Rune cage breakfree has a delay to it that is frustrating
TequilaFire wrote: »If only the counters worked reliably and there wasn't multiple sorcs spamming RC over and over.
brandonv516 wrote: »Break free is buggy on console. Full stamina and you have to press it multiple times for it to work..
Valen_Byte wrote: »Range on Rune cage should be the same as the range on Petrify. That would bring it in line I think.
mikey_reach wrote: »Valen_Byte wrote: »Range on Rune cage should be the same as the range on Petrify. That would bring it in line I think.
Cutting the range on rune cage little i can see that being fair, but not to the range of petrify since petrify is a dk skill(melee class) and rune cage is a sorc skill(ranged class). So yes cut down on the range of rune cage but at the same time it should have longer range over petrify. Also the skill is buggy those two things combined is how i can see it being balanced imo.
The_Brosteen wrote: »TL;DR: these forums have short memory spans and emotional reasoning. No wonder zos has such a hard time trying to take feedback seriously.
The_Brosteen wrote: »As for the "but rune cage+meteor combo has no counterplay" crowd, where have you been for the past few years? People have been able to do this with streak, fear, fossilize for a long time now. Just because rune cage is the new hotness currently doesn't mean that this problem is specific to that skill. Again it goes back to a more generic question of if whether or not unblockable ccs should be in the game.
Waffennacht wrote: »Many people have only been playing for like a year or so, they just don't know.
How could they with such limited experience?
https://www.youtube.com/watch?v=CH5JI1ovjKMThe_Brosteen wrote: »Break free. Immovable skill or potions. Cc immunity. These are all counters to rune cage.
I see alot of people saying rune cage doesnt have counterplay but thats simply not true. In fact, it is the counterplay to permablocking. Remember when it was cool to be upset about "permablocking unkillable tanks" in pvp?
Now you might say the range is too far, which I think is fair. It does get a little ridiculous once you start throwing some passives in there. Getting stunned by someone 40 meters away might be a little silly.
But no counterplay? You'd have to argue the same for the other block dropping ccs in the game. And if those went away entirely then you people would just go back to being upset about those permablocking tanks. If unblockable ccs were dodgeable then everyone would probably complain that stamina classes or just major evasion in general are op.
My suggestion is to decrease the range of runecage by 5-10 meters. I believe that would be a fair nerf.
As for the "but rune cage+meteor combo has no counterplay" crowd, where have you been for the past few years? People have been able to do this with streak, fear, fossilize for a long time now. Just because rune cage is the new hotness currently doesn't mean that this problem is specific to that skill. Again it goes back to a more generic question of if whether or not unblockable ccs should be in the game.
TL;DR: these forums have short memory spans and emotional reasoning. No wonder zos has such a hard time trying to take feedback seriously.
Oreyn_Bearclaw wrote: »I mostly agree. 5-10 meters is too short considering the rest of the tool kit, but I do think that removing the keep passives would be a good place to start because as you said, 40 meters is a touch absurd. That said, it makes no sense to force a range class into melee range to use one of their skills.
I have been doing some thinking on this and actually think there is an obvious range here. As far as I can tell every gap closer in this game is 22 meters. Not truly ranged, but certainly not melee. Seems like a reasonable spot for this type of skill, especially considering the rest of the sorc tool kit. It wouldnt be able to be spammed across the map, but it would require that a sorc be engaged with the target to line up their burst. Much the way that many classes use gap closers to help line up a melee burst.
The other glaring problem with this skill (and really every CC skill) is that Break Free/CC immunity is broken. Break Free is unreliable and the immunity does not always work. I think RC is especially problematic because the animation is a little wonky. I think its worth looking at for sure.
I just dont get the argument for CC duration being increased. You have 2 seconds at most to break out of a hard CC or you are toast, and that is optimistic. Whether it's 3 seconds or 30 seconds doesn't make any difference. If they wanted to nerf it down to 3-4 seconds, nothing is going to change IMO.
As to the damage, well it was nerfed. Seems to be an appropriate response for the moment, but I dont think they are done.
Oreyn_Bearclaw wrote: »I mostly agree. 5-10 meters is too short considering the rest of the tool kit, but I do think that removing the keep passives would be a good place to start because as you said, 40 meters is a touch absurd. That said, it makes no sense to force a range class into melee range to use one of their skills.
I have been doing some thinking on this and actually think there is an obvious range here. As far as I can tell every gap closer in this game is 22 meters. Not truly ranged, but certainly not melee. Seems like a reasonable spot for this type of skill, especially considering the rest of the sorc tool kit. It wouldnt be able to be spammed across the map, but it would require that a sorc be engaged with the target to line up their burst. Much the way that many classes use gap closers to help line up a melee burst.
The other glaring problem with this skill (and really every CC skill) is that Break Free/CC immunity is broken. Break Free is unreliable and the immunity does not always work. I think RC is especially problematic because the animation is a little wonky. I think its worth looking at for sure.
I just dont get the argument for CC duration being increased. You have 2 seconds at most to break out of a hard CC or you are toast, and that is optimistic. Whether it's 3 seconds or 30 seconds doesn't make any difference. If they wanted to nerf it down to 3-4 seconds, nothing is going to change IMO.
As to the damage, well it was nerfed. Seems to be an appropriate response for the moment, but I dont think they are done.
You mean Ranged MNB having to run fear since Agony( almost the exact same move as tune cage) was changed to hurt the nightblade.
I suggest changing Rune Cage to a 40 meter self damaging heal for others lol.
Rune cage breakfree has a delay to it that is frustrating. Also similar issue with the delay exists for petrify and fear which should be fixed
The_Brosteen wrote: »Break free. Immovable skill or potions. Cc immunity. These are all counters to rune cage
TequilaFire wrote: »If only the counters worked reliably and there wasn't multiple sorcs spamming RC over and over.
The_Brosteen wrote: »Break free. Immovable skill or potions. Cc immunity. These are all counters to rune cage
Potions...good thing sorcs can only cast rune cage once every 45 seconds.
"Break Free", are you being serious right now?
The whole problem with Rune Cage is that the stun is delayed, i.e. when you cast the ability the stun happens at the same time when Crystal Frag/Curse/Meteor land on you.
You don't have time to "break free", you are dead.
And it also isn't just countering block, it's also countering dodge roll.
Yes, those builds that have the survivability of a sorc with no shields up and the health pool to match it.
Builds that rely on damage avoidance and certainly cannot tank Crystal Frags/Meteors to the face and take 4-5k crit damage from the Rune Cage itself.
Big difference to Fossilize/Fear is that those two skills are melee range. Don't want to get hit by them? Don't be in melee range when opponent is likely to cast them. Counterplay.
Fossilize also deals only half the damage of Rune Cage and Fear deals zero damage.
"Break Free", are you being serious right now?
The whole problem with Rune Cage is that the stun is delayed, i.e. when you cast the ability the stun happens at the same time when Crystal Frag/Curse/Meteor land on you.
You don't have time to "break free", you are dead.
And it also isn't just countering block, it's also countering dodge roll.
Yes, those builds that have the survivability of a sorc with no shields up and the health pool to match it.
Builds that rely on damage avoidance and certainly cannot tank Crystal Frags/Meteors to the face and take 4-5k crit damage from the Rune Cage itself.
Big difference to Fossilize/Fear is that those two skills are melee range. Don't want to get hit by them? Don't be in melee range when opponent is likely to cast them. Counterplay.
Fossilize also deals only half the damage of Rune Cage and Fear deals zero damage.
So, as soon as you hear the meteor, pop a immovable.
Problem dealt with.
Valen_Byte wrote: »Range on Rune cage should be the same as the range on Petrify. That would bring it in line I think.
usmguy1234 wrote: »TequilaFire wrote: »If only the counters worked reliably and there wasn't multiple sorcs spamming RC over and over.
Same could be said for breaking cloak or fear for that matter.
The_Brosteen wrote: »Those who brought up the fact that breakfree and cc immunity can be buggy, especially in a laggy environment I agree. That is absolutely a problem that needs fixing. I hope this thread might shed more light on that issue. Although I'm certain that the devs are aware of it or at least they should bw.
The_Brosteen wrote: »Break free. Immovable skill or potions. Cc immunity. These are all counters to rune cage
Potions...good thing sorcs can only cast rune cage once every 45 seconds.
Too bad there's usually 10 to 15 sorcs in a group. I never see a lone sorc.
Oreyn_Bearclaw wrote: »I mostly agree. 5-10 meters is too short considering the rest of the tool kit, but I do think that removing the keep passives would be a good place to start because as you said, 40 meters is a touch absurd. That said, it makes no sense to force a range class into melee range to use one of their skills.
I have been doing some thinking on this and actually think there is an obvious range here. As far as I can tell every gap closer in this game is 22 meters. Not truly ranged, but certainly not melee. Seems like a reasonable spot for this type of skill, especially considering the rest of the sorc tool kit. It wouldnt be able to be spammed across the map, but it would require that a sorc be engaged with the target to line up their burst. Much the way that many classes use gap closers to help line up a melee burst.
The other glaring problem with this skill (and really every CC skill) is that Break Free/CC immunity is broken. Break Free is unreliable and the immunity does not always work. I think RC is especially problematic because the animation is a little wonky. I think its worth looking at for sure.
I just dont get the argument for CC duration being increased. You have 2 seconds at most to break out of a hard CC or you are toast, and that is optimistic. Whether it's 3 seconds or 30 seconds doesn't make any difference. If they wanted to nerf it down to 3-4 seconds, nothing is going to change IMO.
As to the damage, well it was nerfed. Seems to be an appropriate response for the moment, but I dont think they are done.
You mean Ranged MNB having to run fear since Agony( almost the exact same move as tune cage) was changed to hurt the nightblade.
I suggest changing Rune Cage to a 40 meter self damaging heal for others lol.
Valen_Byte wrote: »mikey_reach wrote: »Valen_Byte wrote: »Range on Rune cage should be the same as the range on Petrify. That would bring it in line I think.
Cutting the range on rune cage little i can see that being fair, but not to the range of petrify since petrify is a dk skill(melee class) and rune cage is a sorc skill(ranged class). So yes cut down on the range of rune cage but at the same time it should have longer range over petrify. Also the skill is buggy those two things combined is how i can see it being balanced imo.
I dont consider any class to be specific to 'ranged' or 'melee'. I have played a magdk since launch and I do not play it as a melee class at all.
Run cage, I consider to be a 'defensive' skill. A sorc can use rune cage as a defense when the opponent is too close, giving them time to streak away. This is how I think the skill was meant to be used.
Petrify, is an offensive skill because a MagDK has to take the opponents health down very slowly, while keeping them close enough to apply close range DoTs. This hard cc allows time for the DoT's to tick. Otherwise we just end up chasing you around a tree or rock for hours.