damage on a target who is moving, but on the other hand, it's abused by classes that can continuously gap-close, without much penalty towards their resource costs, etc.One of the reasons why mist form is such a joke - because half the time you spend gap close rooted.
As presented in this short video, where I use Retreating Maneuvers and Mist Form, yet you'll notice that the group can continuously gap-close me through Mist Form and Retreating Maneuvers. Despite what the tooltips state about CC in general; a gap-closer is a mini-stun, and it ignores CC Immunity, it's still effective (and annoying as ever.)
Looks a bit laggy yea...but....CrowsDescend wrote: »Completely agree. Gap-closers need a look at, because on one hand, I understand that they slightly help keep consistent damage on a target who is moving, but on the other hand, it's abused by classes that can continuously gap-close, without much penalty towards their resource costs, etc.One of the reasons why mist form is such a joke - because half the time you spend gap close rooted.
As presented in this short video, where I use Retreating Maneuvers and Mist Form, yet you'll notice that the group can continuously gap-close me through Mist Form and Retreating Maneuvers. Despite what the tooltips state about CC in general; a gap-closer is a mini-stun, and it ignores CC Immunity, it's still effective (and annoying as ever.)
Are you supposed to just run away with no problem?
Looks like you got caught fair and square....
This is just another zerg tool designed to make it even harder to 1vX.
I have generally supported a lot of design changes, many of which many people felt were bad designs. But this one is just really bad. I'm even using maneuvers and immovable it is impossible to change positions in a battle where you are outnumbered now - you just get drilled by like 10 people and thats it.
It's boring and it is not fun. It completely diminishes the need for and use of actual skill in PvP.
It's just another change that favours large groups, and its just another nail in the coffin for PvP and for me. I almost quit after yesterday, and after playing tonight again, I can't see why I would continue to play with the current state of PvP favouring groups so heavily. With the root it is impossible to engage groups with lesser numbers unless you blatantly outperform them in build or stats. Now I know I might be biased; running a stamina sorcerer requires using high mobility to survive - this root is making mobility based survival impossible. Some may say "well you shouldn't be running" but thats not how sorcerers work. I run a very tanky build. I do stay and fight, but I'm not a dk or a temp - sorcs dont have the capacity to stand in a hailstorm of players. Moving around is a critical component, even running a heavy tank build in pvp. I might give it a few more days, but unless this change goes, I think this game is over for me.
Edit; After giving it another night I've come to the same conclusion which is that it simply isn't worth playing this game anymore with the current state of pvp and this new gap closer debuff. It is basically easy mode, and completely ruins what was left of any fun dynamic between players in pvp.
(No trolls you can't have my stuff.)
@ZOS_GinaBruno
@ZOS_BrianWheeler
From this point forward I will be editing my replies into my original post for everyone I reply to.
@Yolokin_Swagonborn I agree with you entirely, it is fixing something that isn't broken. At all.
@Tonnopesceb16_ESO Why though, prior to these changes I was 1vZerging all the time, it is an incredible fun play style. No that does not mean I am running into an entire army and killing them. What it means is being able to skirt the zerg and pick off stragglers, seige users, etc. Very rarely can you actually pick a zerg appart solo to such an extent that you can defeat the entire group - and in that situation you are almost always being assisted by pugs. Prior to these changes, it was possible, but now the second I charge into a group, all they have to do is gap close and suddenly I go from offensive status to emergency evac. But look at it from the flip side, the zerg already has far superior numbers, damage, healing, and coordination of skills. Why are we giving the zerg more advantages when there is already such an extremely superior benefit to running in numbers.
@Malmai I have to strongly disagree with you in this case. I have been tolerating the lag for two years. Nothing has made me more disheartened to play my main character than this gap closer root change.
@Wing until this change I had no problem with zergs I love to play solo I'm still not having problems with zergs - the gap closing root just makes them impossible to engage on your own anymore. The situations you describe, while they may be annoying situations to encounter, are players exercising skills which allow them to evade attacks. As such, those skills should allow them to avoid being attacked.
Being able to root someone down with a gap closer because they have strategies to avoid your attacks completely guts combat dynamics. It once again deminishes combat to "who can hit who the hardest, who can hit who first" and completely eliminates any need for class roles or build diversity.
@Cinnamon_Spider Exactly. It is really stupid, "oh someone is charging at me, so I should stand still and not move while 10 people hit me at once." If players are that bad that they can't handle hitting a target and they need everyone who gets gap closed to be rooted down, I don't want to play this game anymore because it is lame.
@MikeB Explain to me how it is balanced that one player can be perma-rooted to the ground with an unbreakable root while getting gang beaten on by 10+ players. That isn't balanced at all, the solo player has absolutely 0% chance of survival. BEING IN A GROUP =/= GOD MODE, NOR IS THAT AN ACCEPTABLE STANCE TO TAKE ON BALANCE. This isn't just about "taking on the zerg" man. If you actually go out and fight in cyrodiil you will find that basically any match where you are outnumbered even by a ratio of one extra player is basically a loss for the team with lower numbers between evenly matched players. Why even bother fighting at all when the outcome is fixed??
@Artjuh90 This has nothing to do with "building the game around small scale." It is a poorly designed mechanic plain and simple. It basically ensures that in a 1v10 or 9v10 situation the 1 or 9 always dies. Period. There is no chance to resist AT ALL. All the 10 has to do is continually gap closer spam. Thats it - there is no dynamic combat or any use of tactics.
@Artjuh90 @CrowsDescend this is the problem with the game at present, everything caters to the zerg. Standing in a group in this game right now is basically typing in the god mode cheat. It is dumb. Smaller groups and solo players SHOULD have a chance to take on larger groups! Being in a larger group shouldnt just make you able to flatten everything in your path.
mr_wazzabi wrote: »I think the gap closer root is a bug tbh, for the simple fact that immovability powers don't prevent it.
Has anyone from zos acknowledged the gap closer root?
Btw, bombard from the bow skill line applies the same root. I had it spammed on me yesterday...
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Tonnopesceb16_ESO wrote: »Quick solution? CHANGE CAMPAIGN!
Usually zergs are organized differently tru the campaigns and not everyone use the same tactics, you cant pretend to 1vZerg and is right that you can't. ]
I here about this a lot and I have lived in azuras full time over the past while to take a break from PvE and the only time I see people actually spam gap closers is when its required to get the kill (sorc bolting away, dodge rolling, some youtuber trying to get leet clips so a combination of dodge rolling spaz jumping fast movement rock hiding etc.)
In those cases, yeah its required. I have specifically done it once to a particular player myself because they were annoying the crap out of me and I KNEW it would annoy them. when people spaz all over the place, dodge roll, lag, or bolt escape, normal skills DONT HIT. try to land an uppercut / surprise attack / jabs / etc. on one of those people.
the only gap closer that can be used point blank is ambush, and that should have a minimum range I agree, but if you get hit with any other (that all have a minimum range requirement) they are using it correctly.
as for zergs. . .yeah they don't ambush, they blob and cast smart heals / steel tornado / bat swarm / proxy det.
if you want tips on zergs ask Daniel or go play DC.
I here about this a lot and I have lived in azuras full time over the past while to take a break from PvE and the only time I see people actually spam gap closers is when its required to get the kill (sorc bolting away, dodge rolling, some youtuber trying to get leet clips so a combination of dodge rolling spaz jumping fast movement rock hiding etc.)
In those cases, yeah its required. I have specifically done it once to a particular player myself because they were annoying the crap out of me and I KNEW it would annoy them. when people spaz all over the place, dodge roll, lag, or bolt escape, normal skills DONT HIT. try to land an uppercut / surprise attack / jabs / etc. on one of those people.
the only gap closer that can be used point blank is ambush, and that should have a minimum range I agree, but if you get hit with any other (that all have a minimum range requirement) they are using it correctly.
as for zergs. . .yeah they don't ambush, they blob and cast smart heals / steel tornado / bat swarm / proxy det.
if you want tips on zergs ask Daniel or go play DC.
So much of this gap closer and ability spam could be solved by implementing cool downs on key abilities. I know ZOS went more with the whole resource burn to manage ability spam and that just hasn't worked out. Place a x.0 sec cool down on said abilities forcing them to actually use something else other than Spambush, Spamjabs, etc.
To the original post.... I can see the issue with the gap closer lock downs and pvp is frustrating at times. So many times I am constantly lock down even when I have broke free and should be immune... I blame it on the lag at times, but honestly am not sure what the exact issue is.
This needs changed NOW. Cause a stam sorc says so!
Sorry can't feel bad for a class that holds down the meta right now.
CrowsDescend wrote: »Completely agree. Gap-closers need a look at, because on one hand, I understand that they slightly help keep consistent damage on a target who is moving, but on the other hand, it's abused by classes that can continuously gap-close, without much penalty towards their resource costs, etc.One of the reasons why mist form is such a joke - because half the time you spend gap close rooted.
As presented in this short video, where I use Retreating Maneuvers and Mist Form, yet you'll notice that the group can continuously gap-close me through Mist Form and Retreating Maneuvers. Despite what the tooltips state about CC in general; a gap-closer is a mini-stun, and it ignores CC Immunity, it's still effective (and annoying as ever.)
This needs changed NOW. Cause a stam sorc says so!
Sorry can't feel bad for a class that holds down the meta right now.
Joshuagm1991 wrote: »Can someone explain this root problem? What changed? What skills / skills?
This has been around for 2 years...why is this all of a sudden an urgent issue?
Being able to root someone down with a gap closer because they have strategies to avoid your attacks completely guts combat dynamics.
This needs changed NOW. Cause a stam sorc says so!
Sorry can't feel bad for a class that holds down the meta right now.
Being able to root someone down with a gap closer because they have strategies to avoid your attacks completely guts combat dynamics.
um. . .no it doesn't, there should never be "strategies to avoid attacks completely" and having skills and mechanics in game to counter the chicken with their head cut off spaz jumpy speed boosted roll dodgy bolt escape twitch fighters is legitimate.
as I said there are valid criticisms here:
-ambush needs a minimum distance.
-mist form needs a freakin buff.
-and the overall mechanics of gap closing needs to be worked out so it does not require a .5 sec immobilize.
but using a gap closer to counter someone trying to get away / create distance / run and hide / run and heal is a proper use of the skill.
I get why its the immobilize, its so if someone is running around a corner or something and you gap close they don't get around it and you hit a wall, etc. but I don't think this would be a big problem as skills in this game track and connect properly pretty well. gap closers already have pretty fast animations so you don't spend much time covering the distance, and a snare is not the answer.
I think mist form should make you untargetable though, that was a crap change.
vamp_emily wrote: ».....
. It's not really noticeable one on one, but when you get gap closer spammed by multiple people it is basically a permanent root until death.
This needs changed NOW. Cause a stam sorc says so!
Sorry can't feel bad for a class that holds down the meta right now.
The vast majority of threads are complaining about NBs being EVERYWHERE.
Stop making up crap to get a point across. Using the word "meta" is a license for cool either.