Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
MaxwellCrystal wrote: »So stick and tired of easy street ambush spamming NBs. People say that ambush doesn't need a minimum cast range when it certainly does. If you get stunned locked because of two NBs spamming ambush on you then good luck. I literally cannot deal with a 1 v x when there are two Ambush spamming NBs lurking.
I thought this glitched was fixed but literally got double CC'd even though I broke through and should have had immunity but nope didn't matter because I was getting spambush'd down repeatedly. It's fun to how if you get CC'd and two spambushers are hitting you at once I wish you THE BEST of LUCK breaking free because thanks to stun locking you're not getting out. Ambush has no minimum restriction in range cast like any other gap closer. I do not care about the damage it does I believe it's fine and great but when it's providing a stun lock because it's a gap closer it needs to be on par with every other gap closer especially when it IGNORES LOS.
MaxwellCrystal wrote: »So stick and tired of easy street ambush spamming NBs. People say that ambush doesn't need a minimum cast range when it certainly does. If you get stunned locked because of two NBs spamming ambush on you then good luck. I literally cannot deal with a 1 v x when there are two Ambush spamming NBs lurking.
I thought this glitched was fixed but literally got double CC'd even though I broke through and should have had immunity but nope didn't matter because I was getting spambush'd down repeatedly. It's fun to how if you get CC'd and two spambushers are hitting you at once I wish you THE BEST of LUCK breaking free because thanks to stun locking you're not getting out. Ambush has no minimum restriction in range cast like any other gap closer. I do not care about the damage it does I believe it's fine and great but when it's providing a stun lock because it's a gap closer it needs to be on par with every other gap closer especially when it IGNORES LOS.
They did change that ministun mechanic. It is coming with the new DLC.
Did you test it on PTS. What is your feedback on it?
This thread is useless. You are asking for a fix that was already addressed.
Come with a new feedback of the new mechanic.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
leepalmer95 wrote: »MaxwellCrystal wrote: »So stick and tired of easy street ambush spamming NBs. People say that ambush doesn't need a minimum cast range when it certainly does. If you get stunned locked because of two NBs spamming ambush on you then good luck. I literally cannot deal with a 1 v x when there are two Ambush spamming NBs lurking.
I thought this glitched was fixed but literally got double CC'd even though I broke through and should have had immunity but nope didn't matter because I was getting spambush'd down repeatedly. It's fun to how if you get CC'd and two spambushers are hitting you at once I wish you THE BEST of LUCK breaking free because thanks to stun locking you're not getting out. Ambush has no minimum restriction in range cast like any other gap closer. I do not care about the damage it does I believe it's fine and great but when it's providing a stun lock because it's a gap closer it needs to be on par with every other gap closer especially when it IGNORES LOS.
They did change that ministun mechanic. It is coming with the new DLC.
Did you test it on PTS. What is your feedback on it?
This thread is useless. You are asking for a fix that was already addressed.
Come with a new feedback of the new mechanic.
Still should have a minimum range like every other gap closer has. Ambush also has mobilisation on it, next patch instead of a 100% snare it's going to be 60%.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
GreenSoup2HoT wrote: »@MaxwellCrystal
This is an issue with all gal closers and not ambush specifically. Yes ambush can be spammed to abuse this issue but it cannot be avoided when mulitple people gap close you within a small length of time.
Was the video your talking about made in pts? I'd personally like to see it.
Im not here to agrue. I would want this fixed as well. Just i dont think ambush is where we should be pointing our fingers at.
SourceZOS_GinaBruno wrote: »Combat & Gameplay
General
- Adjusted the snare applied to the enemy target at the beginning of all charge/teleport abilities (such as Shield Charge, Critical Charge, or Teleport Strike) to be a 60% snare for 750 milliseconds from a 100% snare for 500 milliseconds.
For those that haven't read the Thieves Guild patch notes:SourceZOS_GinaBruno wrote: »Combat & Gameplay
General
- Adjusted the snare applied to the enemy target at the beginning of all charge/teleport abilities (such as Shield Charge, Critical Charge, or Teleport Strike) to be a 60% snare for 750 milliseconds from a 100% snare for 500 milliseconds.
For those that haven't read the Thieves Guild patch notes:SourceZOS_GinaBruno wrote: »Combat & Gameplay
General
- Adjusted the snare applied to the enemy target at the beginning of all charge/teleport abilities (such as Shield Charge, Critical Charge, or Teleport Strike) to be a 60% snare for 750 milliseconds from a 100% snare for 500 milliseconds.
GreenSoup2HoT wrote: »For those that haven't read the Thieves Guild patch notes:SourceZOS_GinaBruno wrote: »Combat & Gameplay
General
- Adjusted the snare applied to the enemy target at the beginning of all charge/teleport abilities (such as Shield Charge, Critical Charge, or Teleport Strike) to be a 60% snare for 750 milliseconds from a 100% snare for 500 milliseconds.
If you had retreating manuvers on in pts, wouldnt you be fine to run since your immune to snares and immobalizes?
Dosent Ambush still applie immobalize for 1 second like the tooltip states? It stated Teleport strick not Ambush.
MoeCoastie wrote: »Personally, I wouldnt have an issue with a minimum range to Ambush. Like someone mentioned, you can perform the same type of ability spam with almost any other gap closer by taking a second to step backwards,
Now, as far as the CC component to all gap closers, I feel it is necessary. Just to give people an idea of how it would be gap closing with no CC component. Try using a gap closer on an enemy riding a maxed out endurance horse. What will happen is that you will spam your gap closer not for LoLz, but necessity because your enemy will just keep on the direction they are going. Add in lag and your enemy is almost sure to get away. CC is needed to actually close the gap...I feel the change ZoS has made is a good compromise between how it was and what the players want.
MoeCoastie wrote: »Personally, I wouldnt have an issue with a minimum range to Ambush. Like someone mentioned, you can perform the same type of ability spam with almost any other gap closer by taking a second to step backwards,
Now, as far as the CC component to all gap closers, I feel it is necessary. Just to give people an idea of how it would be gap closing with no CC component. Try using a gap closer on an enemy riding a maxed out endurance horse. What will happen is that you will spam your gap closer not for LoLz, but necessity because your enemy will just keep on the direction they are going. Add in lag and your enemy is almost sure to get away. CC is needed to actually close the gap...I feel the change ZoS has made is a good compromise between how it was and what the players want.
CC is not need to close the gap, then gap closers would be truly ridiculous in terms of power. Almost every gap closer in the game either snares or immobilizes as it is; a Cc on top would be unbalanced.
MoeCoastie wrote: »MoeCoastie wrote: »Personally, I wouldnt have an issue with a minimum range to Ambush. Like someone mentioned, you can perform the same type of ability spam with almost any other gap closer by taking a second to step backwards,
Now, as far as the CC component to all gap closers, I feel it is necessary. Just to give people an idea of how it would be gap closing with no CC component. Try using a gap closer on an enemy riding a maxed out endurance horse. What will happen is that you will spam your gap closer not for LoLz, but necessity because your enemy will just keep on the direction they are going. Add in lag and your enemy is almost sure to get away. CC is needed to actually close the gap...I feel the change ZoS has made is a good compromise between how it was and what the players want.
CC is not need to close the gap, then gap closers would be truly ridiculous in terms of power. Almost every gap closer in the game either snares or immobilizes as it is; a Cc on top would be unbalanced.
isnt snare a form of CC?
MoeCoastie wrote: »MoeCoastie wrote: »Personally, I wouldnt have an issue with a minimum range to Ambush. Like someone mentioned, you can perform the same type of ability spam with almost any other gap closer by taking a second to step backwards,
Now, as far as the CC component to all gap closers, I feel it is necessary. Just to give people an idea of how it would be gap closing with no CC component. Try using a gap closer on an enemy riding a maxed out endurance horse. What will happen is that you will spam your gap closer not for LoLz, but necessity because your enemy will just keep on the direction they are going. Add in lag and your enemy is almost sure to get away. CC is needed to actually close the gap...I feel the change ZoS has made is a good compromise between how it was and what the players want.
CC is not need to close the gap, then gap closers would be truly ridiculous in terms of power. Almost every gap closer in the game either snares or immobilizes as it is; a Cc on top would be unbalanced.
isnt snare a form of CC?
no. could be wrong though
regardless, the recent change to gap closers was not needed. Teleport strike and stampede, for example, already heavily snare/immobilize the player on hit without the recent change to gap closers. the recent change to gap closers is unnecessary in my opinion. Now we have NBs stun locking people. This lame stun lock nonsense is why I left WoW's PvP, and I hope ESO PvP does not evolve into that meta, which is why I disapprove of the recent change to gap closers.
MoeCoastie wrote: »MoeCoastie wrote: »MoeCoastie wrote: »Personally, I wouldnt have an issue with a minimum range to Ambush. Like someone mentioned, you can perform the same type of ability spam with almost any other gap closer by taking a second to step backwards,
Now, as far as the CC component to all gap closers, I feel it is necessary. Just to give people an idea of how it would be gap closing with no CC component. Try using a gap closer on an enemy riding a maxed out endurance horse. What will happen is that you will spam your gap closer not for LoLz, but necessity because your enemy will just keep on the direction they are going. Add in lag and your enemy is almost sure to get away. CC is needed to actually close the gap...I feel the change ZoS has made is a good compromise between how it was and what the players want.
CC is not need to close the gap, then gap closers would be truly ridiculous in terms of power. Almost every gap closer in the game either snares or immobilizes as it is; a Cc on top would be unbalanced.
isnt snare a form of CC?
no. could be wrong though
regardless, the recent change to gap closers was not needed. Teleport strike and stampede, for example, already heavily snare/immobilize the player on hit without the recent change to gap closers. the recent change to gap closers is unnecessary in my opinion. Now we have NBs stun locking people. This lame stun lock nonsense is why I left WoW's PvP, and I hope ESO PvP does not evolve into that meta, which is why I disapprove of the recent change to gap closers.
Correct me if Im wrong but this is how I understand the entire mechanic to work:
The ability, Ambush, has an immobilize component which is subject to cc immunity timers. The (decimal whatever) second snare is applied to all gap closers and is not effected by immunity timers. If this holds true, it is possible to spam snare a player but the immobilize component can only occur when the CC immunity timer has run out (just like any other CC).
Now, the reason for the snare for all gap closers is because if a target is moving and/or is effected by lag, where the gap closer ends up will most likely not be anywhere near the target. (see my example of a gap closer without a snare I explained in a previous post). IMO, with the current design of gap closers, this is a perfectly acceptable solution to an issue that was foreseen by the dev team. To simply request the removal of any form of CC that allows for abilities to actually close the gap between player and target is asking for the classification of gap closers to be changed to ranged dps.
That's my 2 copper on the subject.
GreenSoup2HoT wrote: »For those that haven't read the Thieves Guild patch notes:SourceZOS_GinaBruno wrote: »Combat & Gameplay
General
- Adjusted the snare applied to the enemy target at the beginning of all charge/teleport abilities (such as Shield Charge, Critical Charge, or Teleport Strike) to be a 60% snare for 750 milliseconds from a 100% snare for 500 milliseconds.
If you had retreating manuvers on in pts, wouldnt you be fine to run since your immune to snares and immobalizes?
Dosent Ambush still applie immobalize for 1 second like the tooltip states? It stated Teleport strick not Ambush.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"