GAP CLOSER SNARE (PROBABLY THE BIGGEST ISSUE)
Its great that it has been reduced from a 100% stun/snare to 60%, but this mechanic in general REALLY hurts the quality of play.
Unbreakable gap closer snare has the following detrimental effects on the pvp environment:
- It makes ambush spam unstoppable.
- It makes zergs and outnumbered situations unstoppable/unresistable.
- It forces players to use high burst damage, in order to minimize time engaged at close range.
For me personally as a stam sorcerer, even the tankiest ones (I know this, I am a tank heavy stamina sorcerer in pvp) RELY on the ability to move around. This implementation ruins tank based play as a stamina sorcerer in pvp.
Furthermore, NO ONE ASKED FOR THIS IMPLEMENTATION, and 95% OF THE FORUM WANTS IT REMOVED, OR AT LEAST WANTS SNARE IMMUNITY TO FUNCTION PROPERLY TO COUNTER IT. It makes no sense to have escape abilities like bolt escape or retreating maneuvers if you cannot escape or retreat.
For those who will say "but you should not be able to win an 1vX" here is a real life video of a guy winning a 1v7 fight:
https://youtube.com/watch?v=YqaAmRER7_M
You'll notice when his opponents charge him, he doesnt stand still and wait for them to hit him.
If you search youtube you will find many, many more instances of single individuals winning fights against multiple opponents.
You'll notice when their opponents charge them, they do not stand still and wait for them to attack.
SECOND: Reducing movement speed on the major speed buff and increasing the base speed of sprint makes it FURTHER IMPOSSIBLE to use retreating maneuvers to do what it is designed to do which is allow for retreat. It is basically saying "you must use leather armor for PVP, because you will not be fast enough in heavy armor."
THIRD: With the implementation of the damage redux CP and absolutely ZERO BUFF to heavy armor, the effectiveness of heavy armor has been completely deminished. It does not provide adequate damage output or alternative benefits over light or medium armor in the current live patch, and it will only be worse when this CP bonus goes live.
A tweak to Unstoppable that came to mind while playing was to change the percent increase in duration to a flat value. Right now the maximum possible duration increase is 5% x 7 = 35%, which bumps the Major Resolve/Ward duration to 20.25 seconds and the CC-immunity to 6.75 seconds. If the boost is changed to 1 second per piece of Heavy Armor, the maximum duration becomes 22 for the armor buff and 12 seconds for the CC-immunity.
Since the reason Immovable's CC-immunity duration was decreased was due to Light Armor users using the ability as a crutch, this change gates the CC-immunity behind the use of Heavy Armor. Light Armor users are likely to wear 2 pieces of Heavy Armor for armor's sake, making their durations 17 seconds and 7 seconds respectively.
The ranks would work out to 0.25 sec (I) / 0.5 sec (II) / 0.75 sec (III) / 1.0 sec (IV). Unstoppable could be further buffed to 0.5 sec per rank (2 sec at IV for 29 seconds Major Resolve/Ward and 19 seconds CC-immunity at 7/7) as well. But then non-Heavy users can get 9 seconds CC-immunity from 2 pieces. Therefore the base duration of 5 seconds could be reduced to 3 seconds, keeping the exceptionally long CC-immunity times gated behind Heavy Armor use (2 piece becomes 7 seconds and 7 piece bonus becomes 17 seconds).
But this change would nerf Immovable Brute, so the change in base value could be a change made only to the Unstoppable morph or Immovable Brute could gain the added effect of increasing CC-immunity time by 4% per Heavy Armor piece worn in addition to reduced Break Free cost by 4% per Heavy Armor piece worn. CC-immunity after Breaking Free lasts 8 seconds (correct me if I am off), so the 2 piece bonus would be 8% reduced cost and 8.64 seconds of CC-immunity while the 5 piece bonus would be 20% reduced cost and 9.6 seconds of CC-immunity and the 7 piece bonus would be 28% reduced cost and 10.24 seconds of CC-immunity. Additionally, the 3 second CC-immunity granted by the ability would be boosted to 3.24 seconds, 3.6 seconds and 3.84 seconds respectively.
...Potions of Immovability would be affected too, unless specifically stated/coded otherwise. With the Medicinal Use passive, Essence of Immovability (Veteran Rank 15) grants 15.7 seconds of CC-immunity. The 2, 5 and 7 piece bonuses would buff that to 16.96, 18.84 and 20.1 seconds respectively. Potions can therefore still be stronger than Immovable, though on a cooldown. It is tough to say whether Immovable Brute's effect should apply to potions or not, given the relatively small gap as well (3.1 seconds to Unstoppable compared to 8.95 seconds in the current build).
The above makes altering the base time for CC-immunity exclusive to the Unstoppable morph just as viable as buffing Immovable Brute in the described way.
I do need to mention the current cost of Immovable is about 4,000 Stamina, more than Evasion, which grants better protection than Immovable currently. If these buffs are implemented, do not increase the cost to compensate for the added power. These changes will make Immovable worth the cost it has currently.
Yolokin_Swagonborn wrote: »GAP CLOSER SNARE (PROBABLY THE BIGGEST ISSUE)
Its great that it has been reduced from a 100% stun/snare to 60%, but this mechanic in general REALLY hurts the quality of play.
Unbreakable gap closer snare has the following detrimental effects on the pvp environment:
- It makes ambush spam unstoppable.
- It makes zergs and outnumbered situations unstoppable/unresistable.
- It forces players to use high burst damage, in order to minimize time engaged at close range.
For me personally as a stam sorcerer, even the tankiest ones (I know this, I am a tank heavy stamina sorcerer in pvp) RELY on the ability to move around. This implementation ruins tank based play as a stamina sorcerer in pvp.
Furthermore, NO ONE ASKED FOR THIS IMPLEMENTATION, and 95% OF THE FORUM WANTS IT REMOVED, OR AT LEAST WANTS SNARE IMMUNITY TO FUNCTION PROPERLY TO COUNTER IT. It makes no sense to have escape abilities like bolt escape or retreating maneuvers if you cannot escape or retreat.
For those who will say "but you should not be able to win an 1vX" here is a real life video of a guy winning a 1v7 fight:
https://youtube.com/watch?v=YqaAmRER7_M
You'll notice when his opponents charge him, he doesnt stand still and wait for them to hit him.
If you search youtube you will find many, many more instances of single individuals winning fights against multiple opponents.
You'll notice when their opponents charge them, they do not stand still and wait for them to attack.
SECOND: Reducing movement speed on the major speed buff and increasing the base speed of sprint makes it FURTHER IMPOSSIBLE to use retreating maneuvers to do what it is designed to do which is allow for retreat. It is basically saying "you must use leather armor for PVP, because you will not be fast enough in heavy armor."
THIRD: With the implementation of the damage redux CP and absolutely ZERO BUFF to heavy armor, the effectiveness of heavy armor has been completely deminished. It does not provide adequate damage output or alternative benefits over light or medium armor in the current live patch, and it will only be worse when this CP bonus goes live.
Agree 100%.
I DONT CARE IF PEOPLE CAN DODGE MY GAP CLOSERS.
being held or snared while a whole group catches up to you and zergs you down is terrible. Remove this snare completely.
ZOS_GinaBruno wrote: »Combat & Gameplay
Alliance War
- Assault
- Rapid Maneuver:
- This ability and its morphs now also remove their bonuses whenever you cast a friendly ability on an ally, as well as a damaging ability on an enemy.
- Increased the duration of this ability and its morphs to 30 seconds from 20 seconds.
- This ability and its morphs now only affect your group, instead of any friendly nearby ally.
- Reduced the maximum amount of targets this ability and its morphs can affect to 24 targets, previously an infinite amount of targets.
Yolokin_Swagonborn wrote: »GAP CLOSER SNARE (PROBABLY THE BIGGEST ISSUE)
Its great that it has been reduced from a 100% stun/snare to 60%, but this mechanic in general REALLY hurts the quality of play.
Unbreakable gap closer snare has the following detrimental effects on the pvp environment:
- It makes ambush spam unstoppable.
- It makes zergs and outnumbered situations unstoppable/unresistable.
- It forces players to use high burst damage, in order to minimize time engaged at close range.
For me personally as a stam sorcerer, even the tankiest ones (I know this, I am a tank heavy stamina sorcerer in pvp) RELY on the ability to move around. This implementation ruins tank based play as a stamina sorcerer in pvp.
Furthermore, NO ONE ASKED FOR THIS IMPLEMENTATION, and 95% OF THE FORUM WANTS IT REMOVED, OR AT LEAST WANTS SNARE IMMUNITY TO FUNCTION PROPERLY TO COUNTER IT. It makes no sense to have escape abilities like bolt escape or retreating maneuvers if you cannot escape or retreat.
For those who will say "but you should not be able to win an 1vX" here is a real life video of a guy winning a 1v7 fight:
https://youtube.com/watch?v=YqaAmRER7_M
You'll notice when his opponents charge him, he doesnt stand still and wait for them to hit him.
If you search youtube you will find many, many more instances of single individuals winning fights against multiple opponents.
You'll notice when their opponents charge them, they do not stand still and wait for them to attack.
SECOND: Reducing movement speed on the major speed buff and increasing the base speed of sprint makes it FURTHER IMPOSSIBLE to use retreating maneuvers to do what it is designed to do which is allow for retreat. It is basically saying "you must use leather armor for PVP, because you will not be fast enough in heavy armor."
THIRD: With the implementation of the damage redux CP and absolutely ZERO BUFF to heavy armor, the effectiveness of heavy armor has been completely deminished. It does not provide adequate damage output or alternative benefits over light or medium armor in the current live patch, and it will only be worse when this CP bonus goes live.
Agree 100%.
I DONT CARE IF PEOPLE CAN DODGE MY GAP CLOSERS.
being held or snared while a whole group catches up to you and zergs you down is terrible. Remove this snare completely.
Atleast it's a step in the right direction.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
@ZOS_GinaBruno Currently the champion system has a passive that reduces the cost of stamina abilities by 80% after break free. Are there any plans on changing this passive or possibly making it magicka AND stamina? Thanks
@ZOS_GinaBruno Currently the champion system has a passive that reduces the cost of stamina abilities by 80% after break free. Are there any plans on changing this passive or possibly making it magicka AND stamina? Thanks
The mage constellation has one for Magicka, as well. It's just tied to potions.
I'm not sure how I feel about Empower's new proc. While I like it, my weapon starts to feel more like a lightsaber in combat as whenever Empower procs my weapon glows a bright golden he and lights up the ground around me (not to mention it gets saber-esque "swoosh" trails). It's a really neat effect, bit almost a little too bright.
On the other hand, I like the animation prioritization. My attacks feel a lot more fluid and really dynamic.
I like it, I just think it's a bit too bright. I kind of feel like a flashlight.Strider_Roshin wrote: »I like it :-)
It may be beating a dead horse, but I'll just leave this here:
Can we get some significant changes to Blood Altar ... Pretty please?
Why can the Ligh/Medium/Heavy Passive gain the same value of Resistance when u max it?
Thats kinda stupid. U should make a noticeable difference there. Otherwise, lik i said before we keep tanking content in medium Armor. Also that medium has 75% mitigation of heavy, and light has 50% is pretty bad design.
Give Heavy Armor pls a buff in the passives so they can nearly negate the effects of phys/spell penetration. Like it is now, u just go and gimp yourself.
Make one of the useless armortraits like sturdy to resist a hard ammound of penetration.
Regarding to penetration, since u stopped % values in the cp system, apply a hard value to weapons and get rid of the %based penetration.
Really dont know what u guys do with heavy armor......
I really think racial passives should be exempt from the Cyrodiil penalties. Max stat passives don't get any penalty while passives like the Argonians' get nerfed in half. For instance, quick to mend is only half as effective, not to mention the healing from potions is also cut in half. It's really not fair that a race or two gets penalized while others are at full strength. Please consider giving racial passives an exemption. It really is a balance issue. Argonians get double nerfed in Cyrodiil while a Redguard is at full force.
As mentioned above by quite a few people the heavy armor traits are very lack luster.
Heavy Armour:
Passives all with maximum points -
Resolve:
Increase you Armor for each piece of heavy Armor equipped by level dependent amount (Not changed)
Reduce the duration of snare and disabling effects by 4% per piece of heavy armor equipped
Constitution:
Increase health recovery 4% per piece of heavy armor equipped (Not changed)
Armor enchantments and traits that increase your health also increase your stamina by (6% per piece of heavy armor equipped) of the value of health increased.
Juggernaught:
Increase Max Health 1% per piece (Not changed)
Increase your weapon damage by 3% per piece of heavy armor equipped.
Bracing:
Decrease Stamina Cost when blocking 20% (Not changed)
Reduce the effect of resistance penetration effects on you by 3% per piece of heavy armor equipped.
Rapid Mending:
Increase healing received 1% per piece (Not changed)
Reduce the effect of healing reduction effects on you by 2% per piece of heavy armor equipped.