The “deadly burst combos” from other classes both do less damage and have easier counters. The issue here is the lack of counter play combined with the frequency of the burst.The problem is not the skill, it's skilled players and no matter how many nerfs they will always find a way to have an edge. All classes have a deadly burst combo and it usually takes skill to pull it off effectively.
To get that combo it takes good timing and the use of an ult. If they can pull it off then great, be better prepared next time.
Too many people just build for damage and do not keep any buffs, debuffs, or hot's up so they put out great damage, but die easily. If you make a well rounded build and keep your buff rotation up then you can easily survive one of these attacks and then go on the offensive.
The next biggest factor is skill and that takes time and with the warden being new people have to get used to what it's like to fight against one. No matter what class you are fighting though if your gonna follow them behind a rock then you should expect they may have a gift waiting for you.
paulsimonps wrote: »Subterranean Assault can be Blocked, Dodged and Mitigated. No counters you say? It has most of the possible counters listed right there, the only thing missing as far as I know is that it can't be interrupted or Negated, obviously the Deep Fissure morph can be cause its magicka.
If used right it can be lined up with other attacks, yes, but its easy to see the animation around it and predict when its going to hit. I've never had a problem against this attack, either morphs. There is plenty of things you can do to counter it. Sometimes something as simple as strafing around your opponent can make it miss.
I feel bad for anyone that looks at the Warden and say that this is the one true danger about them.
Waffennacht wrote: »@Thogard yeah, it being unblockable changes a lot, you're right that blocking and roll dodge (esp combined with anything undodgeable lol) is too much. It definitely should be blockable, I mean imo it should act exactly like Dawn breaker - I know curse was specifically made unblockable - not mechanics logic but a ZoS "balancing" decision.
And just like flies I dunno if it's a bug or intended to go against the general functionality of ability mechanics.
It should be blockable
Waffennacht wrote: »@Thogard yeah, it being unblockable changes a lot, you're right that blocking and roll dodge (esp combined with anything undodgeable lol) is too much. It definitely should be blockable, I mean imo it should act exactly like Dawn breaker - I know curse was specifically made unblockable - not mechanics logic but a ZoS "balancing" decision.
And just like flies I dunno if it's a bug or intended to go against the general functionality of ability mechanics.
It should be blockable
I know for sure it's not blockable, the only counter is to kite it. Even the magika version is in blockable, except the cc
Waffennacht wrote: »Ok I just tested
Deep Fissure definitely IS BLOCKABLE and Sub Assault is NOT BLOCKABLE
da heck
Waffennacht wrote: »Ok I just tested
Deep Fissure definitely IS BLOCKABLE and Sub Assault is NOT BLOCKABLE
da heck
Nothing can surprise me with ZOS any more.
Waffennacht wrote: »makes little sense unless wardens aren't supposed to be countered lol
Waffennacht wrote: »Ok I just tested
Both damage is not blockable
However Deep Fissure can be "blocked" for triggers
Edit: example - sub Assault will not have the * indication by the DMG, while deep Fissure will and it triggers things
And it still bothers me it's unblockable - it makes no sense
Twohothardware wrote: »Waffennacht wrote: »Ok I just tested
Both damage is not blockable
However Deep Fissure can be "blocked" for triggers
Edit: example - sub Assault will not have the * indication by the DMG, while deep Fissure will and it triggers things
And it still bothers me it's unblockable - it makes no sense
Deep Fissure is a CC is why.
There's too much stuff that's blockable in the game already which is why there's so many of these perma block magplar and dk's running around.
Waffennacht wrote: ».Twohothardware wrote: »Waffennacht wrote: »Ok I just tested
Both damage is not blockable
However Deep Fissure can be "blocked" for triggers
Edit: example - sub Assault will not have the * indication by the DMG, while deep Fissure will and it triggers things
And it still bothers me it's unblockable - it makes no sense
Deep Fissure is a CC is why.
There's too much stuff that's blockable in the game already which is why there's so many of these perma block magplar and dk's running around.
But.. like... game mechanics... Should follow some semblance of order...
Twohothardware wrote: »Waffennacht wrote: »Ok I just tested
Both damage is not blockable
However Deep Fissure can be "blocked" for triggers
Edit: example - sub Assault will not have the * indication by the DMG, while deep Fissure will and it triggers things
And it still bothers me it's unblockable - it makes no sense
It's obvious why they made the CC portion blockable but the damage not.
Is Haunting Curse blockable? Is Power of the Light blockable? Why should Subterranean Assault which is also a timed activation and requires being lined up with the target be blockable?
The more abilities they make in this game that can be easily blocked the more perma blocking Magplar and DK builds are going to take over.
Joy_Division wrote: »It's a strong combo, but if 90% of the game's wardens are potatoes and can't pull it off, then I'm ok with that as it means it requires some actual skill to get results rather than just spamming something or using a destro ult say
thankyourat wrote: »Twohothardware wrote: »Waffennacht wrote: »Ok I just tested
Both damage is not blockable
However Deep Fissure can be "blocked" for triggers
Edit: example - sub Assault will not have the * indication by the DMG, while deep Fissure will and it triggers things
And it still bothers me it's unblockable - it makes no sense
It's obvious why they made the CC portion blockable but the damage not.
Is Haunting Curse blockable? Is Power of the Light blockable? Why should Subterranean Assault which is also a timed activation and requires being lined up with the target be blockable?
The more abilities they make in this game that can be easily blocked the more perma blocking Magplar and DK builds are going to take over.
But if you have high unblockable damage you force players into playing a more tanky build. This ability does nothing against perma block tanks. The players it hurts are the ones using balanced builds. And then to add insult to injury stam wardens have this burst with the ability to turtle forever if need be
I disagree, its fine as it is and actually requires a fair bit of skill to hit the target from stampede.
IF you have used the ability, you will know that there's actually a minimum distance the target has to be to be affected (not sure if bug or intended). So to land it from stampede you either have to time it perfectly so that it fires before you arrive, or back peddle away from the target real quick otherwise it will just go through them without doing any damage at all.
Give the 3 second delay, that it fires straight and that it's direction is determined half a second before it fires I see no reason at all to nerf it.
If you're dying to it, stop standing still...
I disagree, its fine as it is and actually requires a fair bit of skill to hit the target from stampede.
IF you have used the ability, you will know that there's actually a minimum distance the target has to be to be affected (not sure if bug or intended). So to land it from stampede you either have to time it perfectly so that it fires before you arrive, or back peddle away from the target real quick otherwise it will just go through them without doing any damage at all.
Give the 3 second delay, that it fires straight and that it's direction is determined half a second before it fires I see no reason at all to nerf it.
If you're dying to it, stop standing still...
<stop standing still
I would if i didn't have a stampede snare and a stun from dawnbreaker going off on me literally 0.5s sooner. And if i block the dawnbreaker stun then i obviously cant be moving too fast anyway. and if i rolldodge the stampede then im caught in the dawnbreaker...
I want to stress that most wardens aren't that great and don't know how to really time the burst. I'm more concerned about the ones that can because there is no reliable counter.
I disagree, its fine as it is and actually requires a fair bit of skill to hit the target from stampede.
IF you have used the ability, you will know that there's actually a minimum distance the target has to be to be affected (not sure if bug or intended). So to land it from stampede you either have to time it perfectly so that it fires before you arrive, or back peddle away from the target real quick otherwise it will just go through them without doing any damage at all.
Give the 3 second delay, that it fires straight and that it's direction is determined half a second before it fires I see no reason at all to nerf it.
If you're dying to it, stop standing still...
<stop standing still
I would if i didn't have a stampede snare and a stun from dawnbreaker going off on me literally 0.5s sooner. And if i block the dawnbreaker stun then i obviously cant be moving too fast anyway. and if i rolldodge the stampede then im caught in the dawnbreaker...
I want to stress that most wardens aren't that great and don't know how to really time the burst. I'm more concerned about the ones that can because there is no reliable counter.
Yeah but really good players are going to be dangerous regardless of what skills or class they are using.
Stop calling for Nerfs based on a combo that 90% of the player base cannot reliably pull off.
Twohothardware wrote: »Waffennacht wrote: ».Twohothardware wrote: »Waffennacht wrote: »Ok I just tested
Both damage is not blockable
However Deep Fissure can be "blocked" for triggers
Edit: example - sub Assault will not have the * indication by the DMG, while deep Fissure will and it triggers things
And it still bothers me it's unblockable - it makes no sense
Deep Fissure is a CC is why.
There's too much stuff that's blockable in the game already which is why there's so many of these perma block magplar and dk's running around.
But.. like... game mechanics... Should follow some semblance of order...
It does. Sub Assault is an attack that has a timer before the damage like Haunting Curse and Power of the Light.
It's getting ridiculous. We're seeing more and more of it.
Too many people running one-round KO stam warden builds. And they all run the same thing... stampede, dawnbreaker, beetles, and reverse slice.
Subterranean assault needs to be a 1s channel like dark flare currently is. Giving that much burst to an ability that doesn't do its damage on the global cooldown (and stun and fracture) is just a bad idea. But to give it to the class with the best pvp healing and the best pvp sustain is absurd.
Ive been posting here for over a year.. never made a QQ post.
And for those who say "Oh its telegraphed, learn to play!" yeah, the bad wardens do that. I'm talking about the good ones that activate beetles and pop an immov pot out of range, then stampede on top of you right before beetles triggers. unless youre running javelin on templar there is 0 counterplay other than dodgerolling the stampede...
Oh yeah and they have major heroism through shimmering shield, so they can do this about every 15s...
It blows my mind that this ability hasn't been nerfed yet. And thats not even factoring in the whole "ignore the Z axis" element of it. Always fun to be playing BGs in arcane university and get dropped by a beetle being cast by someone two floors above you.
Here's a pic.... but lets not pretend you don't know exactly what im talking about. Just watch kodi's stream for 10min.
its a combo that kills most players in about 1.1s (not counting the stampede travel time). Thats ridiculous.
Everyone who doesn't already have one is making a stam warden on the 2x XP event next week.
EDIT: and in case you cant tell, that is in no CP battlegrounds. Its even worse in CP.
deepseamk20b14_ESO wrote: »Let’s all be honest here. Any class can do this type of burst setup. An Stamblade can cloak, HA, SA, IC, KB with animation canceling and kill someone in a second and a half. A mage blade will hit with a 13k assassins will and impale. A DK will whip or wrecking blow, leap, executioner, all canceled animation and dead in a second and a half or less. Templar spams Jabs until dawn breaker is up, use it, then radiant. A sorc will have curse on you, mages fury, and procced frags, and as you hit low HP mages fury’s second effect occurs to execute.
Literally all the above combos can kill someone in 1.5 seconds. But let me rephrase that...any of the above combos will kill a MEDIUM armor wearer in 1.5 seconds. There’s the issue.
All these heavy armor super tank builds that are running around these days can have damn near all the above happen at the same time and if someone wasn’t clever enough to CC them they block through it and laugh (slightly exaggerating here lol). You wear medium? You’re in a world of hurt. Now don’t get me wrong. I wear medium and do more than fine. But I have to work twice as hard to survive and no matter what, when a persons timing is just right they can melt me or anyone else wearing medium in a second because there is no counter play as the majority of the above combos have at least one or two huge damage attacks that are undodgable. Personally, I hold block and usually survive. But like I said, there are plenty of times where everything is going fine and above 90% HP then suddenly dead and it’s like “wtf just happened” and it all took place in one second, even faster than the break free animation trying to get away and heal.
People over exaggerate saying taking away major evasion from people in 5 heavy will some how be a huge nerf to these super tanks but that’s a load of crap. It will slightly help and maybe force some people to choose between forward momentum and rally if they want to remove snares, but overall these people are already so spec’d into block cost reduction they don’t need to evade anything.
Call me salty all you want, but heavy out performs medium. Light out performs medium. Keeping shuffle to just medium armor is not a buff to medium armor. If anything, wearing 5 or more medium dodge roll fatigue should be reduced by 50% and if you receive AoE damage while dodging the damage is reduced by 50%. NB no longer gets the 30% stamina recovery bonus and cost for everything has been increased in general so the ancient infinite dodge rollers would never be as bad as they were in the past. Honestly, shuffles snare immunity to give a flat 6 seconds of snare removal if 5 or more medium is worn. It’s expensive as it is so don’t think people will just spam it endlessly.
That’s my 2 cents.
Twohothardware wrote: »Waffennacht wrote: ».Twohothardware wrote: »Waffennacht wrote: »Ok I just tested
Both damage is not blockable
However Deep Fissure can be "blocked" for triggers
Edit: example - sub Assault will not have the * indication by the DMG, while deep Fissure will and it triggers things
And it still bothers me it's unblockable - it makes no sense
Deep Fissure is a CC is why.
There's too much stuff that's blockable in the game already which is why there's so many of these perma block magplar and dk's running around.
But.. like... game mechanics... Should follow some semblance of order...
It does. Sub Assault is an attack that has a timer before the damage like Haunting Curse and Power of the Light.
paulsimonps wrote: »Twohothardware wrote: »Waffennacht wrote: ».Twohothardware wrote: »Waffennacht wrote: »Ok I just tested
Both damage is not blockable
However Deep Fissure can be "blocked" for triggers
Edit: example - sub Assault will not have the * indication by the DMG, while deep Fissure will and it triggers things
And it still bothers me it's unblockable - it makes no sense
Deep Fissure is a CC is why.
There's too much stuff that's blockable in the game already which is why there's so many of these perma block magplar and dk's running around.
But.. like... game mechanics... Should follow some semblance of order...
It does. Sub Assault is an attack that has a timer before the damage like Haunting Curse and Power of the Light.
@Twohothardware
Except Haunting Curse and Power of the Light is directly applied on the target and will always hit, not even sure you can dodge them, but this one is not a directly applied attack. Its a PBAoE using giant bugs.