Oreyn_Bearclaw wrote: »The answer is obvious, a few subtle tweaks. Take 10-20% of the damage, and knock the range down to 17-20 meters. What will happen, on the other hand, is the people while B*#CH and moan until ZOS nerfs it right off peoples bars, and people will cry about another sorc skill.
We know too well how ZOS deals with these things.
They'll basically eradicate the very concept of what a rune and a cage are. Then, they'll also nerf crystal frags more and maybe make hardened ward last 3.1415926 seconds "because it's elegant this way".
Waffennacht wrote: »thankyourat wrote: »Waffennacht wrote: »Waffennacht wrote: »You can reduce the damage
You can reduce the range
I'm against any other changes
You can remove the broken OP Xv1 strength of an uncounterable CC on a class with massive potential burst.
So only NBs and DKs get unblockable/undodgeable CCs?
In fact NBs get 3 hard CCs?
No
I think what makes it balanced on NB and DK and not sorc is that sorcs burst damage is delayed meaning you are taking multiple abilities in 1GCD. So with sorcs a hard unlockable undodgeable cc pretty much guarantees you take damage from at minimum 3 abilities because rune cage itself does damage. Where NBs and DKs only guarantee one ability after fear and petrify. Just curse, cage, and frag is almost 40k worth of unavoidable tooltip damage because of how rune cage functions. Another thing that makes fear and petrify more balanced is the range. you have to put your self in melee range to CC with those abilities which opens you up to being counter bursted. The range on rune cage means you can use it while kiting keeping you safe from your opponent bursting you.
That's why I said you can reduce range and or dmg.
Making it dodgeable etc would make it a very bad ability.
RighteousBacon wrote: »usmguy1234 wrote: »
Nuni... (loud shreaking sound)
My personal opinion on the skill is that, when synergized with meteor, it 9/10 times guarantees a kill. The only counter to meteor is block right? Sometimes a quick stun of the caster can work but with sorc’s ability to guarantee damage before being stunned, it’s less effective than blocking. I’m pretty sure streak goes through dodge but not block, so why does sorc need another Undodgeable? Streak has its own risk of use as well, it often means putting yourself in melee range.Waffennacht wrote: »thankyourat wrote: »Waffennacht wrote: »Waffennacht wrote: »You can reduce the damage
You can reduce the range
I'm against any other changes
You can remove the broken OP Xv1 strength of an uncounterable CC on a class with massive potential burst.
So only NBs and DKs get unblockable/undodgeable CCs?
In fact NBs get 3 hard CCs?
No
I think what makes it balanced on NB and DK and not sorc is that sorcs burst damage is delayed meaning you are taking multiple abilities in 1GCD. So with sorcs a hard unlockable undodgeable cc pretty much guarantees you take damage from at minimum 3 abilities because rune cage itself does damage. Where NBs and DKs only guarantee one ability after fear and petrify. Just curse, cage, and frag is almost 40k worth of unavoidable tooltip damage because of how rune cage functions. Another thing that makes fear and petrify more balanced is the range. you have to put your self in melee range to CC with those abilities which opens you up to being counter bursted. The range on rune cage means you can use it while kiting keeping you safe from your opponent bursting you.
That's why I said you can reduce range and or dmg.
Making it dodgeable etc would make it a very bad ability.
NBs imo shouldn't. But they can't land everything in 1 gcd, neither can DK. IMO, the stand your ground, lower burst classes like DK and templar should have it.Waffennacht wrote: »Waffennacht wrote: »You can reduce the damage
You can reduce the range
I'm against any other changes
You can remove the broken OP Xv1 strength of an uncounterable CC on a class with massive potential burst.
So only NBs and DKs get unblockable/undodgeable CCs?
In fact NBs get 3 hard CCs?
No
The biggest issue with Rune cage and maybe all hard cc in this game is the buggyness of "break free", sometimes is works first time but most of the time you just end up with an empty stam bar from trying to spam break free. Zos should really start fixing their game and make sure core mechanics work flawlessly before they over nerf classes and skills.
I hate the current form of Rune cage but only because Break Free is buggy and Rune cage last for 5 sec... if it last 2 sec it might not be as bad. Plus Zos needs to add an immunity timer at the start of break free for at least 6 sec because other magica classes will run out of stamina long before the run cage spamming sorc runs out of magica.
In my mind break free should have nothing to do with immunity timer. The CC itself should make you immune. Get CC'd once an you are immune whether you break free or not. Break free should just do that, break you free. If the immunity was applied by the CC itself then on paper a person could not be chain CC'ed. Knockdown stuns seem to be the biggest offenders as there seems to be a delay before you can break free from them, animation of being knocked down maybe? So if when you get CC'ed you gain immunity from more CC's at that point in time you don't have to rely on breaking free for immunity. Instead breaking free merely gives you control of you character again. This to me seems like it would be a lot less buggy.
rimmidimdim wrote: »Priyasekarssk wrote: »Nerftheforums wrote: »"This stun is op, so keep it as it is and revert all nerfs to frags back because you know, sorcs lacks damage".
Despite I think everybody agrees that the stun on frags was WAY better than this op fossilize that is rune cage, there is no need whatsoever to buff the frag's damage. It hits as hard as a direct damage ulti and can be casted for a super low costs every 3-5 seconds from range.
A really nice idea I read some days ago was to make rune cage blockable but not dodgiable. That might be a tiny solution for non tanky players , while still having rc be one of the strongest CCs in the game.
To my knowledge its the fact that it's not dodgeable that makes it overtuned. The heavy armor, block casting/permanent blocking/virtually permablocking is a "problem" in PvP that is why Zos has nerfed blocking for several patches now.
Rune cage against medium armor dodge builds is instant death. No medium armor build stands a chance against me unless they have 26k+ health in this meta.
If anything I'd say keep the stun through block and make it dodgeable.
But I think the general consensus is it needs to change. Kind of like all the MagSorc mains said on the first iteration of PTS
So basically, wont break free nor how to make CC immunity up all the time. Just have shuffle up and kill mag sorcs as you wish. Never learn to counter run cage. Mag sorc shouldn't have any counter in return and should be a free kill. Very nice cheese.
That seems a little salty to a post that was I find well written and in good spirit. What do you mean "never learn to counter rune cage"? Plz explain rather than just just spew salt. "Mag sorcs shouldn't have any counter"? You still have streak. How many really good CC's you need? Look I don't think anyone is wanting rune cage to be removed, but alot of people, and alot, believe it's way op and have suggested lots of good ideas of how to change and why it's op. Cheers.
Also I don't understand your first sentence, I'm lost on your meaning.