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Question: Why is Rune Prison a 5 second long stun?

Marto
Marto
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Honest question. Wish I had anything more to add to the thread, but that really is all there is to it.

Why?

What is the logic and train of thought that lead towards one of the most powerful abilities in the game for one of the most powerful classes in the game to have its effectiveness doubled, despite the fact it was already superior in any conceivable way from other stuns?

Feel free to play devil's advocate in the comments. Because I sure as hell can't think of a way to justify it.

If any developers could also explain this decision, I would appreciate it as well.
Edited by Marto on June 15, 2018 6:59AM
"According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
  • Marto
    Marto
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    It used to be 30 seconds.

    Seriously.. Do people ever stop asking for nerfs?

    No, it wasn't. Do you know what skill you're talking about?
    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
  • Syncronaut
    Syncronaut
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    I havent seen many people use it offensive at all. They mostly use Defensive rune.

    Super anoying then you do a stealth attack as nightblade.

    Sometimes break free just wont work and it can backfire pretty badly.
  • Betsararie
    Betsararie
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    It used to be 30 seconds.

    Seriously.. Do people ever stop asking for nerfs?

    come on.
  • Blacksmoke
    Blacksmoke
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    Because its not 2 seconds.
    Champion point: 645
    Characters
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    Ondaril Stormian - AD - Trail DPS - Sorcerer
    Shagrod gro-Bolmog - AD - PVP - Dragonknight
  • Betsararie
    Betsararie
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    Blacksmoke wrote: »
    Because its not 2 seconds.

    You know what guys I'm really beginning to love this game anew.
  • Betsararie
    Betsararie
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    Gnozo wrote: »
    Blanco wrote: »
    Blacksmoke wrote: »
    Because its not 2 seconds.

    You know what guys I'm really beginning to love this game anew.

    I need to say this but all of ur Post are only like "no" "nope" "i dont care" "Doesnt matter". Stop trolling and hunting for forum Stars.

    why?

    I told you who I am in game. You think forum stars matter?

    tell me now. What is your @ please?
    Edited by Betsararie on June 15, 2018 7:52AM
  • FleetwoodSmack
    FleetwoodSmack
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    Marto wrote: »
    It used to be 30 seconds.

    Seriously.. Do people ever stop asking for nerfs?

    No, it wasn't. Do you know what skill you're talking about?
    Dark Magic
    ....

    Rune Prison: This ability and its morphs are no longer 30-second disorients. Instead, they are 2.5-second stuns that cannot be blocked or dodged, and they can be placed on multiple targets.

    The disorient was effectively a stun, just a longer duration. It was still hard CC, and had to be broken out of. The only difference being you would come out of it if you were attacked.

    The effectiveness of Rune Prison isn't the stun duration. It's the unblockable aspect that kills people. Stun or disorient, that shouldn't even be in question, and the way you state it, you seem to think the stun duration is the teeth of the ability.

    That's simply false.

    Honestly, Rune Prison has never stopped me dueling you. We both know what actually stops me and most of your kills. This is a cute thread.
    Tell me lies, tell me sweet little lies!
  • TheUndeadAmulet
    TheUndeadAmulet
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    LOL I saw that in the patch notes and I was waiting for someone to realize they buffed arguably the most op stun in the game.
    XBOX NA - 810 CP
    Nerf Loading Screens
    Ready your MagDK's, it's vampire hunting season
  • Violynne
    Violynne
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    DDuke wrote: »
    The skill is just overtuned no matter how you view it.
    That's because this is how developers update the game:

    Dev #1: "Guys, in looking at our server stats from last month, these skills and CP points aren't being used by players."
    Dev #2: "And?"

    Dev #1: "We need to find a way players can use them. Otherwise, everyone's just going to use the same skills and end up dead locked."
    Dev #2: "Well, for starters, let's soft scale CP points. If people really want that extra 1%, make it expensive."

    Dev #1: "Great idea! As for the skills?"
    Dev #3: "Let's buff a few, release the Natch Potes to see if anyone pays attention, and let them figure out how to rotate them in."

    Dev #1: "Perfect. Should we test first?"
    Devs (in unison): "No. We'll patch when the 1% who can't play the game complain and then we'll nerf."

    Dev #1: "Great. Looks like we're done for the day. Have a great weekend."

    Well, that's how it plays out in my mind. Whether it's true or not... *looks at newly buffed unblockable stun



  • thestud2012
    thestud2012
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    Biro123 wrote: »
    DDuke wrote: »
    Stun is the least of the issues with this ability.

    How about the fact it has around 20% higher base tooltip damage than Destructive Reach, a blockable/dodgeable/reflectable/cloakable stun from destro staff?

    Or that it's cheaper than Destructive Reach as well?


    The skill is just overtuned no matter how you view it.

    But then you could view it differently.. Reach benefits from 10% penetration from destro passives, can apply burning, returns mag if it kills, procs glyphs, also has a dot component (which in itself is useful for proccing a ton of stuff - like sloads, surge etc), just slotting it gives 8% more damage to everything - and not to mention what Master Staff does to it (which most reach builds use)..

    I still think cage is better (I did pre-summerset) without masters - but then class skills imo should generally be stronger than weapon skills - but as usual, you are over-egging the difference :-) I'm convinced your 10k tooltip posts are what convinced so many people to start running it this patch...

    Slotting gives 8% more damage to everything? What did I miss?
  • bottleofsyrup
    bottleofsyrup
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    Still not as bad as the unbreakable Psijic CC.
  • redshirt_49
    redshirt_49
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    Still not as bad as the unbreakable Psijic CC.

    Timestop + Shield Stack + Immovable Pot + Eye of the Storm = Profit. By all means, nerf your sloads and keep letting me do this :D
    Edited by redshirt_49 on June 15, 2018 1:52PM
  • VexingArcanist
    VexingArcanist
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    Syncronaut wrote: »
    I havent seen many people use it offensive at all. They mostly use Defensive rune.

    Super anoying then you do a stealth attack as nightblade.

    Sometimes break free just wont work and it can backfire pretty badly.

    Then you don't pvp. Seriously, how can you even make such a claim? Rune Cage ALL DAY LONG.
    Still not as bad as the unbreakable Psijic CC.

    Normally you have plenty of time to get out of the field before the stun goes off. I realize there can be interactions that inhibit your ability to get out in time, but with Rune Cage you often don't even see it coming.
    Edited by VexingArcanist on June 15, 2018 2:00PM
  • SkillzMFG
    SkillzMFG
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    Marto wrote: »
    Honest question. Wish I had anything more to add to the thread, but that really is all there is to it.

    Why?

    What is the logic and train of thought that lead towards one of the most powerful abilities in the game for one of the most powerful classes in the game to have its effectiveness doubled, despite the fact it was already superior in any conceivable way from other stuns?

    Feel free to play devil's advocate in the comments. Because I sure as hell can't think of a way to justify it.

    If any developers could also explain this decision, I would appreciate it as well.

    Ever heard of fossilize? It's like half a minute long stun+root
  • Biro123
    Biro123
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    Biro123 wrote: »
    DDuke wrote: »
    Stun is the least of the issues with this ability.

    How about the fact it has around 20% higher base tooltip damage than Destructive Reach, a blockable/dodgeable/reflectable/cloakable stun from destro staff?

    Or that it's cheaper than Destructive Reach as well?


    The skill is just overtuned no matter how you view it.

    But then you could view it differently.. Reach benefits from 10% penetration from destro passives, can apply burning, returns mag if it kills, procs glyphs, also has a dot component (which in itself is useful for proccing a ton of stuff - like sloads, surge etc), just slotting it gives 8% more damage to everything - and not to mention what Master Staff does to it (which most reach builds use)..

    I still think cage is better (I did pre-summerset) without masters - but then class skills imo should generally be stronger than weapon skills - but as usual, you are over-egging the difference :-) I'm convinced your 10k tooltip posts are what convinced so many people to start running it this patch...

    Slotting gives 8% more damage to everything? What did I miss?

    Ancient knowledge passive on destro line. With sorcs struggle for bar-space, a reason reach became popular was to fill the slot as both cc and spammable while also fulfilling that 'slotted destro ability' requirement.

    I've often found it difficult to even slot a single destro ability, and if not for the light attack buffs and weapons giving 2 set bonuses this patch, I'd still be using DW for it's 5% with no skill-slotting requirement.
    Edited by Biro123 on June 15, 2018 2:29PM
    Minalan owes me a beer.

    PC EU Megaserver
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  • Dagoth_Rac
    Dagoth_Rac
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    Biro123 wrote: »
    DDuke wrote: »
    Stun is the least of the issues with this ability.

    How about the fact it has around 20% higher base tooltip damage than Destructive Reach, a blockable/dodgeable/reflectable/cloakable stun from destro staff?

    Or that it's cheaper than Destructive Reach as well?


    The skill is just overtuned no matter how you view it.

    But then you could view it differently.. Reach benefits from 10% penetration from destro passives, can apply burning, returns mag if it kills, procs glyphs, also has a dot component (which in itself is useful for proccing a ton of stuff - like sloads, surge etc), just slotting it gives 8% more damage to everything - and not to mention what Master Staff does to it (which most reach builds use)..

    I still think cage is better (I did pre-summerset) without masters - but then class skills imo should generally be stronger than weapon skills - but as usual, you are over-egging the difference :-) I'm convinced your 10k tooltip posts are what convinced so many people to start running it this patch...

    Slotting gives 8% more damage to everything? What did I miss?

    A fire staff + a destro skill slotted = 8% bonus to single target damage.
    A shock staff + a destro skill slotted = 8% bonus to AoE damage.
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