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ESO Live - horrible ideas.

  • Mojomonkeyman
    Mojomonkeyman
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    Blobsky wrote: »
    Masel92 wrote: »
    Gravord wrote: »
    Vanthras79 wrote: »
    Gravord wrote: »
    So on tonights ESO live Wrobel revealed few changes coming next week and damn, my head hurt when he spoke.

    1. Sload change - no dmg nerf, still stackable, only change it will be projectile that you can dodge but not reflect. Every stun/rooted person take all the dmg for free and every magicka user take it aswell and still melts.

    Oh my! Look at that... just another exception to DK's wings. First they made an exception for Meteor... then birds... now the Sloads projectile. Sure. There's no bias, whatsoever, against the DK class.

    *plays worlds smallest violin*

    Yeah. Cute. The changes that they've mentioned (dodging sloads & dodging rune cage) only really benefits perma-dodge builds (who also happen to be the OP stamblades). So these changes don't benefit mag builds nearly as much.

    There was not a single word from Wrobel that rune cage will be actually dodgeable. Only words were it will be better telegraphed its coming. If it is as he said to the letter its still cant be dodged and kills everything same as now.

    He said to us in our rep meeting that it can be dodged.

    Fat load of use for the small group of us playing magchars not stam tho, especially dk, templar and warden

    This is my main concern. The discrimination of non-mobile/non-cloak magicka classes that absolutely have to rely on block to survive is getting absurd.
    Edited by Mojomonkeyman on July 21, 2018 8:27AM
    Koma Grey, Chocolate Thunder, Little Mojo, Dagoth Mojo & Mojomancy
  • Enslaved
    Enslaved
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    CyrusArya wrote: »
    Goodness you forum whiners are obnoxious and insatiable. I’m not a zos apologist, but you guys can literally never be satisfied. Both these changes are a step in the right direction and far improved from the current situation on live. Balancing is a complex matter and takes considerable thought and discretion to do properly, for many many reasons.

    But just as anything in life, it’s very easy for the peanut gallery to criticize and chastise from the sidelines. What’s harder is to actually understand the issues at hand and give accruate and appropriate feedback. For this reason I’m really glad that the class rep program exists, so the devs can get proper feedback from more reasonable minds.

    I’m just a nobody pug, but for what it’s worth, I think both these changes are good and applaud the efforts. I prefer balancing with a chisel to balancing with a hammer.

    If you knew a thing of two about chisels you would know these are driven by very hammers you compared them with.

    These changes are just more lag.
    With thousands of players using sloads all these telegraph bs needs to be animated and shown. Same with cage. And now poor old ultra cheap 11th century servers will have to look if NB hordes do have 120 ulti or not for that stun, making performance even worse. Its all nice and dandy, but in Vivec it will result in more crashing.
  • Thogard
    Thogard
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    I just don’t get it. He said they wanted sloads to be effective against tanks but not too strong against light armor wearers... so they made it.. dodgeable?

    I don’t know about you guys but I can dodgeroll more on my stamden than I can on my mag sorc or magplar lol.

    If that’s really the goal, any idiot could tell you to just shorten the range. Tanks fight in your face, light armor users dont.
    PC NA - @dazkt - Dazk Ardoonkt / Sir Thogalot / Dask Dragoh’t / Dazk Dragoh’t / El Thogardo

    Stream: twitch.tv/THOGARDvsThePeasants
    YouTube: http://youtube.com/c/thogardpvp


  • Mureel
    Mureel
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    technohic wrote: »
    Gravord wrote: »
    So on tonights ESO live Wrobel revealed few changes coming next week and damn, my head hurt when he spoke.

    1. Sload change - no dmg nerf, still stackable, only change it will be projectile that you can dodge but not reflect. Every stun/rooted person take all the dmg for free and every magicka user take it aswell and still melts.

    Oh my! Look at that... just another exception to DK's wings. First they made an exception for Meteor... then birds... now the Sloads projectile. Sure. There's no bias, whatsoever, against the DK class.

    I find this annoying. A big thing they could do to procs to provide some risk would be a chance to eat your own cheese
    Yep! Let he who dealt it smell it!
  • Aebaradath
    Aebaradath
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    I genuinely wonder if anyone over at ZOS actually plays PvP at all and are aware of its current, horrendous state.

    It's like they have a bunch of cards on a table with "changes" and play eeny, meeny, miny, moe for which to choose.
  • Sandman929
    Sandman929
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    This is what comes from people complaining about unkillable tanks that can't do damage...boy those setups sure were annoying right?
  • Avran_Sylt
    Avran_Sylt
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    How 'bout this:

    (Skill Rework)
    Rune Prison: (Ground Target- Instant Cast - 3m Radial AoE) (Think NB Fear Trap)

    -Inscribe the ground at a target location for 120s. After a short arming time (0.5s - small animation of a rune being magically inscribed into the ground) the rune will Stun and Damage the next player to enter it. The Stun bypasses block and roll-dodge.

    Rune Cage:
    -The enemy is now immobilized in addition to being stunned.

    Defensive Rune: (Self-Target - 1s Cast Time)
    -Inscribe the runes upon yourself for 120s, stunning and damaging the next enemy to attack you. The stun bypasses block and Roll-dodge.
  • Gravord
    Gravord
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    Avran_Sylt wrote: »
    How 'bout this:

    (Skill Rework)
    Rune Prison: (Ground Target- Instant Cast - 3m Radial AoE) (Think NB Fear Trap)

    -Inscribe the ground at a target location for 120s. After a short arming time (0.5s - small animation of a rune being magically inscribed into the ground) the rune will Stun and Damage the next player to enter it. The Stun bypasses block and roll-dodge.

    Rune Cage:
    -The enemy is now immobilized in addition to being stunned.

    Defensive Rune: (Self-Target - 1s Cast Time)
    -Inscribe the runes upon yourself for 120s, stunning and damaging the next enemy to attack you. The stun bypasses block and Roll-dodge.

    Not fond of it, at all. Guarantee safety and skill effect for 2 minutes, no other class have anything even remotely similar and powerfull.

    Simple, fair version:
    Basic Skill: Stun enemy target within 10m for 2s
    Morph 1: Stun enemy within 20m for 2s
    Morph 2: Stun enemy within 10m for 5s, but breaks on damage.

    Morph 1 would be classic offensive tool, morph 2 more tactical and defensive, to shut down dps harassing you or to shut down enemy team healer and allow to easy kill another target. Each version would be dodgeable but not blockable.
    Edited by Gravord on July 21, 2018 11:27AM
  • Waffennacht
    Waffennacht
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    Players shouldn't be blocking or dodging as much as they do.

    Die you immortals, die.

    (Sorry that is what I think every time someone complains about unmitigated damage, cuz, ya know, all other builds take it like a man)
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Vapirko
    Vapirko
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    The lead combat designer should be paid to spend half his time playing PvP as a solo/small scale player. The other half should be writing up and submitting issues and the rest of the team implements the changes. It’s so painfully obvious that the people making decisions do not PvP in any meaningful way.
  • Vapirko
    Vapirko
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    ak_pvp wrote: »
    I like the templar changes. That is about it.

    The others were super biased/short sighted and need a massive change. Sloads projectile reflectable OR revert it to instant, but unstackable. (maybe make it have a CD per target so it doesn't become useless) Rune needs to be blockable too, but at that point its useless, and needs to be removed and completely revamped. Def rune is fine.

    Frags needs its CC back.

    The good news is that shuffle will be some thing of a counter go sloads which is nice for medium. And I think fewer people will use it. But it still should require a specific proc condition and not be passive.
  • jeskah
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    Honestly, sload changes do not make any sense. On one hand it supposed to be true damage, so any mitigation or in this case avoidance is going against its purpose. On the other hand, if i understood correctly,projectile dot? Does that mean a reflectable dot at the end? Dont we have already enough weirdly working skills\sets (dot or direct damage, melee or not etc)?
    Third hand (what? How?) as per my understanding and limited observations, the real issue was the stacking of sloads from multiple players. ( No, i liked the way it worked with cloak, thank you very much.)


    And cage... Is it not really an issue with break free, immunity and lag?
  • pieratsos
    pieratsos
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    CyrusArya wrote: »
    Goodness you forum whiners are obnoxious and insatiable. I’m not a zos apologist, but you guys can literally never be satisfied. Both these changes are a step in the right direction and far improved from the current situation on live. Balancing is a complex matter and takes considerable thought and discretion to do properly, for many many reasons.

    But just as anything in life, it’s very easy for the peanut gallery to criticize and chastise from the sidelines. What’s harder is to actually understand the issues at hand and give accruate and appropriate feedback. For this reason I’m really glad that the class rep program exists, so the devs can get proper feedback from more reasonable minds.

    I’m just a nobody pug, but for what it’s worth, I think both these changes are good and applaud the efforts. I prefer balancing with a chisel to balancing with a hammer.

    Well when your combat lead designer still believes that oblivion dmg is only a counter to tanks and for the rest its prety much the same as any other type of dmg, dont wander why people are pissed.
  • NBrookus
    NBrookus
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    Rune Cage means everyone will still be shackled to mist form. Of course whether or not you will see the Rune Cage coming given how far away it's cast and the sheer number of invisible Time Stops and siege you are hopscotching remains to be seen. But popping into Mist *should* be a counter. Immov pots probably not because of the delay in them taking effect.

    Make Sloads reflectable and it's fixed, because the first time someone dies to their own Sloads they'll cry on the forums about DK Wings and stop using the set.
  • usmguy1234
    usmguy1234
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    And they've yet to address snipe which is basically a 50 meter incap that can easily be exploited.... and guess what? These are the kids crying on the forum about other skills being op because someone kills their 16k health bowtard build in two hits.
    Zaghigoth- Orc Stamplar
    Soul Razor- Altmer Magsorc
    Les Drago- Redguard Stamdk
    Eirius- Altmer Magdk
    Stormifeth- Altmer Magplar

    Disclaimer: My comments are a little sarcasm mixed with truth. If you can't handle that don't respond to me.

  • Wildberryjack
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    I am finding Sloads to be an amazing set to use for my leveling toon in PvE. It would be nice if ZOS can find a way to make it work fairly in PvP without screwing it up for those of us who do not PvP. Just tossing that out there because in another game I play, WoW, they frequently massively screw up things for classes because of PvP changes that affect the class in PvE also.
    The purpose of art is washing the dust of daily life off our souls. ~Pablo Picasso
  • mb10
    mb10
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    The reason why this game is never balanced and full of stupid bs is because they absolutely refuse to listen to the players who spend HOURS in pvp everyday

    I can definitely definitely say these people do not spend that much time at all if any in Cyro because what needs to be changed is so painfully obvious
  • umagon
    umagon
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    If he wanted sloads to be an anti tank and blocking set then he should have made the oblivion damage only trigger on blocking targets with high resistance. Even if he changes it to a projectile the damage effects all builds equally. The amusing part is it effects tanks less because they normally have a lot more health. My 40k health tank can deal with sloads a lot better than lower health non-tanks. Plus, my tank has double take so making it dodgeable makes it even less effective.
  • Chilly-McFreeze
    Chilly-McFreeze
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    Gravord wrote: »
    Avran_Sylt wrote: »
    How 'bout this:

    (Skill Rework)
    Rune Prison: (Ground Target- Instant Cast - 3m Radial AoE) (Think NB Fear Trap)

    -Inscribe the ground at a target location for 120s. After a short arming time (0.5s - small animation of a rune being magically inscribed into the ground) the rune will Stun and Damage the next player to enter it. The Stun bypasses block and roll-dodge.

    Rune Cage:
    -The enemy is now immobilized in addition to being stunned.

    Defensive Rune: (Self-Target - 1s Cast Time)
    -Inscribe the runes upon yourself for 120s, stunning and damaging the next enemy to attack you. The stun bypasses block and Roll-dodge.

    Not fond of it, at all. Guarantee safety and skill effect for 2 minutes, no other class have anything even remotely similar and powerfull.

    Simple, fair version:
    Basic Skill: Stun enemy target within 10m for 2s
    Morph 1: Stun enemy within 20m for 2s
    Morph 2: Stun enemy within 10m for 5s, but breaks on damage.

    Morph 1 would be classic offensive tool, morph 2 more tactical and defensive, to shut down dps harassing you or to shut down enemy team healer and allow to easy kill another target. Each version would be dodgeable but not blockable.

    What's your issue with current defensive rune?
  • Gravord
    Gravord
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    Gravord wrote: »
    Avran_Sylt wrote: »
    How 'bout this:

    (Skill Rework)
    Rune Prison: (Ground Target- Instant Cast - 3m Radial AoE) (Think NB Fear Trap)

    -Inscribe the ground at a target location for 120s. After a short arming time (0.5s - small animation of a rune being magically inscribed into the ground) the rune will Stun and Damage the next player to enter it. The Stun bypasses block and roll-dodge.

    Rune Cage:
    -The enemy is now immobilized in addition to being stunned.

    Defensive Rune: (Self-Target - 1s Cast Time)
    -Inscribe the runes upon yourself for 120s, stunning and damaging the next enemy to attack you. The stun bypasses block and Roll-dodge.

    Not fond of it, at all. Guarantee safety and skill effect for 2 minutes, no other class have anything even remotely similar and powerfull.

    Simple, fair version:
    Basic Skill: Stun enemy target within 10m for 2s
    Morph 1: Stun enemy within 20m for 2s
    Morph 2: Stun enemy within 10m for 5s, but breaks on damage.

    Morph 1 would be classic offensive tool, morph 2 more tactical and defensive, to shut down dps harassing you or to shut down enemy team healer and allow to easy kill another target. Each version would be dodgeable but not blockable.

    What's your issue with current defensive rune?

    2 mins guaranteed protection, impossible to counter by attacker in any way, shape or form and nothing similar exist for any other class to give them such awesome protection.
  • GarnetFire17
    GarnetFire17
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    I honestly wish they would get rid of Vampire and Werewolves skills. Its stupid how the developers try to push you to be one or the other. I am pretty sure Tamriel wasn't over run with Vampires and Werewolves ever. They are suppose to be fringe sub-races.
  • GarnetFire17
    GarnetFire17
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    umagon wrote: »
    If he wanted sloads to be an anti tank and blocking set then he should have made the oblivion damage only trigger on blocking targets with high resistance. Even if he changes it to a projectile the damage effects all builds equally. The amusing part is it effects tanks less because they normally have a lot more health. My 40k health tank can deal with sloads a lot better than lower health non-tanks. Plus, my tank has double take so making it dodgeable makes it even less effective.

    It's supposed to be anti-shield though too. not just resistance. Maybe make it scale to resistance, that way it still hits through those shields for some smaller amount of damage on anyone.
    Edited by GarnetFire17 on July 21, 2018 1:06PM
  • ZOS_Ragnar
    ZOS_Ragnar
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    We have removed several comments and edited the title of this thread. Please be aware "Names of Employees in Thread Titles" is against the rules. This discussion has mostly been constructive other than the posts that had to be removed. The discussion in this thread should be focused on the information relayed during ESO Live. Threads should be about the game and not specific people. As always, please keep all comments civil and constructive.
    The Elder Scrolls Online - ZeniMax Online Studios
    Forum Rules | Code of Conduct | Terms of Service | Home Page | Help Site
    Staff Post
  • GarnetFire17
    GarnetFire17
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    Thogard wrote: »
    I just don’t get it. He said they wanted sloads to be effective against tanks but not too strong against light armor wearers... so they made it.. dodgeable?

    I don’t know about you guys but I can dodgeroll more on my stamden than I can on my mag sorc or magplar lol.

    If that’s really the goal, any idiot could tell you to just shorten the range. Tanks fight in your face, light armor users dont.
    Thogard wrote: »
    I just don’t get it. He said they wanted sloads to be effective against tanks but not too strong against light armor wearers... so they made it.. dodgeable?

    I don’t know about you guys but I can dodgeroll more on my stamden than I can on my mag sorc or magplar lol.

    If that’s really the goal, any idiot could tell you to just shorten the range. Tanks fight in your face, light armor users dont.

    or NBs that sneak up on you and incap you. Nightblades don't need any help with a set suited just for them. perhaps if here were some magicka mele weapons magsorcs can take advantage of other than staves. That is what this game really needs, more versatility in builds.
    Edited by GarnetFire17 on July 21, 2018 1:28PM
  • Chilly-McFreeze
    Chilly-McFreeze
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    Gravord wrote: »
    Gravord wrote: »
    Avran_Sylt wrote: »
    How 'bout this:

    (Skill Rework)
    Rune Prison: (Ground Target- Instant Cast - 3m Radial AoE) (Think NB Fear Trap)

    -Inscribe the ground at a target location for 120s. After a short arming time (0.5s - small animation of a rune being magically inscribed into the ground) the rune will Stun and Damage the next player to enter it. The Stun bypasses block and roll-dodge.

    Rune Cage:
    -The enemy is now immobilized in addition to being stunned.

    Defensive Rune: (Self-Target - 1s Cast Time)
    -Inscribe the runes upon yourself for 120s, stunning and damaging the next enemy to attack you. The stun bypasses block and Roll-dodge.

    Not fond of it, at all. Guarantee safety and skill effect for 2 minutes, no other class have anything even remotely similar and powerfull.

    Simple, fair version:
    Basic Skill: Stun enemy target within 10m for 2s
    Morph 1: Stun enemy within 20m for 2s
    Morph 2: Stun enemy within 10m for 5s, but breaks on damage.

    Morph 1 would be classic offensive tool, morph 2 more tactical and defensive, to shut down dps harassing you or to shut down enemy team healer and allow to easy kill another target. Each version would be dodgeable but not blockable.

    What's your issue with current defensive rune?

    2 mins guaranteed protection, impossible to counter by attacker in any way, shape or form and nothing similar exist for any other class to give them such awesome protection.

    I never ever heard someone comlpain about an untargeted defensive stun - except "make it only stun on direct damage so it isn't wasted for the sorc when it procs on aoe/dots".

    How long do you think it should last? Mind that it's literally designed a defense against ganking while e.g. riding around cyrodiil.
    Why shouldn't the defense be undodgeable/unblockeable? You can't control on who or when it procs, so it doesn't allow you to time your rotation on the stunned opponent (outside of 1v1 - which isn't really the bar for ballance in this game). The break free isn't bugged, as least it doesn't occure to me as bugged. And t he opportunity cost is to not run Rune Cage. Mind that Fear/Trap and Fossilize can't be blocked/dodged as well.

    And did they lost any words about what the Rune Cage telegraph will contain? It could be a visual cue on you, a sound cue and of course there is already a delay. A telegraphed, delayed, dodgeable stun. Sounds better to me than the current version.

    And finally, to come back to your suggestion:

    "Simple, fair version:
    Basic Skill: Stun enemy target within 10m for 2s
    Morph 1: Stun enemy within 20m for 2s
    Morph 2: Stun enemy within 10m for 5s, but breaks on damage."


    Besides no one cares about the unmorphed skill, I still think it's stupid to have an all ranged class forced into direct melee range.
    M1: Sounds okay to me. sitting shortly under gap closer range, so there is a certain risk without killing the class synergy.
    M2: You do realize that this will be totally useless in anything but 1v1? AoE, DoTs are omnipresent. We had a more powerful version of this before, a 20s disorient with 28m range - nobody choose it beside some DoT Stam Sorcs. But with 5s for a disorient - no chance. Current Defensive Rune is good in my eyes, like I said above.

    Now that Cage will be dodgeable, Sorcs will have to rely on streak to stun dodgerollers. Issue is that it has a far too short stun to open any offensive window. Not even to mention the other shortcommings of this skill.

    I get the feel some people won't be happy until rune prison is entirely deleted.
  • Gravord
    Gravord
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    Gravord wrote: »
    Gravord wrote: »
    Avran_Sylt wrote: »
    How 'bout this:

    (Skill Rework)
    Rune Prison: (Ground Target- Instant Cast - 3m Radial AoE) (Think NB Fear Trap)

    -Inscribe the ground at a target location for 120s. After a short arming time (0.5s - small animation of a rune being magically inscribed into the ground) the rune will Stun and Damage the next player to enter it. The Stun bypasses block and roll-dodge.

    Rune Cage:
    -The enemy is now immobilized in addition to being stunned.

    Defensive Rune: (Self-Target - 1s Cast Time)
    -Inscribe the runes upon yourself for 120s, stunning and damaging the next enemy to attack you. The stun bypasses block and Roll-dodge.

    Not fond of it, at all. Guarantee safety and skill effect for 2 minutes, no other class have anything even remotely similar and powerfull.

    Simple, fair version:
    Basic Skill: Stun enemy target within 10m for 2s
    Morph 1: Stun enemy within 20m for 2s
    Morph 2: Stun enemy within 10m for 5s, but breaks on damage.

    Morph 1 would be classic offensive tool, morph 2 more tactical and defensive, to shut down dps harassing you or to shut down enemy team healer and allow to easy kill another target. Each version would be dodgeable but not blockable.

    What's your issue with current defensive rune?

    2 mins guaranteed protection, impossible to counter by attacker in any way, shape or form and nothing similar exist for any other class to give them such awesome protection.

    I never ever heard someone comlpain about an untargeted defensive stun - except "make it only stun on direct damage so it isn't wasted for the sorc when it procs on aoe/dots".

    How long do you think it should last? Mind that it's literally designed a defense against ganking while e.g. riding around cyrodiil.
    Why shouldn't the defense be undodgeable/unblockeable? You can't control on who or when it procs, so it doesn't allow you to time your rotation on the stunned opponent (outside of 1v1 - which isn't really the bar for ballance in this game). The break free isn't bugged, as least it doesn't occure to me as bugged. And t he opportunity cost is to not run Rune Cage. Mind that Fear/Trap and Fossilize can't be blocked/dodged as well.

    And did they lost any words about what the Rune Cage telegraph will contain? It could be a visual cue on you, a sound cue and of course there is already a delay. A telegraphed, delayed, dodgeable stun. Sounds better to me than the current version.

    And finally, to come back to your suggestion:

    "Simple, fair version:
    Basic Skill: Stun enemy target within 10m for 2s
    Morph 1: Stun enemy within 20m for 2s
    Morph 2: Stun enemy within 10m for 5s, but breaks on damage."


    Besides no one cares about the unmorphed skill, I still think it's stupid to have an all ranged class forced into direct melee range.
    M1: Sounds okay to me. sitting shortly under gap closer range, so there is a certain risk without killing the class synergy.
    M2: You do realize that this will be totally useless in anything but 1v1? AoE, DoTs are omnipresent. We had a more powerful version of this before, a 20s disorient with 28m range - nobody choose it beside some DoT Stam Sorcs. But with 5s for a disorient - no chance. Current Defensive Rune is good in my eyes, like I said above.

    Now that Cage will be dodgeable, Sorcs will have to rely on streak to stun dodgerollers. Issue is that it has a far too short stun to open any offensive window. Not even to mention the other shortcommings of this skill.

    I get the feel some people won't be happy until rune prison is entirely deleted.

    Sorc have best mobility in game, think we will not have to discuss that. Theres no problem at all for sorc to cut range to his target to apply 5s stun breaking on damage and get out safely+continue bursting another target.
    Yes, theres plenty of aoe dmg and dots, exactly. It would reduce silly spamfest meta we have now and ppl would have to be more aware of what are they hitting to not break stuns by their mindless spam.

    As for defensive proc stun, as i said, only one class can access it. Are you sorc main? Are you the only class that can be ganked in cyrodiil? Why only one class, same one with already best absorb stacking capabilities should be protected more than others? Traveling wardens cant be ganked? Templars? Why only omnipotent sorc have to be protected from any element of suprise?

    Edit: how about op use it on offensive? 1vs1? you dont need to use morph that can be dodged, you use it on yourself and your enemy with no possible counterplay gets free stun every 7s, balanced? 4vs4 - same, you apply and stop any attempts on your life instantly without real reaction needed, any attempt to hit you will stun attacker and let you know to stack more shields because after stun break (if he even can affod it) he will try hit again, so you stack your absorbs and reapply rune cage again, ez mode, little skill needed, too strong for how little it demand from player. And as usual, nothing as powerfull on 4 other classes.
    Edited by Gravord on July 21, 2018 1:42PM
  • Strider__Roshin
    Strider__Roshin
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    Blobsky wrote: »
    Masel92 wrote: »
    Gravord wrote: »
    Vanthras79 wrote: »
    Gravord wrote: »
    So on tonights ESO live Wrobel revealed few changes coming next week and damn, my head hurt when he spoke.

    1. Sload change - no dmg nerf, still stackable, only change it will be projectile that you can dodge but not reflect. Every stun/rooted person take all the dmg for free and every magicka user take it aswell and still melts.

    Oh my! Look at that... just another exception to DK's wings. First they made an exception for Meteor... then birds... now the Sloads projectile. Sure. There's no bias, whatsoever, against the DK class.

    *plays worlds smallest violin*

    Yeah. Cute. The changes that they've mentioned (dodging sloads & dodging rune cage) only really benefits perma-dodge builds (who also happen to be the OP stamblades). So these changes don't benefit mag builds nearly as much.

    There was not a single word from Wrobel that rune cage will be actually dodgeable. Only words were it will be better telegraphed its coming. If it is as he said to the letter its still cant be dodged and kills everything same as now.

    He said to us in our rep meeting that it can be dodged.

    Fat load of use for the small group of us playing magchars not stam tho, especially dk, templar and warden

    Lol
  • NBrookus
    NBrookus
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    Gravord wrote: »

    What's your issue with current defensive rune?

    2 mins guaranteed protection, impossible to counter by attacker in any way, shape or form and nothing similar exist for any other class to give them such awesome protection.

    Given that the class has mitigation tied to shields of very short duration, Defensive Rune gives them a passive defense that works once. It's a good option for sorcs to have as a gank defense.
    Sorc have best mobility in game, think we will not have to discuss that.

    I would give that crown to magblades.
  • Gravord
    Gravord
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    NBrookus wrote: »
    Gravord wrote: »

    What's your issue with current defensive rune?

    2 mins guaranteed protection, impossible to counter by attacker in any way, shape or form and nothing similar exist for any other class to give them such awesome protection.

    Given that the class has mitigation tied to shields of very short duration, Defensive Rune gives them a passive defense that works once. It's a good option for sorcs to have as a gank defense.
    Sorc have best mobility in game, think we will not have to discuss that.

    I would give that crown to magblades.

    But its not good for other classes to have that huh? Only sacred sorcs need gank defense. Mag dks or mag wardens have even worse shield stacking def and nothing to cover for that but hey, only sorc gets best anti gank tool.
    How about stam sorcs using it too and not being tied to shields, they need extra protection over all other stam users aswell i guess right?
    Edited by Gravord on July 21, 2018 2:12PM
  • Chilly-McFreeze
    Chilly-McFreeze
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    Gravord wrote: »
    NBrookus wrote: »
    Gravord wrote: »

    What's your issue with current defensive rune?

    2 mins guaranteed protection, impossible to counter by attacker in any way, shape or form and nothing similar exist for any other class to give them such awesome protection.

    Given that the class has mitigation tied to shields of very short duration, Defensive Rune gives them a passive defense that works once. It's a good option for sorcs to have as a gank defense.
    Sorc have best mobility in game, think we will not have to discuss that.

    I would give that crown to magblades.

    But its not good for other classes to have that huh? Only sacred sorcs need gank defense. Mag dks or mag wardens have even worse shield stacking def and nothing to cover for that but hey, only sorc gets best anti gank tool.
    How about stam sorcs using it too and not being tied to shields, they need extra protection over all other stam users aswell i guess right?

    Oh no! Stam Sorcs using one of their utility class skills for once! Better they stick to the other 3-4 skills their class offers them!
    Edited by Chilly-McFreeze on July 21, 2018 2:20PM
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