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[BUG] Why is the ground so STICKY? :|

KenaPKK
KenaPKK
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Base movement speed has fallen, moving forward while jumping without a running start isn't working, and any little bump in the ground stalls your horse for a second while running over it.

@ZOS_GinaBruno Are these changes intentional? Because they degrade the feel of the game dramatically and for no apparent reason... If anything, snares and movement speed inhibitors are TOO STRONG. In fact, the strength of snares, including that incorporated into gap closers, is a primary reason why magicka has been so much weaker than stamina. Walking around feels like I'm wading through mud. Can you please explain what's up with this?
Edited by KenaPKK on March 11, 2016 5:16AM
Kena
Former Class Rep
Former Legend GM
Beta player
  • Zheg
    Zheg
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    KenaPKK wrote: »
    Base movement speed has fallen, moving forward while jumping without a running start isn't working, and any little bump in the ground stalls your horse for a second while running over it.

    @ZOS_GinaBruno Are these changes intentional? Because they degrade the feel of the game dramatically and for no apparent reason... If anything, snares and movement speed inhibitors are TOO STRONG. In fact, the strength of snares, including that incorporated into gap closers, is a primary reason why magicka has been so much weaker than stamina. Walking around feels like I'm wading through mud. Can you please explain what's up with this?

    Wrobel is what's up with this. He put snares on everything, magicka DKs are back which means so are talons, and bombard is the new steel tornado because you can use it at range and not have to worry about prox dets/siege. The rapids nerf was above all else his greatest #wrobellogic moment.
  • Septimus_Magna
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    I notice this on my horse as well, when I start sprinting it feels like you slow down 1-2 seconds before picking up speed.

    It almost looks like you snare yourself if you press sprint or something.
    PC - EU (AD)
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    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
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    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • KenaPKK
    KenaPKK
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    It almost looks like you snare yourself if you press sprint or something.

    #ZoSlogic
    Kena
    Former Class Rep
    Former Legend GM
    Beta player
  • oibam
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    KenaPKK wrote: »
    In fact, the strength of snares, including that incorporated into gap closers, is a primary reason why magicka has been so much weaker than stamina.



    On the other hand, magicka builds got a huge buff. So I call this balance. And I like it. Just watch your steps or maybe do not ignore your stamina.
    Edited by oibam on March 11, 2016 8:08AM
  • DisgracefulMind
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    oibam wrote: »
    KenaPKK wrote: »
    In fact, the strength of snares, including that incorporated into gap closers, is a primary reason why magicka has been so much weaker than stamina.



    On the other hand, magicka builds got a huge buff. So I call this balance. And I like it. Just watch your steps or maybe do not ignore your stamina.

    Watch your steps? Snares are everywhere. No good PvPer ignores their stamina pool, but the snares are definitely out of control.
    Unfortunate magicka warden main.
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  • JDar
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    This thread is closely related to http://forums.elderscrollsonline.com/en/discussion/252445/rapid-maneuver-change-good-or-bad

    They have slowed the game's pace down. I posted this analogy in the other thread too: it is like the NFL changed all the rules to encourage more games ending in 7-2 scores. They nerf passing and kickoffs.

    Or if Adam Silver commanded NBA referees to start enforcing the 3-seconds rule and palming violations. Which would make the NBA even worse than the free throw contest it already is.

    That's what you've done @Wrobel . This game is now the NBA.
    Edited by JDar on March 11, 2016 9:27AM
  • JDar
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    Zheg wrote: »
    KenaPKK wrote: »
    Base movement speed has fallen, moving forward while jumping without a running start isn't working, and any little bump in the ground stalls your horse for a second while running over it.

    @ZOS_GinaBruno Are these changes intentional? Because they degrade the feel of the game dramatically and for no apparent reason... If anything, snares and movement speed inhibitors are TOO STRONG. In fact, the strength of snares, including that incorporated into gap closers, is a primary reason why magicka has been so much weaker than stamina. Walking around feels like I'm wading through mud. Can you please explain what's up with this?

    Wrobel is what's up with this. He put snares on everything, magicka DKs are back which means so are talons, and bombard is the new steel tornado because you can use it at range and not have to worry about prox dets/siege. The rapids nerf was above all else his greatest #wrobellogic moment.

    I'm guessing that what they will do instead of being able to see why they blew it, is they will increase CC immunity to 4.5 seconds. Something like that. Something obtuse and short-sighted. They have blinders on. They don't play the game like we do.
    Edited by JDar on March 11, 2016 9:32AM
  • Iyas
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    Gina already commented to the lower baseline speed. It's not intended and they are looking into it. Look in the devtracker for the actual thread. On mobile right now
    Noricum/ Kitesquad/ PC/EU

    Kitesquad Vol. 1

    https://youtube.com/watch?v=6tGxK9KRrEI
  • Ishammael
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    There is also some strange business about breaking free and casting while blocking. Very clunky or "sticky" at the moment.

    The bug where if you're blocking and then switch weapons you no longer counter as blocking still exists (even if you didn't let up the block button).
  • Rainingblood
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    Noticed this as well. And not sure if related or not, but shield charge is also getting stuck a lot and not moving to the target. Like gap closers used to do if the target was on a different elevation. Buy now the target can be level with you and it doesn't work.
    Phoebe Anderson
  • kuro-dono
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    i have always hated those elite monkeys who jump in air while move around, they shoulda have always been penaltized for it.
  • bikerangelo
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    Apply rapids and try jumping while sprinting. The sprint inertia is removed and you go as far as you would have while jogging.
  • zyk
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    I think the physics were changed. I have noticed bunny hopping does not work the same way on foot that it used to. So perhaps the run speed (not sprint) value is the same, but the way it is processed is different.
  • HoloYoitsu
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    Iyas wrote: »
    Gina already commented to the lower baseline speed. It's not intended and they are looking into it. Look in the devtracker for the actual thread. On mobile right now
    I don't know where you think you read that, but this was her actual reply.
    [*] Base non sprint run speed is slower than before. We tested the running speed for what’s currently on PC and what’s on console (which is several builds behind) and did not notice a difference. We checked with Rapid Maneuvers, mounted vs unmounted, weapons sheathed vs unsheathed, etc. and noticed no change. Again, if you have any further information, let us know.
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