[Bug Report] Lightning Heavy Attacks + Daedric Tomb

YoloWizard
YoloWizard
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Greetings

I would like to report two bugs that have been around for quite some time but wasn't affecting our gameplay as they were not used as much as now. Since Morrowind, most damage dealers in PVE have to heavy attack to be able to sustain their resources specially Sorcerers who probably have the hardest times to sustain. And with that comes a very annoying problem when heavy attacking while wielding a lightning staff. There are various bugs can come with it and here are some (probably has more):

- Getting stuck in the heavy attack animation when you want it to stop.
- Preforming a heavy attack might somehow makes your character slow as hell. Can be fixed by doing another heavy attack or roll dodging.
- It can prevents you from dropping your projected ground target abilities (Liquid Lightning, Eruption). Can be fixed by doing another heavy attack.
- The animation of the heavy attack can be desynced with the actual damage output which causes a huge disruption to the rotation.

Daedric Tomb
This ability has potential to be really useful in PVE, it has a really high cost to compensate for the amount of dmg it can do from all 3 mines which is fine. The issue with it however is how it interacts with hitboxes of monsters. I noticed this problem when we were fighting The Assembly General who has a gigantic hitbox.
Normally if you drop mines on a mob or a boss 2 of them will explode if you place it correctly so it is a good option to use as source of dmg in a Sorc build as shown below

f9c9be1fef1d1b7a7eb6fffd25390dcc.gif

Using mines while fighting a boss with a large hitbox such as The Assembly General, Ra Kuto , etc will ONLY trigger 1 mine and the other 2 will do nothing. At first I thought this was a PVP tweak to prevent burst damage but its not. Other players can still be hit with 2 mines at the same time because their hitbox is not big. See below

b573ae23d9e5a2b3f1437e089d0a7ffe.gif

If small targets can be hit with 2 mines then why bosses that are 10 times my size can only be hit with 1 mine? Even Conduits on 2nd boss in vHOF can be hit with 2 mines, its a bloody stick in the ground and can trigger that :lol: . Suggested solution is to have 2 mines explode maximum on one target, 3 mines will be overpowered I'd guess but 2 is fair and square considering the high cost of the ability


Hopefully this issue can be addressed soon. @ZOS_GinaBruno @ZOS_GinaBruno @ZOS_RichLambert
Edited by YoloWizard on June 23, 2017 11:54AM
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  • DjMuscleboy02
    DjMuscleboy02
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    I've not noticed this on the Assembly General, I have noticed all three mines pop on the Archcustodian though. I've not had any trouble getting all three to pop anywhere else either. Could this be because of the difference in how close the mines are from ranks 2/3 and 1/4?

    I noticed that (at least on Xbox) ranks 1 and 4 of daedric tomb are much more spread than ranks 2 and 3. I can easily pop all three mines on a target dummy with ranks 2 and 3, but ranks 1 and 4 are too far apart and the best I can get is just the two as your screenshots show. I can't provide screenshots now, but I can update later today to be more clear as to what I mean.

    As far as the lightning heavys go, yes please this would be so nice to see fixed. It's so annoying getting stuck in a heavy and not being able to get out. Gets super annoying when a healer dies and they're like yeah I couldn't move in time cause I was stuck in that slow glitch.
    Edited by DjMuscleboy02 on June 23, 2017 12:37PM
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  • Merlin13KAGL
    Merlin13KAGL
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    The forced full HA animation thing is a pain and sometimes deadly (for the caster).

    The mines thing is garbage too - the cast cost is not worth it for a single mine to be triggered, and the 'instant arm' still feels very slow to me. Hit box wise, this happens with many other skills, as well. It's absurd you wouldn't automatically hit something in front of you that's the size of a small house.

    Back with IC was first introduced, I liked this morph in its previous form, 3 inline, right in front, and actual instant arming. You could potentially drop in in someone's lap for at least 2/3'rd benefit.

    If they insist on keeping the current form, they could at least have the courtesy of updating the tooltip (to show the trigger limits) and the icon (to reflect that they are no longer inline.)

    @YoloWizard , the targeting for this skill feels off to me, as well. I would expect the mines to land centered around my crosshairs. Instead, it feel like it aims at the edge of the 'circle' instead of the middle. Do you experience this, or have you just gotten used to it?
    Edited by Merlin13KAGL on June 23, 2017 12:46PM
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

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  • Vercingetorix
    Vercingetorix
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    Uh oh, ZoS' baby needs a bug fix...

    Hotfix Next Week:
    Daedric Tomb - issues resolved; also increased damage by 10%, reduced cost by 25%

    Random Unwanted Nerf - Twisting Path is now correctly affected by Thaumaturge and does not proc Scathing Mage. This will be a buff if you are top DPS in ESO and a nerf you are a Nightblade.

    Lightning staff heavy attacks - No ETA
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  • DRXHarbinger
    DRXHarbinger
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    Bring back the old daedric tomb. The line version was much better. Rekd anything that moved at you and hit harder than Frags and spammable.
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  • casparian
    casparian
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    Random Unwanted Nerf - Twisting Path is now correctly affected by Thaumaturge and does not proc Scathing Mage. This will be a buff if you are top DPS in ESO and a nerf you are a Nightblade.

    You shut up, sir. :o
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  • Joy_Division
    Joy_Division
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    YoloWizard wrote: »
    Greetings

    I would like to report two bugs that have been around for quite some time but wasn't affecting our gameplay as they were not used as much as now. Since Morrowind, most damage dealers in PVE have to heavy attack to be able to sustain their resources specially Sorcerers who probably have the hardest times to sustain. And with that comes a very annoying problem when heavy attacking while wielding a lightning staff. There are various bugs can come with it and here are some (probably has more):

    - Getting stuck in the heavy attack animation when you want it to stop.
    - Preforming a heavy attack might somehow makes your character slow as hell. Can be fixed by doing another heavy attack or roll dodging.
    - It can prevents you from dropping your projected ground target abilities (Liquid Lightning, Eruption). Can be fixed by doing another heavy attack.
    - The animation of the heavy attack can be desynced with the actual damage output which causes a huge disruption to the rotation.

    Yep. Bug has been here so long it might as well be a feature.
    Daedric Tomb
    This ability has potential to be really useful in PVE, it has a really high cost to compensate for the amount of dmg it can do from all 3 mines which is fine. The issue with it however is how it interacts with hitboxes of monsters. I noticed this problem when we were fighting The Assembly General who has a gigantic hitbox.
    Normally if you drop mines on a mob or a boss 2 of them will explode if you place it correctly so it is a good option to use as source of dmg in a Sorc build as shown below

    f9c9be1fef1d1b7a7eb6fffd25390dcc.gif

    Using mines while fighting a boss with a large hitbox such as The Assembly General, Ra Kuto , etc will ONLY trigger 1 mine and the other 2 will do nothing. At first I thought this was a PVP tweak to prevent burst damage but its not. Other players can still be hit with 2 mines at the same time because their hitbox is not big. See below

    b573ae23d9e5a2b3f1437e089d0a7ffe.gif

    If small targets can be hit with 2 mines then why bosses that are 10 times my size can only be hit with 1 mine? Even Conduits on 2nd boss in vHOF can be hit with 2 mines, its a bloody stick in the ground and can trigger that :lol: . Suggested solution is to have 2 mines explode maximum on one target, 3 mines will be overpowered I'd guess but 2 is fair and square considering the high cost of the ability


    Hopefully this issue can be addressed soon. @ZOS_GinaBruno @ZOS_GinaBruno @ZOS_RichLambert

    Unfortunately I believe this working as intended.

    This change was not made for PvP, but was specifically made for PvE bosses and only PvE bosses. From the 1.6 patchnotes. Just one of many bad changes in 1.6.
    ZoS wrote:
    All boss monsters and any monster with boss immunities will be immune to damage from this ability for one second after being affected by a Daedric Mine.
    .
    Edited by Joy_Division on June 23, 2017 2:23PM
  • bebynnag
    bebynnag
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    getting stuck in a lightning heavy attack is so frustrating! fix it already!
  • Vercingetorix
    Vercingetorix
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    Bring back the old daedric tomb. The line version was much better. Rekd anything that moved at you and hit harder than Frags and spammable.

    Sounds too much like Scorch now. Let the Wardens have their green "old-school Daedric Tomb".
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • Vercingetorix
    Vercingetorix
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    casparian wrote: »
    Random Unwanted Nerf - Twisting Path is now correctly affected by Thaumaturge and does not proc Scathing Mage. This will be a buff if you are top DPS in ESO and a nerf you are a Nightblade.

    You shut up, sir. :o

    I do realize that if that bug fix ever comes, the armor set keeping magNBs on life support will die. Hence, I switched to Sorc because I don't fancy being so reliant on a single armor set and bugged skill to be useful in PvE - with the fear of a single patch (or even hotfix) literally killing my class.
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  • Zer0oo
    Zer0oo
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    YoloWizard wrote: »
    Greetings

    Daedric Tomb
    This ability has potential to be really useful in PVE, it has a really high cost to compensate for the amount of dmg it can do from all 3 mines which is fine. The issue with it however is how it interacts with hitboxes of monsters. I noticed this problem when we were fighting The Assembly General who has a gigantic hitbox.
    Normally if you drop mines on a mob or a boss 2 of them will explode if you place it correctly so it is a good option to use as source of dmg in a Sorc build as shown below

    f9c9be1fef1d1b7a7eb6fffd25390dcc.gif

    Using mines while fighting a boss with a large hitbox such as The Assembly General, Ra Kuto , etc will ONLY trigger 1 mine and the other 2 will do nothing. At first I thought this was a PVP tweak to prevent burst damage but its not. Other players can still be hit with 2 mines at the same time because their hitbox is not big. See below

    b573ae23d9e5a2b3f1437e089d0a7ffe.gif

    If small targets can be hit with 2 mines then why bosses that are 10 times my size can only be hit with 1 mine? Even Conduits on 2nd boss in vHOF can be hit with 2 mines, its a bloody stick in the ground and can trigger that :lol: . Suggested solution is to have 2 mines explode maximum on one target, 3 mines will be overpowered I'd guess but 2 is fair and square considering the high cost of the ability


    Hopefully this issue can be addressed soon. @ZOS_GinaBruno @ZOS_GinaBruno @ZOS_RichLambert

    sadly i think it is working as intended

    YoloWizard wrote: »
    Greetings

    I would like to report two bugs that have been around for quite some time but wasn't affecting our gameplay as they were not used as much as now. Since Morrowind, most damage dealers in PVE have to heavy attack to be able to sustain their resources specially Sorcerers who probably have the hardest times to sustain. And with that comes a very annoying problem when heavy attacking while wielding a lightning staff. There are various bugs can come with it and here are some (probably has more):

    - Getting stuck in the heavy attack animation when you want it to stop.
    - Preforming a heavy attack might somehow makes your character slow as hell. Can be fixed by doing another heavy attack or roll dodging.
    - It can prevents you from dropping your projected ground target abilities (Liquid Lightning, Eruption). Can be fixed by doing another heavy attack.
    - The animation of the heavy attack can be desynced with the actual damage output which causes a huge disruption to the rotation.

    Don't have real hope that they fix that bug even that it is one of the most annoying ones together with the that players in your grp are invisible to you (in dungeons and trials). @ZOS_GinaBruno

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  • Overbowed
    Overbowed
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    YoloWizard wrote: »
    Greetings

    Daedric Tomb
    This ability has potential to be really useful in PVE, it has a really high cost to compensate for the amount of dmg it can do from all 3 mines which is fine. The issue with it however is how it interacts with hitboxes of monsters. I noticed this problem when we were fighting The Assembly General who has a gigantic hitbox.
    Normally if you drop mines on a mob or a boss 2 of them will explode if you place it correctly so it is a good option to use as source of dmg in a Sorc build as shown below

    f9c9be1fef1d1b7a7eb6fffd25390dcc.gif

    Using mines while fighting a boss with a large hitbox such as The Assembly General, Ra Kuto , etc will ONLY trigger 1 mine and the other 2 will do nothing. At first I thought this was a PVP tweak to prevent burst damage but its not. Other players can still be hit with 2 mines at the same time because their hitbox is not big. See below

    b573ae23d9e5a2b3f1437e089d0a7ffe.gif

    If small targets can be hit with 2 mines then why bosses that are 10 times my size can only be hit with 1 mine? Even Conduits on 2nd boss in vHOF can be hit with 2 mines, its a bloody stick in the ground and can trigger that :lol: . Suggested solution is to have 2 mines explode maximum on one target, 3 mines will be overpowered I'd guess but 2 is fair and square considering the high cost of the ability


    Hopefully this issue can be addressed soon. @ZOS_GinaBruno @ZOS_GinaBruno @ZOS_RichLambert

    I hate to tell you this but this is in the game for a reason. In the earlier game sorcs would run daedric mine builds where they would sit under a large boss ( like 2nd boss AA) and spam daedric mines / spell sym for like 3k dps (which was insane at the time before the factors changed). It was absolutely broken akin to fragmented shield spamming dks. Even with the nerfs to sustain the sustain levels now are still better then back then and a change like this could be game breaking. My two cents.
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  • Rahotu
    Rahotu
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    'a gigantic hitbox' was gonna be kim kardashians solo tv reality shows name,just a byword...
  • Vezuls
    Vezuls
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    For you guys who say this intended, let me explain to you the issue. Small hit box targets get hit by 2. Large hitbox targets only get hit by 1. How does that make sense? Yes, 3 would be overpowered, but explain why it doesn't work the same on all enemies. Like Yolo is saying, Mines needs a cap at 2, but 2 needs to hit on all enemies.
  • idk
    idk
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    I can attest to the first two points and they have been around since before Morrowind. Especially the HA animation with a lightning staff, I had thought my mouse button was getting stuck even though it was new and only the lightning staff was affected.
  • VampiricByNature
    VampiricByNature
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    The slow and stuck in heavy attack is in particular is negatively influencing my small group. The moment when you go to run for a pillar in vmaw, or try to line up with the next gargoyle in Hel ra... It's making mechanics very difficult for new players to learn to enjoy raids. [Na ps4]

    Would love to see an answer on this.

    I was hoping the daedric mines avenue would work out to add some flavor to the terribly boring sorc heavy attack build. :(
  • reesenorman
    reesenorman
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    imo the hitbox of the last boss is just broken in general. As far as I am aware even if you are on the very edge of the platform jabs still doesn't it it which its ridiculous.
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  • YoloWizard
    YoloWizard
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    Rahotu wrote: »
    'a gigantic hitbox' was gonna be kim kardashians solo tv reality shows name,just a byword...

    Lol :lol:

    For those who say the mine thingy is intended, I know they made it so all 5 mines don't explode on bosses which will result in broken DPS, but do we know how many mines do they limit on a certain target? Is it limited to 1 mine or 2?

    In either scenarios it is not working as intended, cuz it triggers 2 mines on some targets and only triggers 1 on some others.
    Lets assume its limited to 1 mine, that is fairly weak when you consider the huge cost of this ability. 1 mine will hit for almost or little bit less than the DK whip. Ofc it can root enemies but rooting is almost absent in PVE scene when it comes to DPS role so it has no use.
    And since this limitation is not PVP related there will be no harm in increasing the limit to 2 mines to hit a certain target. It will deal high amount of dmg but you won't be able to sustain it unless you invest alot in Heavy attacks (specially now after the huge nerfs of sustain) and the overall DPS will be almost similar to other Sorcerer/other classes setups (already tested). It will bring in more variation on how you gonna approach your role as damage dealer which is ideally what ZOS want to see in their game, it might also serve as class main damage ability that Sorc lacked since launch.

    @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert Hope you guys are giving this a thought :)
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  • batters92
    batters92
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    Any news from ZoS?
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  • Morgul667
    Morgul667
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    That'd be nice :)
  • skinnycheeks
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    Lightning Staff still in the same place. All heavy attack bugs listed by OP are still present!
  • Morgul667
    Morgul667
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    Yeah still there :/
  • Gomumon
    Gomumon
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    I can confirm that this is still an issue. My bar setup and rotation (1-4) is as follows:
    1. Liquid Lightning
    2. Blockade of Storms
    3. Summon Volatile Familiar
    4. Daedric Prey
    5. Hardened Ward
    6. Elemental Fury

    When I am low on magicka, I will drop as many DOTs as I can and then heavy attack. And this is where I notice an issue. After casting a heavy attack with a lightning staff after something in this rotation (unsure what), Blockade of Storms will not drop unless I roll dodge. And skills like Daedric Prey or Force Pulse (e.g. skills that require a valid target to cast) do not want to cast or stall in casting after using consecutive heavy attacks as well. This is also fixed after roll dodging.
  • Zer0oo
    Zer0oo
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    Any ETA on a fix?
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  • skinnycheeks
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    Yup I made a piggyback post about this a little while back as well. Hoping for an answer. I’m actually switching over to stam dk now for raids because I get so frustrated dealing with it.
  • Zer0oo
    Zer0oo
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    Is it a bug or is it a feature?
    Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
    - Update 23
  • Morgul667
    Morgul667
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    :/
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