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Rune Cage: new nerf idea

  • Olupajmibanan
    Olupajmibanan
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    Nobody complained about Rune Cage one patch before Summerset. The only thing they did in Summerset patch is that the damage is higher and the stun is longer. So I guess, revert the change and reduce the stun duration and the damage? Problem solved.

  • Strider__Roshin
    Strider__Roshin
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    Aye, neuter it!
    Minalan wrote: »
    Anti_Virus wrote: »
    frostz417 wrote: »
    For those who are actually think rune cage isn’t broken and needs a nerf, you either
    A. Don’t want your precious No skill sorc build ruined
    B. Have little PvP expirience and is just hopping on the “l2p” bandwagon.

    This skill is cheap, undodgeable, unblockable, has a large range, and has the longest stun duration.
    No other cc has a stun duration this long. Before you argue that stun duration means nothing and to just cc break. If you’re playing BG’s or any form of non cp PVP on a mag character that has little stam as it is, if you’re pressured and then hit with multiple cc’s by a sorc. Let’s say you’re in a 1v1 and you get hit with a rune cage, and another one. You will have no stam. You will be hit with an unavoidable burst that has no counterplay whatsoever. The only argument to this is, “have a lot of resistances” “keep your shields up” which is an atrocious argument full of holes and has no validation.

    Before people argue that fossilize and mass hysteria is also an unblockable/undodgeable cc. They required the user to be in MELEE range. Meaning a ranged magblade has to approach his opponent very closely to use this cc. Same goes for a magDK. These cc’s have actual counter play. Maintain your distance from the opponent. That being said mass hysteria is quite a costly skill, and can not be spammed like rune cage. Same thing applies to fossilize. They’re both expensive skills unlike rune cage which require you to be in MELEE range. Rune cage on the other hand has a massive range and you can just hit people from a good distance and use a burst that requires no skill and has no Counterplay.

    Now let’s talk about damage output along with these cc’s. DK’s who use fossilize do not have the burst potential sorcs do. They’ll just whip or leap you which is completely survivable. Nightblades yes they do have quite a good burst but then again, must be in melee range and it’s no guarantee their burst will land 100% like a sorc will. Sorcs already have multiple cc’s at their disposal along with hard hitting abilities such as frags, curse, mages wrath, and overload. It requires absolutely no skill to land a sorc burst combo. “Curse, meteor, rune cage frags, endless fury” there is no counter play to this stupid combo. It’s even worse that you can deliver this combo from any range. It would be a different story if you needs to be in melee range but this isn’t the case. if you actually think this combo takes any form of skill and think this is an “l2p” issue. Perhaps you should PvP outside of your 3 different shields you constantly spam.

    Patch after patch zos has buffed sorcs every time. Due to the fact that there’s a decent amount of players who favor sorcs and are constantly shutting down any argument with “HURRR DURRR L2P BRO SORCS R PURFECTLY BALANCED” This is enough with the sorc buff after buff. This class has been requiring less and less skill to play every patch and this patch clearly shows just how little skill this trash class requires. BG’s is littered with rune cage spammers who do the wombo combo crap. It’s absolutely atrocious how there’s so many sorc fanboys who constantly cry about their precious builds saying how it’s “balanced”. Zos you honestly need to consider just how ridiculous this is. This all started in clockwork patch with the crystal frag cc removal and the addition to rune cage. Honestly who’s idea was this????? Bring back frag cc and remove this rune cage crap entirely. It was for the most part fine how it was before clockwork city patch.



    funny enough, there was a graph from ZOS awhile ago(don't remeber where is is) that proved that the most used class in PVP is magicka Sorceror and the most used armor in PVP is light armor. Go figure.

    That was a couple of years and probably dozens of nerfs ago. We’re talking dark brotherhood age.

    Considering the fact that they said recently that the most popular race are High Elves I doubt much has changed, and if you do BGs, magSorcs are the most popular spec.
  • frostz417
    frostz417
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    Aye, neuter it!
    Feanor wrote: »
    Cripple was nerfed to a different skill. So no magblades CANNOT use it.

    I assume all the magBlades that are using that nice 40% snare and the DoT to proc Skoria are doing it wrong then

    That’s the problem with your statement - you argue based on flawed informations.



    You just have no arguments that are backed up with facts. And no, I’m not an ignorant Sorc fanboy. I was one of the first to say that Rune Cage shouldn’t go live as is.


    My first statement had a plenty of facts. First off
    Magblades use cripple which is blockable, dodgeable, and reflectable. This skil is a 1.5 second immobilization. If you’re really comparing this skill with rune cage then, *facepalm*.

    My statement actually doesn’t have flawed information. Magblades cc is more expensive, magDK is one of the more difficult classes to sustain on. So they’re not going to be able repeatedly hit the cc unlike sorcs are able to.

    Here’s my facts. Rune cage is unblockable, undodgeable, and has the longest stun duration.
    There is no counterplay whatsoever to the cheesy “curse, meteor, rune cage, frags, endless” you are literally going to take the full burst and there is absolutely nothing you can do about it. Unless there is an actual way to counter this burst or negate it in any sorts, please let me, and everyone else who’s sick of this trash ability know.
  • Maulkin
    Maulkin
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    Aye, neuter it!
    frostz417 wrote: »
    Feanor wrote: »
    Cripple was nerfed to a different skill. So no magblades CANNOT use it.

    I assume all the magBlades that are using that nice 40% snare and the DoT to proc Skoria are doing it wrong then

    That’s the problem with your statement - you argue based on flawed informations.



    You just have no arguments that are backed up with facts. And no, I’m not an ignorant Sorc fanboy. I was one of the first to say that Rune Cage shouldn’t go live as is.


    My first statement had a plenty of facts. First off
    Magblades use cripple which is blockable, dodgeable, and reflectable. This skil is a 1.5 second immobilization. If you’re really comparing this skill with rune cage then, *facepalm*.

    My statement actually doesn’t have flawed information. Magblades cc is more expensive, magDK is one of the more difficult classes to sustain on. So they’re not going to be able repeatedly hit the cc unlike sorcs are able to.

    Here’s my facts. Rune cage is unblockable, undodgeable, and has the longest stun duration.
    There is no counterplay whatsoever to the cheesy “curse, meteor, rune cage, frags, endless” you are literally going to take the full burst and there is absolutely nothing you can do about it. Unless there is an actual way to counter this burst or negate it in any sorts, please let me, and everyone else who’s sick of this trash ability know.

    Immovable pots or the Heavy Armor skill. :trollface:

    But you are seriously underplaying Cripple. That skill is a nightmare spammable root and snare for anyone to deal with, bar magDKs perhaps.
    EU | PC | AD
  • OdinForge
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    Vapirko wrote: »
    OdinForge wrote: »
    What was wrong with crystal fragments having a CC, it had a lot more counter-play than rune cage. You can even setup a kill against a sorc by reflecting the frag back at it.

    ZOS logic.

    I didn’t play mag sorc back then but I wouldn’t want to go back there. Having a dodgeable, blockable, reflectable CC would be useless these days. That worked back then, the game was entirely different.

    I did play magsorc back then and I'd take it back in a heart beat, I didn't have a problem fighting perma blockers or dodge rollers back then and I wouldn't now. What you get is a more fluid damage rotation and room to slot mines which is hard to fit in unless you have a master destro.
    The Age of Wrobel.
  • Solariken
    Solariken
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    Aye, neuter it!
    Beardimus wrote: »
    Sorcs didn't ask for it. In the PTS feedback thread most where against it. We just wanted Frags back.

    But still, you moan that 2 skills and and ultimate kill you. Erm yeah. It's gonna. Like Nightblades have for a year.

    Sorc burst has been pony for 6 months dont forget that.

    So the fact that the whole combo is 100% unavoidable is ok with you? You prefer a game with no counterplay where your only hope at avoiding a 10 minute horse ride is having some zergling around to rez you?
  • leepalmer95
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    Here is roughly my tooltips on my sorc.

    Curse 13.5k~

    Meteor 18.5k~

    Frag 17k~

    Rune prison 8.2k~

    So without fury thats 57.2k tooltip dmg, that you just have to eat that hits roughly at the same time. I can smell the balance.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Joy_Division
    Joy_Division
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    Vapirko wrote: »
    And I’m so tired of being in the thick of of the fight and “some” cheeky Templar dark flare spams me and then soul assaults me from 28 meters. Definitely reduce soul assault and dark flare to 8 meters.

    Gtfo here with this 8 meters BS. Shorten the stun, take the damage down a little but we’re not forcing a ranged class to get into melee range to CC. Wtf is everyone’s problem with this skill? It’s just a little stronger than it should be. I literally do not care about this skill when I’m on my stam toons except that the stun should be shorter maybe 2-3 seconds so that if you’re low on stam but you’re properly use LOS when you’re in trouble, you could get hit with it and have a chance for it to end before your enemy catches up.

    Shortening the stun will not resolve anything. The stun could be 10 seconds long it wouldn't mater because CC breaks exists. The problem is getting auto-stunned just as a meteor is going to land on you.

    Toning the damage down a little (or even a lot) also isn't going to alleviate matters much because the fundamental problem with this ability is that it allows an opponent from 40 meters away to press a button and auto-stun their opponent without their opponent being able to do anything about it.

    That is the problem people are having; there isn't any counterplay. It's just "you're stunned, too bad" and when combined with the sorcerer's on demand delayed-burst it is not something that is fun to play against. What's even worse is that the sorcerer does not even have to pay attention to what their opponent is doing because the game literally blacks out the spell and holds the sorcerer's hand exactly when the spell can be cast for maximum effect. It's just a bad mechanic all around.

    As strong as crystal frags was, I'd much prefeer to fight against that ability since there is at least things i can do to defend myself and it not a guaranteed I'm going to get stunned when a meteor is about to land on me. So, my critique here is not nerf sroc, rather give sorcs back what they used to have.

    The whole idea of a cc that auto-stuns a player is dubious to begin with. The other morph of Rune Cage (the defensive one) is OK because it procs from something the opponent does and cannot be used in tandem with a meteor. Fear has a always been a very frustrating ability, but at least it forces the NB to be in melee, the game didn't black out the spell and thus hold the NB's hand when to use it, and requires the NB to do something other than sitting 40 meters away to combo with say a meteor.
    Edited by Joy_Division on June 19, 2018 3:03PM
  • firedrgn
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    Im a sorc.

    So your saying i have a chance now? Maybe ill finally play bg.
  • sly007
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    Aye, neuter it!
    The buff to light attacks in addition to the damage buff to cage makes sorcerers too powerful at range because almost everything is undodgeable. Curse 5k, cage, 3k, frag during cage 7k, fury 6k.

    The light attacks are the only thing you can dodge or block. The counter to sorcerer this patch is to have enough resistance to survive this combo when a meteor is dropped. Every other unblockable CC is melee range and does not deal nearly as much as cage. Sorcerers are ranged so this combo can be done at a 41 meters away . This allows for a safe yet powerful combo with very little opportunity cost. No need for high damage for kill medium armored or rolling players because the skills are unblockable, therefore undodgeable. No need to build for tankiness because shields. Therefore sustain to keep on killing and using shields.

    The perfect update to play a magic sorcerer.

    .

    Edited by sly007 on June 19, 2018 3:02PM
  • itsfatbass
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    U mad brah?
    Well considering they took away ALL of the sorcs ability to CC, and given it is the ONLY CC that a magsorc has access to, I think it's pretty much EXACTLY what they needed. In non cp BGs, the dmg from the stun break on it is HARDLY a concern, and the whole Fury + RC combo, while it can melt people, has no more of an ability to do so than MANYYYYYYY other classes combos. Please do not TOUCH this ability ZoS, this is exactly what sorc needed to just be on PAR with other classes in PvP.
    ~PC/NA~ Magblade, Tankanist, Healplar, Stamcro, Oakensorc, Healden, Tanknight ~PLUR~
  • frostz417
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    Aye, neuter it!
    itsfatbass wrote: »
    Well considering they took away ALL of the sorcs ability to CC, and given it is the ONLY CC that a magsorc has access to, I think it's pretty much EXACTLY what they needed. In non cp BGs, the dmg from the stun break on it is HARDLY a concern, and the whole Fury + RC combo, while it can melt people, has no more of an ability to do so than MANYYYYYYY other classes combos. Please do not TOUCH this ability ZoS, this is exactly what sorc needed to just be on PAR with other classes in PvP.


    “On par with other classes in PvP” are you a troll?

    Firstly, magsorcs have multiple cc’s streak, volatile familiar pulse, storm atro initial impact.

    The dmg is about 6-8k on tooltip, which translates to about 3-4K damage, that’s quite a lot of dmg for an undodgeable unblockable cc.

    No class combo in the entire game is as broken as the rune cage wombo combo. NB’s best combo is fear, incap, bow. Which can be easily countered by either maintaining distance from melee range, using an immov pot, of breaking out in time to dodge one of the abilities.
    DK’s fossilize also requires you to be in melee range, DK’s have no access to burst like sorcs do. The best they can do is leap or power lash, which is easily survivable, and is 1 ability hitting you.

    Sorcs have multiple hard hitting abilities such as crystal fragments, curse, endless fury, and overload. Etc. You can easily kill your opponent with this no skill combo.

    Lastly, magsorcs are not only on par. But far more supieror to all classes in PvP due to endless shield stacking and extremely high damage output. Rune cage takes no skill to use and has no counter play.

    You have proved to this entire thread that you have no PvP knowledge or you’re just a sorc fanboy who doesn’t want their precious build ruined. Either that or you’re trolling.


  • Maulkin
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    Aye, neuter it!
    Vapirko wrote: »
    And I’m so tired of being in the thick of of the fight and “some” cheeky Templar dark flare spams me and then soul assaults me from 28 meters. Definitely reduce soul assault and dark flare to 8 meters.

    Gtfo here with this 8 meters BS. Shorten the stun, take the damage down a little but we’re not forcing a ranged class to get into melee range to CC. Wtf is everyone’s problem with this skill? It’s just a little stronger than it should be. I literally do not care about this skill when I’m on my stam toons except that the stun should be shorter maybe 2-3 seconds so that if you’re low on stam but you’re properly use LOS when you’re in trouble, you could get hit with it and have a chance for it to end before your enemy catches up.

    Shortening the stun will not resolve anything. The stun could be 10 seconds long it wouldn't mater because CC breaks exists. The problem is getting auto-stunned just as a meteor is going to land on you.

    Toning the damage down a little (or even a lot) also isn't going to alleviate matters much because the fundamental problem with this ability is that it allows an opponent from 40 meters away to press a button and auto-stun their opponent without their opponent being able to do anything about it.

    That is the problem people are having; there isn't any counterplay. It's just "you're stunned, too bad" and when combined with the sorcerer's on demand delayed-burst it is not something that is fun to play against. What's even worse is that the sorcerer does not even have to pay attention to what their opponent is doing because the game literally blacks out the spell and holds the sorcerer's hand exactly when the spell can be cast for maximum effect. It's just a bad mechanic all around.

    As strong as crystal frags was, I'd much prefeer to fight against that ability since there is at least things i can do to defend myself and it not a guaranteed I'm going to get stunned when a meteor is about to land on me. So, my critique here is not nerf sroc, rather give sorcs back what they used to have.

    The whole idea of a cc that auto-stuns a player is dubious to begin with. The other morph of Rune Cage (the defensive one) is OK because it procs from something the opponent does and cannot be used in tandem with a meteor. Fear has a always been a very frustrating ability, but at least it forces the NB to be in melee, the game didn't black out the spell and thus hold the NB's hand when to use it, and requires the NB to do something other than sitting 40 meters away to combo with say a meteor.

    This is a classic case of Wrobel just trying to shake up the meta and f***ing things up in the process. There was nothing wrong with stun on Frags. It was an easily blockable, dodgeable, reflectable projectile that required a proc that created a visible aura. The people who complained about frag stun are the same people that complain about everything so long as it's not the class they main.

    He's doing the same thing with MagDen now. Nerfing stuff that didn't need nerfing (Fissure). And then I'm pretty sure that "to be consistent", since everything is about consistency rather than balance with him, he'll give them an unblockable/undododgeable hard CC and then we'll spend the next 3 months getting hit by a Fissure->Ice Comet->Stun combo.

    And so on and so forth...
    EU | PC | AD
  • lazerlaz
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    Fix break free and this skill is fine. The delay from break free on this skill for some reason is so delayed.
  • Qbiken
    Qbiken
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    Aye, neuter it!
    lazerlaz wrote: »
    Fix break free and this skill is fine. The delay from break free on this skill for some reason is so delayed.

    This so much ^

    Same thing can be said about the stun from incap, fear, reverb bash and shield-assault
  • Solariken
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    Aye, neuter it!
    lazerlaz wrote: »
    Fix break free and this skill is fine. The delay from break free on this skill for some reason is so delayed.

    I actually think this is intended. In order for CC to be meaningful there can't be an instantaneous break. This is ok with me. I want counterplay against the sorc combo, that's all.
  • Feanor
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    U mad brah?
    @Joy_Division

    The only players who were stunned by frags are either a) bad, b) inattentive, c) running away, or d) out of Stamina. I never felt the stun on Frags was overpowered. In fact, Frags is one of the most easy to dodge projectiles in the game. That’s why everyone told Sorcs they’re “fine” even after they lost the Frags stun. To a decent player they only posed a threat in a Xv1 scenario.

    I used Cage before it had damage but after it was changed to a hard CC continually. It didn’t need the damage as it already had the wonky animation. Getting rid of the damage won’t change anything. My prediction from the PTS has come true though. I didn’t want the ability to go live because I knew the immense QQ that would follow. I don’t want Sorcs to become Templars 2.0.

    @frostz417
    Firstly, magsorcs have multiple cc’s streak, volatile familiar pulse, storm atro initial impact.

    Ah. Sorcs should be relegated to a CC that doesn’t create an offensive window (Streak), isn’t reliable at all (familiar Pulse), or a 200+ cost ultimate. Ok. Your assessment on the strength of Cripple was everything I needed to know really.
    Edited by Feanor on June 19, 2018 4:05PM
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • Irylia
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    Remove it and give us frag stun.

    RC makes fights extremely lame and frags hit like a wet noodle with the constant neutering.
  • Joy_Division
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    Feanor wrote: »
    @Joy_Division

    The only players who were stunned by frags are either a) bad, b) inattentive, c) running away, or d) out of Stamina. I never felt the stun on Frags was overpowered. In fact, Frags is one of the most easy to dodge projectiles in the game. That’s why everyone told Sorcs they’re “fine” even after they lost the Frags stun. To a decent player they only posed a threat in a Xv1 scenario.

    I used Cage before it had damage but after it was changed to a hard CC continually. It didn’t need the damage as it already had the wonky animation. Getting rid of the damage won’t change anything. My prediction from the PTS has come true though. I didn’t want the ability to go live because I knew the immense QQ that would follow. I don’t want Sorcs to become Templars 2.0.

    @frostz417
    Firstly, magsorcs have multiple cc’s streak, volatile familiar pulse, storm atro initial impact.

    Ah. Sorcs should be relegated to a CC that doesn’t create an offensive window (Streak), isn’t reliable at all (familiar Pulse), or a 200+ cost ultimate. Ok. Your assessment on the strength of Cripple was everything I needed to know really.

    @Feanor

    Not sure what you are arguing against me here. I wrote that I prefer to face a frag sorc than a rune sorc and didn't have an issue with frag stun because it could be defended against.

    As far as not becoming Templars 2.0, you might as well be pissing in the wind. Sorcs lost what made them distinctive and fun and are now carried by a dubious mechanic that is not fun to play against. It will get nerfed like templar healing, like templar Radiant destruction, like blazing spear, and like the templar stuff, not have the older other nerfs reverted
    Edited by Joy_Division on June 19, 2018 10:04PM
  • IlCanis_LupuslI
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    Solariken wrote: »
    I hoped my days of making rageful nerf cries on the forums were over, but Rune Cage design is pure idiocy and it needs to be changed.

    I'm so tired of being in the thick of an XvX fight having a great time until some cheeky sorc in the bushes deletes me effortlessly with a Rune > Meteor > Fury. Every BG lately is decided by which team has the most sorcs pulling these skill-less shenanigans. Like, how does Wrobel sneak these things in without SOMEONE on the combat team saying "hey boss, that's probably not a good idea, maybe add some counterplay"?

    It needs to be fixed; end this dumbassery. If the current design is to remain I suggest it have the range reduced to 8 meters. The Defensive Rune morph is fine as is IMO.

    Alright so I've slept on it. I'm still disgusted by the stupidity of this morph but I'm seeing a little more clearly now. A range nerf isn't ideal but the solution is pretty simple:

    Rune Cage should be a dodgeable projectile (like a net from the sky, not from the caster) and Streak should be blockable. Then sorcs still have an answer to both types of defense without having one nightmare CC.


    I have 38k residence as a ww in Pvp with chudan.. Unless I have a 10 s random freeze I don't die to that..
    The only time I ever did to that combo das a 10-15 sec freeze right after he meteored me and I was at 40% health.... But I got him back 30 sec later after he froze shortly and he couldn't shield stack :lol:
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • Minalan
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    U mad brah?
    The range on cage should be cut to 18 meters or so, 40 meters is just too far on an ability that strong.

    Sure it’s really strong, but so are permablock, permanent shield stacking, block healing to full, and infinite dodge rolls. I used it plenty last patch before it actually did damage.
    Edited by Minalan on June 19, 2018 7:26PM
  • Elusiin
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    Nay, L2P
    Ya'll need to L2P, it takes up an ability slot, it does little or no damage, and has high cost. There is a trade off for using it! And it's not overpowered, used in the wrong situation also gives the enemy free cc immunity, and the defensive rune morph is the only counter play to nightblade gankers. So again, it's not overpowered, as that's all it does is cc an enemy. L2P.
  • ak_pvp
    ak_pvp
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    Aye, neuter it!
    Minalan wrote: »
    The range on cage should be cut to 18 meters or so, 40 meters is just too far on an ability that strong.

    Sure it’s really strong, but so are permablock, permanent shield stacking, block healing to full, and infinite dodge rolls. I used it plenty last patch before it actually did damage.

    Permablock is dead, expensive and has counters already, permashields aren't exceptionatly strong (except 1v1 magvmag) just *** design. And permaroll is expensive and has counters.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • JobooAGS
    JobooAGS
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    U mad brah?
    People are focusing on nerfing rune cage meanwhile bow cc is a pitiful 10 m, is dodgeable, blockable, and reflectable while bow having passives to benefit it being at range.
  • frostz417
    frostz417
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    Aye, neuter it!
    @feanor You’re trying to argue comparing cripple to rune cage? Cripple isn’t overperforming nor is it OP. It’s blockable and dodgeable.

    When I listed cc’s I was mentioning the ones that this kid failed to even mention. Cry all you want about sorcs having no cc, templars don’t have any cc’s neither do wardens. Don’t try to argue that javelin is a good cc when it’s exteremy expensive, it’s a knock back which contradicts the templars “stand your ground” playstyle so it’s extremely unreliable and is only remotely useful in close range.

  • Maulkin
    Maulkin
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    Aye, neuter it!
    frostz417 wrote: »
    @feanor You’re trying to argue comparing cripple to rune cage? Cripple isn’t overperforming nor is it OP. It’s blockable and dodgeable.

    It's not blockable. It's a root with a snare and a DoT. It's dodgeable and reflectable though.

    EU | PC | AD
  • evoniee
    evoniee
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    Aye, neuter it!
    its something wrong when im at full 19k health and get evaporated within 3 sec cause of curse, cage and wrath with no time to heal/ block/ dodge
  • Aurielle
    Aurielle
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    firedrgn wrote: »
    Im a sorc.

    So your saying i have a chance now? Maybe ill finally play bg.

    You’ve always had a chance... My BG character is a DW/Bow stamsorc, and with the exception of uber tanky DKs, it slays everything in its path. I feel bad in Deathmatches, sometimes, as Implosion plus Bloodthirst plus Viper usually guarantees the kill for me — even when all three of my teammates are wailing on the same player. It is the ultimate easy mode. I got my stamsorc up to number four on the PS4 NA Deathmatch leaderboard the other day without even trying. You can’t see classes on said leaderboard (on console, at least — dunno about PC), but I’d be willing to wager that most players in the top 20 are either magsorcs or stamsorcs.

    Back on topic, I think the primary issue with Rune Cage right now is the duration. In Deathmatches, I’m usually going all out and am running on empty a lot of the time, even with Bone Pirate + Dubious. I run low magicka, so there’s a limit to the number of times I can Dark Deal. When I get hit by Rune Cage, it’s usually a guaranteed death if there’s more than one player attacking me. As far as justice goes, it’s not unpoetic (considering that I’m playing an easy-mode class), but I feel bad for anyone who’s NOT a sorc or a DK tank. Decrease the duration to 2-3 seconds, and it would be a lot fairer, IMO.

  • Hammy01
    Hammy01
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    Aye, neuter it!
    Vapirko wrote: »
    And I’m so tired of being in the thick of of the fight and “some” cheeky Templar dark flare spams me and then soul assaults me from 28 meters. Definitely reduce soul assault and dark flare to 8 meters.

    Gtfo here with this 8 meters BS. Shorten the stun, take the damage down a little but we’re not forcing a ranged class to get into melee range to CC. Wtf is everyone’s problem with this skill? It’s just a little stronger than it should be. I literally do not care about this skill when I’m on my stam toons except that the stun should be shorter maybe 2-3 seconds so that if you’re low on stam but you’re properly use LOS when you’re in trouble, you could get hit with it and have a chance for it to end before your enemy catches up.

    Lolll... You can hear Dark Flare coming from one side of Cyrodiil to the other. Not to mention it is a 1.1 sec cast time that makes the Templar look like he / she is trying to push out a world record fart!!
  • Hammy01
    Hammy01
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    Aye, neuter it!
    frostz417 wrote: »
    itsfatbass wrote: »
    Well considering they took away ALL of the sorcs ability to CC, and given it is the ONLY CC that a magsorc has access to, I think it's pretty much EXACTLY what they needed. In non cp BGs, the dmg from the stun break on it is HARDLY a concern, and the whole Fury + RC combo, while it can melt people, has no more of an ability to do so than MANYYYYYYY other classes combos. Please do not TOUCH this ability ZoS, this is exactly what sorc needed to just be on PAR with other classes in PvP.


    “On par with other classes in PvP” are you a troll?

    Firstly, magsorcs have multiple cc’s streak, volatile familiar pulse, storm atro initial impact.

    The dmg is about 6-8k on tooltip, which translates to about 3-4K damage, that’s quite a lot of dmg for an undodgeable unblockable cc.

    No class combo in the entire game is as broken as the rune cage wombo combo. NB’s best combo is fear, incap, bow. Which can be easily countered by either maintaining distance from melee range, using an immov pot, of breaking out in time to dodge one of the abilities.
    DK’s fossilize also requires you to be in melee range, DK’s have no access to burst like sorcs do. The best they can do is leap or power lash, which is easily survivable, and is 1 ability hitting you.

    Sorcs have multiple hard hitting abilities such as crystal fragments, curse, endless fury, and overload. Etc. You can easily kill your opponent with this no skill combo.

    Lastly, magsorcs are not only on par. But far more supieror to all classes in PvP due to endless shield stacking and extremely high damage output. Rune cage takes no skill to use and has no counter play.

    You have proved to this entire thread that you have no PvP knowledge or you’re just a sorc fanboy who doesn’t want their precious build ruined. Either that or you’re trolling.


    Lolll don't forget they have mines and an AOE root as well!!

    And to think the player you quoted said cage was the only cc sorcs had access too :smiley: !
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