Joy_Division wrote: »I used gap closers on every class I played since I first entered cyrodiil. I never thought to myself: "Wow, these are crappy skills that never hit people." I never thought they needed to stun-snare-silence a target to function.
no idea why this was considered a problem or who even asked for it to be "fixed".
Hiero_Glyph wrote: »FriedEggSandwich wrote: »@CrowsDescend just referencing your video again.https://youtu.be/EY-exbyjme0
This is a classic example of the situation I am talking about. The guy is using CC immunity. That guy has no other option but to escape in that situation. What is he going to do, stand and fight 10 AD? and not just fight, LITERALLY STAND because you can't do anything else!
It is STUPID. If that's honestly how people and @Wrobel think fighting in Cyrodiil should be, I'm done with the game, and I will definitely recommend others not invest time in this game.
I'm not sure I see the problem here. It's a 1v10. Did you expect to escape?
No, you expect to maintain control of your character when you have cc immunity.
Did you know that snare and immobilize don't have anything to do with CC break immunity?
Except that Rapid Maneuver specfically grants immunity to snares and immobilizations and gap closers still mini-stun through this ability. Mist Form is less clear as control effects are purpoosely vague. In the end the entire system needs to be clarified and adjusted.
Hiero_Glyph wrote: »Joy_Division wrote: »I used gap closers on every class I played since I first entered cyrodiil. I never thought to myself: "Wow, these are crappy skills that never hit people." I never thought they needed to stun-snare-silence a target to function.
no idea why this was considered a problem or who even asked for it to be "fixed".
Let's be honest, it was probably the same person at ZOS who pushed AoE caps through despite having the poll be overwhelmingly against having them added.
timidobserver wrote: »PJoy_Division wrote: »I used gap closers on every class I played since I first entered cyrodiil. I never thought to myself: "Wow, these are crappy skills that never hit people." I never thought they needed to stun-snare-silence a target to function.
no idea why this was considered a problem or who even asked for it to be "fixed".
Really? All the time I used to be like "I wish I could just indefinitely hold this guy in place while people kill him."
DaveMoeDee wrote: »This has been around for 2 years...why is this all of a sudden an urgent issue?In ESO, snare and immobilization are considered soft CC. Immobilization is broken by dodge rolling. Stuns are hard CC and are broken by LMB+RMB which grants CC immunity. It's been this way since day one of the game.
I am aware of how it's been since day one, because I've played every day since. But I still believe that being rooted/immobilized/snared after a break-free is flawed. I don't mind having them differentiate between a soft- and hard-CC. I mind being ambush or crit rush spammed to death. There are a variety of things one can do that should enable a skilled person to escape a decisive defeat, but they don't work due to gap close roots.
Edit: I also don't expect to get away every time. I expect that sometimes, when I play well and react quickly, make the right calls, etc. to come out on top, or at the very least get away. It's more of a problem nowadays because so much attention has been brought to this mechanic.
I agree.....
So many mechanics (when it comes to pvp) are not enjoyable and broken. It is very frustrating to break free only to be rooted and stunned consecutively while having the immune buff up. What is worse is when (because of all the ability spam) you can't even react to an opportunity to break free.
I know many do not like the idea of a cool down on these type of abilities (i.e. Ambush, Crit Rush, Toppling Charge, Biting Jabs, etc), but having a short cool down on these type of abilities would help solve the spamming and make it so players would actually have to plan attacks and abilities!
I'd rather see PvP players quit than add cooldowns that affect PvE. There are a lot of mobs to kill and there is no problem with letting people spam their way through trash mobs.
DaveMoeDee wrote: »This has been around for 2 years...why is this all of a sudden an urgent issue?In ESO, snare and immobilization are considered soft CC. Immobilization is broken by dodge rolling. Stuns are hard CC and are broken by LMB+RMB which grants CC immunity. It's been this way since day one of the game.
I am aware of how it's been since day one, because I've played every day since. But I still believe that being rooted/immobilized/snared after a break-free is flawed. I don't mind having them differentiate between a soft- and hard-CC. I mind being ambush or crit rush spammed to death. There are a variety of things one can do that should enable a skilled person to escape a decisive defeat, but they don't work due to gap close roots.
Edit: I also don't expect to get away every time. I expect that sometimes, when I play well and react quickly, make the right calls, etc. to come out on top, or at the very least get away. It's more of a problem nowadays because so much attention has been brought to this mechanic.
I agree.....
So many mechanics (when it comes to pvp) are not enjoyable and broken. It is very frustrating to break free only to be rooted and stunned consecutively while having the immune buff up. What is worse is when (because of all the ability spam) you can't even react to an opportunity to break free.
I know many do not like the idea of a cool down on these type of abilities (i.e. Ambush, Crit Rush, Toppling Charge, Biting Jabs, etc), but having a short cool down on these type of abilities would help solve the spamming and make it so players would actually have to plan attacks and abilities!
I'd rather see PvP players quit than add cooldowns that affect PvE. There are a lot of mobs to kill and there is no problem with letting people spam their way through trash mobs.
This has to be about the only MMO I have seen that doesn't have cool downs on key abilities to prevent the very issue this thread is addressing. A small cool down would not be an issue when grinding thru mobs. Let's not be "doomsday crying" here.
DaveMoeDee wrote: »This has been around for 2 years...why is this all of a sudden an urgent issue?In ESO, snare and immobilization are considered soft CC. Immobilization is broken by dodge rolling. Stuns are hard CC and are broken by LMB+RMB which grants CC immunity. It's been this way since day one of the game.
I am aware of how it's been since day one, because I've played every day since. But I still believe that being rooted/immobilized/snared after a break-free is flawed. I don't mind having them differentiate between a soft- and hard-CC. I mind being ambush or crit rush spammed to death. There are a variety of things one can do that should enable a skilled person to escape a decisive defeat, but they don't work due to gap close roots.
Edit: I also don't expect to get away every time. I expect that sometimes, when I play well and react quickly, make the right calls, etc. to come out on top, or at the very least get away. It's more of a problem nowadays because so much attention has been brought to this mechanic.
I agree.....
So many mechanics (when it comes to pvp) are not enjoyable and broken. It is very frustrating to break free only to be rooted and stunned consecutively while having the immune buff up. What is worse is when (because of all the ability spam) you can't even react to an opportunity to break free.
I know many do not like the idea of a cool down on these type of abilities (i.e. Ambush, Crit Rush, Toppling Charge, Biting Jabs, etc), but having a short cool down on these type of abilities would help solve the spamming and make it so players would actually have to plan attacks and abilities!
I'd rather see PvP players quit than add cooldowns that affect PvE. There are a lot of mobs to kill and there is no problem with letting people spam their way through trash mobs.
This has to be about the only MMO I have seen that doesn't have cool downs on key abilities to prevent the very issue this thread is addressing. A small cool down would not be an issue when grinding thru mobs. Let's not be "doomsday crying" here.
A cooldown doesn't address the issue since getting bombed by 5 people at once would still lock your character down.
I'd like to take a moment here and remind people to read more carefully and understand the specific issue being addressed here. I have edited the first post to put a clear description in the first line to make it easy to understand.
DaveMoeDee wrote: »This has been around for 2 years...why is this all of a sudden an urgent issue?In ESO, snare and immobilization are considered soft CC. Immobilization is broken by dodge rolling. Stuns are hard CC and are broken by LMB+RMB which grants CC immunity. It's been this way since day one of the game.
I am aware of how it's been since day one, because I've played every day since. But I still believe that being rooted/immobilized/snared after a break-free is flawed. I don't mind having them differentiate between a soft- and hard-CC. I mind being ambush or crit rush spammed to death. There are a variety of things one can do that should enable a skilled person to escape a decisive defeat, but they don't work due to gap close roots.
Edit: I also don't expect to get away every time. I expect that sometimes, when I play well and react quickly, make the right calls, etc. to come out on top, or at the very least get away. It's more of a problem nowadays because so much attention has been brought to this mechanic.
I agree.....
So many mechanics (when it comes to pvp) are not enjoyable and broken. It is very frustrating to break free only to be rooted and stunned consecutively while having the immune buff up. What is worse is when (because of all the ability spam) you can't even react to an opportunity to break free.
I know many do not like the idea of a cool down on these type of abilities (i.e. Ambush, Crit Rush, Toppling Charge, Biting Jabs, etc), but having a short cool down on these type of abilities would help solve the spamming and make it so players would actually have to plan attacks and abilities!
I'd rather see PvP players quit than add cooldowns that affect PvE. There are a lot of mobs to kill and there is no problem with letting people spam their way through trash mobs.
This has to be about the only MMO I have seen that doesn't have cool downs on key abilities to prevent the very issue this thread is addressing. A small cool down would not be an issue when grinding thru mobs. Let's not be "doomsday crying" here.
A cooldown doesn't address the issue since getting bombed by 5 people at once would still lock your character down.
I'd like to take a moment here and remind people to read more carefully and understand the specific issue being addressed here. I have edited the first post to put a clear description in the first line to make it easy to understand.
I am not saying a cool down is going to completely fix the issue. I am saying it is a step in the right direction to help resolve it.
Hiero_Glyph wrote: »Again, the fix is to have all gap closers target an area where the player is when the ability is cast. The area's radius can be adjusted depending on the gap closer's animation. If the target is still in that area then they take damage. If not, then the gap closer misses but the animation still moves the attacking player. This makes mobility counter gap closers, and CC effects counter mobility. Note that WW's Pounce already works in a similar manner.
DaveMoeDee wrote: »This has been around for 2 years...why is this all of a sudden an urgent issue?In ESO, snare and immobilization are considered soft CC. Immobilization is broken by dodge rolling. Stuns are hard CC and are broken by LMB+RMB which grants CC immunity. It's been this way since day one of the game.
I am aware of how it's been since day one, because I've played every day since. But I still believe that being rooted/immobilized/snared after a break-free is flawed. I don't mind having them differentiate between a soft- and hard-CC. I mind being ambush or crit rush spammed to death. There are a variety of things one can do that should enable a skilled person to escape a decisive defeat, but they don't work due to gap close roots.
Edit: I also don't expect to get away every time. I expect that sometimes, when I play well and react quickly, make the right calls, etc. to come out on top, or at the very least get away. It's more of a problem nowadays because so much attention has been brought to this mechanic.
I agree.....
So many mechanics (when it comes to pvp) are not enjoyable and broken. It is very frustrating to break free only to be rooted and stunned consecutively while having the immune buff up. What is worse is when (because of all the ability spam) you can't even react to an opportunity to break free.
I know many do not like the idea of a cool down on these type of abilities (i.e. Ambush, Crit Rush, Toppling Charge, Biting Jabs, etc), but having a short cool down on these type of abilities would help solve the spamming and make it so players would actually have to plan attacks and abilities!
I'd rather see PvP players quit than add cooldowns that affect PvE. There are a lot of mobs to kill and there is no problem with letting people spam their way through trash mobs.
This has to be about the only MMO I have seen that doesn't have cool downs on key abilities to prevent the very issue this thread is addressing. A small cool down would not be an issue when grinding thru mobs. Let's not be "doomsday crying" here.
A cooldown doesn't address the issue since getting bombed by 5 people at once would still lock your character down.
I'd like to take a moment here and remind people to read more carefully and understand the specific issue being addressed here. I have edited the first post to put a clear description in the first line to make it easy to understand.
I am not saying a cool down is going to completely fix the issue. I am saying it is a step in the right direction to help resolve it.
DaveMoeDee wrote: »This has been around for 2 years...why is this all of a sudden an urgent issue?In ESO, snare and immobilization are considered soft CC. Immobilization is broken by dodge rolling. Stuns are hard CC and are broken by LMB+RMB which grants CC immunity. It's been this way since day one of the game.
I am aware of how it's been since day one, because I've played every day since. But I still believe that being rooted/immobilized/snared after a break-free is flawed. I don't mind having them differentiate between a soft- and hard-CC. I mind being ambush or crit rush spammed to death. There are a variety of things one can do that should enable a skilled person to escape a decisive defeat, but they don't work due to gap close roots.
Edit: I also don't expect to get away every time. I expect that sometimes, when I play well and react quickly, make the right calls, etc. to come out on top, or at the very least get away. It's more of a problem nowadays because so much attention has been brought to this mechanic.
I agree.....
So many mechanics (when it comes to pvp) are not enjoyable and broken. It is very frustrating to break free only to be rooted and stunned consecutively while having the immune buff up. What is worse is when (because of all the ability spam) you can't even react to an opportunity to break free.
I know many do not like the idea of a cool down on these type of abilities (i.e. Ambush, Crit Rush, Toppling Charge, Biting Jabs, etc), but having a short cool down on these type of abilities would help solve the spamming and make it so players would actually have to plan attacks and abilities!
I'd rather see PvP players quit than add cooldowns that affect PvE. There are a lot of mobs to kill and there is no problem with letting people spam their way through trash mobs.
This has to be about the only MMO I have seen that doesn't have cool downs on key abilities to prevent the very issue this thread is addressing. A small cool down would not be an issue when grinding thru mobs. Let's not be "doomsday crying" here.
A cooldown doesn't address the issue since getting bombed by 5 people at once would still lock your character down.
I'd like to take a moment here and remind people to read more carefully and understand the specific issue being addressed here. I have edited the first post to put a clear description in the first line to make it easy to understand.
I am not saying a cool down is going to completely fix the issue. I am saying it is a step in the right direction to help resolve it.
Im afraid @NobleNerd I have to agree with @Hiero_Glyph we need well though out resolutions that achieve meaningful improvement, half baked has been the patch motto of the game and its what has been really holding it down.
I feel like there are two critical things that the developers aren't taking into consideration with skill development:
(A) What is the end result in different group and fight dynamics (1vX, XvX, Small v Large Group, Large v Large group, Keep defense, sewers PvP, open field combat)?
(B) Does this mechanic provide an absolute or excessive advantage?
Every time they make a change these two basic questions seem to be completely overlooked.
DaveMoeDee wrote: »This has been around for 2 years...why is this all of a sudden an urgent issue?In ESO, snare and immobilization are considered soft CC. Immobilization is broken by dodge rolling. Stuns are hard CC and are broken by LMB+RMB which grants CC immunity. It's been this way since day one of the game.
I am aware of how it's been since day one, because I've played every day since. But I still believe that being rooted/immobilized/snared after a break-free is flawed. I don't mind having them differentiate between a soft- and hard-CC. I mind being ambush or crit rush spammed to death. There are a variety of things one can do that should enable a skilled person to escape a decisive defeat, but they don't work due to gap close roots.
Edit: I also don't expect to get away every time. I expect that sometimes, when I play well and react quickly, make the right calls, etc. to come out on top, or at the very least get away. It's more of a problem nowadays because so much attention has been brought to this mechanic.
I agree.....
So many mechanics (when it comes to pvp) are not enjoyable and broken. It is very frustrating to break free only to be rooted and stunned consecutively while having the immune buff up. What is worse is when (because of all the ability spam) you can't even react to an opportunity to break free.
I know many do not like the idea of a cool down on these type of abilities (i.e. Ambush, Crit Rush, Toppling Charge, Biting Jabs, etc), but having a short cool down on these type of abilities would help solve the spamming and make it so players would actually have to plan attacks and abilities!
I'd rather see PvP players quit than add cooldowns that affect PvE. There are a lot of mobs to kill and there is no problem with letting people spam their way through trash mobs.
This has to be about the only MMO I have seen that doesn't have cool downs on key abilities to prevent the very issue this thread is addressing. A small cool down would not be an issue when grinding thru mobs. Let's not be "doomsday crying" here.
A cooldown doesn't address the issue since getting bombed by 5 people at once would still lock your character down.
I'd like to take a moment here and remind people to read more carefully and understand the specific issue being addressed here. I have edited the first post to put a clear description in the first line to make it easy to understand.
I am not saying a cool down is going to completely fix the issue. I am saying it is a step in the right direction to help resolve it.
Im afraid @NobleNerd I have to agree with @Hiero_Glyph we need well though out resolutions that achieve meaningful improvement, half baked has been the patch motto of the game and its what has been really holding it down.
I feel like there are two critical things that the developers aren't taking into consideration with skill development:
(A) What is the end result in different group and fight dynamics (1vX, XvX, Small v Large Group, Large v Large group, Keep defense, sewers PvP, open field combat)?
(B) Does this mechanic provide an absolute or excessive advantage?
Every time they make a change these two basic questions seem to be completely overlooked.
These kinds of issues have plagued every MMO, especially with pvp. WoW still suffers from these kinds of issues and people posting the exact same things as in this post. With ESO much of their issue with lock outs and ability freeze ups and lag are due to animations. If you want well thought out fixes... well that is what ZOS has done and why it takes them a long time to implement many of their fixes. What I am saying is the game needs cool downs on abilities. The resource burn to prevent spamming isn't working in this game. To create a deeper and rich combat feel cool downs would be a step in the right direction. I am not saying it is the end all fix to the over all issue.
@NobleNerd I understand what you are trying to suggest with the implementation of cooldowns but one of the critical elements of the game I think is the intuitive response of skills (when combat is responsive). With wow, that was what I found held the game back - cast times and cooldowns reduced the intuitive element.
@NobleNerd I understand what you are trying to suggest with the implementation of cooldowns but one of the critical elements of the game I think is the intuitive response of skills (when combat is responsive). With wow, that was what I found held the game back - cast times and cooldowns reduced the intuitive element.
Yolokin_Swagonborn wrote: »The strangest thing about this change is that NO ONE ASKED FOR IT.
- Where were all the threads complaining about missing gap closers?
- Where were the patch notes that documented this change.
This was an unwanted, uncalled for, and totally unreported ninja change.
Ninja nerfs really hurt the morale of the community. They make it seem like ZOS doesn't care enough about what we think to even notify us when a huge game changing mechanic is added.
This is an example of fixing things that aren't broken. There is plenty that actually is broken that should have been addressed instead.
I got so [snip] fed up with it I now log onto my NB to give them a taste of their own medicine when they do it to me, but I still stand by my thought that first ambush needs to have a min distance and that they should just remove the damn root entirely. I've known about it since it first came in, as a player with [snip] ping rate, it was very noticeable when it was introduced. I mentioned it on the forums and reported/gave feedback on it in game, but of course nothing happened.
As a side note: if I catch anyone spamming ambush in game on PC NA server to me or anyone else, yes I'll log onto my DC NB and ambush spam the [snip] out of you until you quit for the day, it's nothing less than you deserve. I have occasionally widened my sights onto other obvious exploiting and [snip] them off with it if I'm just plain sick of the BS, but it depends on how fed up I am with the sh*t in this game on the day.
[Moderator Note: Edited per our rules on Cursing & Profanity]
@CrowsDescend just referencing your video again.https://youtu.be/EY-exbyjme0
This is a classic example of the situation I am talking about. The guy is using CC immunity. That guy has no other option but to escape in that situation. What is he going to do, stand and fight 10 AD? and not just fight, LITERALLY STAND because you can't do anything else!
It is STUPID. If that's honestly how people and @Wrobel think fighting in Cyrodiil should be, I'm done with the game, and I will definitely recommend others not invest time in this game.
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...
@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??
Incrediclint wrote: »@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??
I have to say, 2 teams that are evenly matched but one team has 1 more player...obviously the larger team should win, because they are evenly matched but have 1 more player. The only way a smaller team will beat a larger one is if the players are NOT evenly matched. 7 Michael Jordan's should be able to beat 6 Michael Jordan's because numbers.
CrowsDescend wrote: »wait, what are you talkinga about? what is the meaning of gap closers? is that some new mechanics implemented? serious question.
When you charge an enemy with Ambush, Critical Rush, Toppling Charge, Surprise Attack(?) (even though that's not a charge... it's an attack!) and any ability that I've missed out, which basically closes the gap between you and the target, so you can keep consistent damage on them, well... it's a mini-stun that ignores CC Immunity, basically, so you cannot really escape if there's too many enemies trying to kill you.
They added it because apparently players couldn't keep on their target due to lag. It seems like a cheap fix, in my opinion. If I had the power to, I'd definitely put a cooldown on gap-closers, like... at least every 5-8 seconds.
Incrediclint wrote: »@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??
I have to say, 2 teams that are evenly matched but one team has 1 more player...obviously the larger team should win, because they are evenly matched but have 1 more player. The only way a smaller team will beat a larger one is if the players are NOT evenly matched. 7 Michael Jordan's should be able to beat 6 Michael Jordan's because numbers.
What happens if 2 Michael Jordans use spambush?
Incrediclint wrote: »@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??
I have to say, 2 teams that are evenly matched but one team has 1 more player...obviously the larger team should win, because they are evenly matched but have 1 more player. The only way a smaller team will beat a larger one is if the players are NOT evenly matched. 7 Michael Jordan's should be able to beat 6 Michael Jordan's because numbers.
Yolokin_Swagonborn wrote: »The strangest thing about this change is that NO ONE ASKED FOR IT.
- Where were all the threads complaining about missing gap closers?
- Where were the patch notes that documented this change.
This was an unwanted, uncalled for, and totally unreported ninja change.
Ninja nerfs really hurt the morale of the community. They make it seem like ZOS doesn't care enough about what we think to even notify us when a huge game changing mechanic is added.
This is an example of fixing things that aren't broken. There is plenty that actually is broken that should have been addressed instead.