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What's up with all the CC?

Drachenfier
Drachenfier
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It's not bad in Cyrodiil, but in battlegrounds it's non stop CC until dead. Is there no immunity, or diminishing returns on CC? It's gotten to the point where I avoid queuing for battlegrounds anymore because it's nothing but a rampant CC fest. I will literally run into a fight, be stunned/knocked down three to four times in a row, where from start to finish I have zero control over my character.

Something needs to be done about this, or BG queues will just keep getting longer.
  • Beardimus
    Beardimus
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    CP is the biggest problem with BG, that's for sure. But I've noticed CC and Snares R Us more since CP dropped in BG.

    Many of the CC's have been OP for a while such as fear. And it can become dull. But working on CC immunity etc helps no end.
    Edited by Beardimus on December 18, 2017 10:49PM
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  • Waffennacht
    Waffennacht
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    If you're talking about a double CC, (where you get CC'D but do not receive immunity and get CC'D within a few secs)

    That is a known bug and should not be happening, seems to me usually Templars Javelin

    If you're talking about getting CC'd consistently on cool down, that's just PvP
    Edited by Waffennacht on December 18, 2017 7:01PM
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  • Drachenfier
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    If you're talking about a double CC, (where you get CC'D but do not receive immunity and get CC'D within a few secs)

    That is a known bug and should not be happening, seems to me usually Templars Javelin

    If you're talking about getting CC'd consistently on cool down, that's just PvP

    I mean back to back hard cc...you get stunned, break it, and immediately get stunned or knocked down, break that, and immediately get stunned/kd again. I played several matches yesterday and it was just that, over and over, to the point I finally gave up and quit queuing.
  • Thogard
    Thogard
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    With knockback, you don’t get the CC immunity until the end of the knockback (or a break free).

    If you get knocked back again before you finish moving from the first knockback (or before you CC break) then it will go through.
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  • ak_pvp
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    If you're talking about a double CC, (where you get CC'D but do not receive immunity and get CC'D within a few secs)

    That is a known bug and should not be happening, seems to me usually Templars Javelin

    If you're talking about getting CC'd consistently on cool down, that's just PvP

    Imo you shouldn't recieve free immunity, if your 1vXing and can't pingpong between places, then lockdown is necessary. It shouldn't just be given, if a player can't manage resources, eat it, shouldn't change anything massively since if you play outnumbered, you are dead if the CC runs its course, but if you have someone to take the attention then its effectively just free.

    The 2x CC bug is awful though. Both the "break it and CC'd again" and the 2x jav/fear/knockback (any cc with an animation) etc that stops you from breaking cause of the animation. Why can't they just fix these issues, we have had them for over a year, same with NB cloak, temp scaling etc.
    Edited by ak_pvp on December 18, 2017 7:24PM
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  • Waffennacht
    Waffennacht
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    Thogard wrote: »
    With knockback, you don’t get the CC immunity until the end of the knockback (or a break free).

    If you get knocked back again before you finish moving from the first knockback (or before you CC break) then it will go through.

    It's an old bug that re-surfaced. It's also related to the sliding on ground animation.

    It's rare for Destructive Reach/Clench to do it, it's typically Javelin.

    It's a bug unfortunately. Imo, it's the worst in duels.

    Agree with above posters that it's also linked to knock back, however movement/CC break doesn't matter from my experience.

    It'll probably be addressed soon enough
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  • TarrNokk
    TarrNokk
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    In some of the bg games I am perma rooted. Get claws on the feet over and over again. That's no fun.
  • Waffennacht
    Waffennacht
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    TarrNokk wrote: »
    In some of the bg games I am perma rooted. Get claws on the feet over and over again. That's no fun.

    R u dodge rollin'? Cause if you are, that's another old bug that's popped up
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  • Thogard
    Thogard
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    Thogard wrote: »
    With knockback, you don’t get the CC immunity until the end of the knockback (or a break free).

    If you get knocked back again before you finish moving from the first knockback (or before you CC break) then it will go through.

    It's an old bug that re-surfaced. It's also related to the sliding on ground animation.

    It's rare for Destructive Reach/Clench to do it, it's typically Javelin.

    It's a bug unfortunately. Imo, it's the worst in duels.

    Agree with above posters that it's also linked to knock back, however movement/CC break doesn't matter from my experience.

    It'll probably be addressed soon enough

    No it won’t - I don’t think you understand the mechanics of it.

    The culprit is the double CC aspect of these abilities.

    Keep in mind that on a base level, all of the problem CCs have two pieces. First, a knockback, then a stun (draining shot / javelin). Or first a stun, and then a fear (fear - you freeze before you start running) Or first a fear, and then a stun (vamp drain)

    Then there are abilities like dizzy swing and destructive reach that are JUST a knockback - there is no subsequent stun.

    Edit: for clarity, I want to add that it’s broken down by animation, not the nonsense the tooltip says. If the knockback animation is the same duration as the stun a la dizzy then it’s just a knockback. If, after the knockback, you stand there unable to move, like draining shot, then it’s a double.

    But let’s go back to the “double” CCs. What would happen if the first Portion of the CC gave immunity? if the knockback portion of draining shot gave CC immunity then the stun portion that followed it wouldn’t work.

    So if they don’t change the mechanics of these skills, in order for chain CC not to exist they’d have to ruin the follow up CC on all of these abilities. No more skills could knockback AND stun. It’d have to be one or the other

    Next time you get hit with a draining shot watch for the CC immunity graphic.

    They kind of fixed it by allowing you to break free from knockbacks - that let’s you get immunity. But they can’t permanently fix it without fundamentally changing how these skills work.
    Edited by Thogard on December 18, 2017 8:49PM
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  • Drummerx04
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    Beardimus wrote: »
    CP is the biggest problem with BG, that's for sure. But I've noticed CC and Snares R Us more since CP dropped in BG.

    Many of the CC's have been OP for a while such as fear. And it can become dull. But working on CC in unity skills helps no end.

    Oh right, that's from all the CP stars buffing CC and Snares. Oh wait, there are none.

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  • Waffennacht
    Waffennacht
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    Thogard wrote: »
    Thogard wrote: »
    With knockback, you don’t get the CC immunity until the end of the knockback (or a break free).

    If you get knocked back again before you finish moving from the first knockback (or before you CC break) then it will go through.

    It's an old bug that re-surfaced. It's also related to the sliding on ground animation.

    It's rare for Destructive Reach/Clench to do it, it's typically Javelin.

    It's a bug unfortunately. Imo, it's the worst in duels.

    Agree with above posters that it's also linked to knock back, however movement/CC break doesn't matter from my experience.

    It'll probably be addressed soon enough

    No it won’t - I don’t think you understand the mechanics of it.

    The culprit is the double CC aspect of these abilities.

    Keep in mind that on a base level, all of the problem CCs have two pieces. First, a knockback, then a stun (draining shot / javelin). Or first a stun, and then a fear (fear - you freeze before you start running) Or first a fear, and then a stun (vamp drain)

    Then there are abilities like dizzy swing and destructive reach that are JUST a knockback - there is no subsequent stun.

    Edit: for clarity, I want to add that it’s broken down by animation, not the nonsense the tooltip says. If the knockback animation is the same duration as the stun a la dizzy then it’s just a knockback. If, after the knockback, you stand there unable to move, like draining shot, then it’s a double.

    But let’s go back to the “double” CCs. What would happen if the first Portion of the CC gave immunity? if the knockback portion of draining shot gave CC immunity then the stun portion that followed it wouldn’t work.

    So if they don’t change the mechanics of these skills, in order for chain CC not to exist they’d have to ruin the follow up CC on all of these abilities. No more skills could knockback AND stun. It’d have to be one or the other

    Next time you get hit with a draining shot watch for the CC immunity graphic.

    They kind of fixed it by allowing you to break free from knockbacks - that let’s you get immunity. But they can’t permanently fix it without fundamentally changing how these skills work.

    I do know this wasn't occuring before the last update. I know it had happened before and then it stopped happening.

    I know when I immediately break free sometimes it still has the animation of me falling and getting up and sometimes it doesn't - against the same ability.

    I know the sliding on the ground is a bug.

    Now I'm not entirely sure what you're saying, but I know it wasn't happening before this last update
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  • Thogard
    Thogard
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    Thogard wrote: »
    Thogard wrote: »
    With knockback, you don’t get the CC immunity until the end of the knockback (or a break free).

    If you get knocked back again before you finish moving from the first knockback (or before you CC break) then it will go through.

    It's an old bug that re-surfaced. It's also related to the sliding on ground animation.

    It's rare for Destructive Reach/Clench to do it, it's typically Javelin.

    It's a bug unfortunately. Imo, it's the worst in duels.

    Agree with above posters that it's also linked to knock back, however movement/CC break doesn't matter from my experience.

    It'll probably be addressed soon enough

    No it won’t - I don’t think you understand the mechanics of it.

    The culprit is the double CC aspect of these abilities.

    Keep in mind that on a base level, all of the problem CCs have two pieces. First, a knockback, then a stun (draining shot / javelin). Or first a stun, and then a fear (fear - you freeze before you start running) Or first a fear, and then a stun (vamp drain)

    Then there are abilities like dizzy swing and destructive reach that are JUST a knockback - there is no subsequent stun.

    Edit: for clarity, I want to add that it’s broken down by animation, not the nonsense the tooltip says. If the knockback animation is the same duration as the stun a la dizzy then it’s just a knockback. If, after the knockback, you stand there unable to move, like draining shot, then it’s a double.

    But let’s go back to the “double” CCs. What would happen if the first Portion of the CC gave immunity? if the knockback portion of draining shot gave CC immunity then the stun portion that followed it wouldn’t work.

    So if they don’t change the mechanics of these skills, in order for chain CC not to exist they’d have to ruin the follow up CC on all of these abilities. No more skills could knockback AND stun. It’d have to be one or the other

    Next time you get hit with a draining shot watch for the CC immunity graphic.

    They kind of fixed it by allowing you to break free from knockbacks - that let’s you get immunity. But they can’t permanently fix it without fundamentally changing how these skills work.

    I do know this wasn't occuring before the last update. I know it had happened before and then it stopped happening.

    I know when I immediately break free sometimes it still has the animation of me falling and getting up and sometimes it doesn't - against the same ability.

    I know the sliding on the ground is a bug.

    Now I'm not entirely sure what you're saying, but I know it wasn't happening before this last update

    You and I are talking about two separate things. I’m talking about chain CC, which requires multiple attackers because the knockback animation is shorter than the GCD. You’re talking about an animation bug, which is related to what I’m talking about but not exactly the same thing
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  • Waffennacht
    Waffennacht
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    Thogard wrote: »
    Thogard wrote: »
    Thogard wrote: »
    With knockback, you don’t get the CC immunity until the end of the knockback (or a break free).

    If you get knocked back again before you finish moving from the first knockback (or before you CC break) then it will go through.

    It's an old bug that re-surfaced. It's also related to the sliding on ground animation.

    It's rare for Destructive Reach/Clench to do it, it's typically Javelin.

    It's a bug unfortunately. Imo, it's the worst in duels.

    Agree with above posters that it's also linked to knock back, however movement/CC break doesn't matter from my experience.

    It'll probably be addressed soon enough

    No it won’t - I don’t think you understand the mechanics of it.

    The culprit is the double CC aspect of these abilities.

    Keep in mind that on a base level, all of the problem CCs have two pieces. First, a knockback, then a stun (draining shot / javelin). Or first a stun, and then a fear (fear - you freeze before you start running) Or first a fear, and then a stun (vamp drain)

    Then there are abilities like dizzy swing and destructive reach that are JUST a knockback - there is no subsequent stun.

    Edit: for clarity, I want to add that it’s broken down by animation, not the nonsense the tooltip says. If the knockback animation is the same duration as the stun a la dizzy then it’s just a knockback. If, after the knockback, you stand there unable to move, like draining shot, then it’s a double.

    But let’s go back to the “double” CCs. What would happen if the first Portion of the CC gave immunity? if the knockback portion of draining shot gave CC immunity then the stun portion that followed it wouldn’t work.

    So if they don’t change the mechanics of these skills, in order for chain CC not to exist they’d have to ruin the follow up CC on all of these abilities. No more skills could knockback AND stun. It’d have to be one or the other

    Next time you get hit with a draining shot watch for the CC immunity graphic.

    They kind of fixed it by allowing you to break free from knockbacks - that let’s you get immunity. But they can’t permanently fix it without fundamentally changing how these skills work.

    I do know this wasn't occuring before the last update. I know it had happened before and then it stopped happening.

    I know when I immediately break free sometimes it still has the animation of me falling and getting up and sometimes it doesn't - against the same ability.

    I know the sliding on the ground is a bug.

    Now I'm not entirely sure what you're saying, but I know it wasn't happening before this last update

    You and I are talking about two separate things. I’m talking about chain CC, which requires multiple attackers because the knockback animation is shorter than the GCD. You’re talking about an animation bug, which is related to what I’m talking about but not exactly the same thing

    Now I understand. Ty
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