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Undaunted Skill - Trapping Webs: Apply synergy to damaged targets rather than snared targets?

Avran_Sylt
Avran_Sylt
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This skill sees almost zero use, and I think part of the reason is that the synergy is dependent upon a snare effect, which several tougher enemies are immune to. So my suggestion would be to apply the synergy against targets that are damaged by the ability, rather than targets that are snared.
Edited by Avran_Sylt on May 27, 2017 1:12PM

Undaunted Skill - Trapping Webs: Apply synergy to damaged targets rather than snared targets? 6 votes

Sounds Interesting
33%
EdziuTransairion 2 votes
Leave it as it is.
16%
Vipstaakki 1 vote
Other
33%
AhzekSkullstachio 2 votes
I Don't Care
16%
ccfeeling 1 vote
  • Ahzek
    Ahzek
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    Other
    Spoders that deal like 50 damage per hit wont become useful just because its easier to summon them.
    Jo'Khaljor
  • Avran_Sylt
    Avran_Sylt
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    @Ahzek

    It's free damage, also repentance and similar abilities that work off of corpses/deaths.

    Behold werewolves staying in their form for an entire boss fight thanks to the healer/tank using trapping webs.
    Edited by Avran_Sylt on May 27, 2017 1:32PM
  • Asmael
    Asmael
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    It doesn't see play, not just because of the synergy only activating on snared enemies, but because it just sucks in every possible aspect.
    • It costs 3511 stamina before reduction. Even Trap from FG, notable for its high cost is cheaper than that (due to 20% cost reduction as a FG abiity).
    • It deals no damage whatsoever. Like, literally nothing. Doing a small test against a target (including the synergy + the damage from spiders), I was dealing barely as much damage as a single spammable ability, but Trapping webs requires two casts for this: the initial one, and the synergy activation. And yes, that was with the "damage" morph, summoning "stronger" spiders.
    • There's a fear on the synergy for one of the morphs. Don't think I need to explain why having a 2-timed hard CC makes it unreliable.
    • It has a minuscule area of effect: 4m, associated with a damage delay of 5 seconds. It is absolutely impossible to land this ability in PvP, and if it does hit, you still need to have someone to activate the synergy.
    • There are much, MUCH stronger CC options. 50% snare is good if it has a proper radius and not delay on the projectile. Except the projectile takes some time to land, you're nto even guaranteed to get a mediocre snare.
    • I did not check this, simply because the above points made me unslot it, but... Most likely, the spiders steal buffs. Added to the fact that pets are, generally speaking, some of the dumbest creatures in all of Tamriel, spending 80% of their time AFK during fights.

    TL;DR: Bad CC. Bad damage. Painful difficult to use with no reward.

    It needs...
    • To activate as soon as a target walks on it or is damaged (would need to change the delayed damage to DoT
    • Increase the damage of spiders dramatically.
    • Increase its radius to 6m (from 4m).
    • Reduce the cost by a good 20-30%.

    And it might see some use then.
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  • Transairion
    Transairion
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    Sounds Interesting
    Yes please.

    As a hardcore summoner, I used to use Trapping Webs during Dungeons for the fun factor... but then came the change to how you could use the synergy.

    "Snared targets only" .... you know Dungeon/Trial bosses can't be snared, right? Impossible to activate the synergy on bosses in group content, meaning the only time you can is during PvP or "trash mobs" in group PvE which are so easily killed you almost never see the synergy option come up.

    It was a gimmick, true, but it was my gimmick and it was totally killed... directly after the patch I went through several dungeons and couldn't get the synergy to activate at all. No more spiders nibbling on bosses. No more spiders period, I've maybe seen them once (spawned by any player at all) since that patch long ago.

    For an Undaunted (group-focused) skill they really killed it's ability to be used in a group outside PvP. I'd love for spiders to spawn as the base ability or something and rework the synergy into something entirely different, because right now it's just... ugh, completely pointless.
    Edited by Transairion on May 27, 2017 1:44PM
  • ccfeeling
    ccfeeling
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    I Don't Care
    Stupid designer
  • Ahzek
    Ahzek
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    Other
    Avran_Sylt wrote: »
    @Ahzek

    It's free damage, also repentance and similar abilities that work off of corpses/deaths.

    Behold werewolves staying in their form for an entire boss fight thanks to the healer/tank using trapping webs.

    Its not free. It costs a ton of stamina, a skill slot a GCD per cast and another GDC per synergy use ...
    Its THE worst abilitie in the game.
    Jo'Khaljor
  • Avran_Sylt
    Avran_Sylt
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    @Ahzek

    Oh, I meant in regards to the synergy. free for whomever uses it.

    Def sucks as a solo damage skill, but I don't think it should be a single user damage skill. the spiders and the synergy should be what make up for the lackluster initial damage. Which, currently, they don't. I agree with @Asmael that the spider damage should at least be buffed as well.
  • Skullstachio
    Skullstachio
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    Other
    A possible solution to this would be to use the skill, if it damages an enemy, a synergy can be used by teammates within a small window of opportunity, (like say a five second window or more if a foe gets damaged) & just leave it at that, keep it the way it is, but the activation of the synergy itself could use a rework.

    That & the Trapping webs & its morphs along with the synergy, should scale based on your max stamina & Weapon damage to determine the damage output up to a set percentage.
    If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

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