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https://forums.elderscrollsonline.com/en/discussion/comment/8235739/
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If implemented, would this set be op?

JobooAGS
JobooAGS
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2: stam regen
3: mag regen
4: max mag and stam
5: you have an x% chance of ignoring being crowd controlled by a single crowd control. After ignoring the crowd control, you get cc immunity. This effect occours once every 30 seconds

If implemented, would this set be op? 29 votes

Yes at 50% or more
20%
GilvothNordSwordnBoardeso_nyaSpartabunny08StratlocMcSaban 6 votes
Yes at 25% or more
3%
Kinnahz 1 vote
Yes.
13%
Donnasnowheart_ESOKadoinTheStealthDudeAedrion 4 votes
No, but I would set the % chance at this
27%
mr_wazzabiNyladreasSwomp23VapirkoCarcharodontosauruskarekizESO_NightingaleStarlock 8 votes
Other
34%
Iruil_ESOJoker99StigantashigrayDracan_FontomPuzzlenutsLuckylancerJobooAGSBooPerScOOpercrazy_catman21 10 votes
  • crazy_catman21
    crazy_catman21
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    Other
    Sounds like a set for people that can’t break cc lmao
  • Luckylancer
    Luckylancer
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    Other
    This may dominate dueling badly if it will be balanced on normal pvp.
  • Puzzlenuts
    Puzzlenuts
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    Other
    Sounds like a set for people that can’t break cc lmao

    I thought the same thing
  • Gilvoth
    Gilvoth
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    Yes at 50% or more
    just means crowd controls (stuns, knockdowns, slows, fears) would be almost shut off, and i dont have a problem with that.
    if crowd controls were removed completely from eso, i think all of us would be alot less stressed and happier.

    nothing wrong with this set,
    unless everyone demands to keep crowd controls.

    right now, the entire pvp is based on knocking people out of control and immediate mass damage them to death within 2 seconds, and to me, that is not pvp.



    Edited by Gilvoth on December 3, 2018 4:49PM
  • yodased
    yodased
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    Active and reactive fluid combat is both the largest cause of problems while being the games singular focus.

    The reduction of mobility and access to re-positioning is the single best way to reduce player effectiveness. What separates the great players from the mediocre is the ability to play through these restrictions and maintain their mobility and using terrain to maximize the line of sight systems in place.

    Set like this wouldn't actually be a fix for the problem people perceive in disabling crowd controls, because its not hard cc that is causing the issue.

    The biggest reduction of player mobility is snares, not CC. Players already get immunity to cc from breaking and that can be manipulated by lowering break free cost, wearing sets that increase the CC immunity and maximizing stamina pools.

    The set that would probably check the most boxes for a mobility based player is reduction or elimination of snares for x% of the time.

    Something like max stat, max stat, regen, and then along the lines of every x seconds casting an ability that costs stamina removes all snares from you and x people, and gives you y seconds of snare removal. this can be triggered within z seconds.
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • Kadoin
    Kadoin
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    Yes.
    All this set would really do is make someone that already is impossible to stun, even more impossible to stun. Also considering Mutagen and Stendarr exist (both can cleanse stuns off of you without input last I checked), other sets that increase CC immunity, etc. The set would have limited use besides a troll build.

    Then there is how it will activate. Will it be like Stendarr and Wyrd that work at any time randomly and have CDs even the user cannot predict or will it only work when stunned? If it only works when stunned, it will be a set that will be abused for perma-immunity, and/or save people from death far more than it should.
  • Swomp23
    Swomp23
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    No, but I would set the % chance at this
    30 secs is a pretty long cooldown. Don't forget you lose a complete 5th piece bonus to gain one GCD every 30 secs. Even at 100%, I don't think it would see much use. If it was this OP, everyone would run infused alchemy time on their jewelry to pop immov pots faster.
    Edit : this comment stands only if cc break would always work. Now, it could be useful for someone with a lot of lag that can't cc break properly.
    Edited by Swomp23 on December 3, 2018 5:41PM
    XBox One - NA
  • Aedrion
    Aedrion
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    Yes.
    if crowd controls were removed completely from eso, i think all of us would be alot less stressed and happier.

    right now, the entire pvp is based on knocking people out of control and immediate mass damage them to death within 2 seconds, and to me, that is not pvp.

    This would be overpowered.

    CC is a vital part of any and all PvP. It's just as much a part of a skillset as healing, or damage. It's a way to disable or impede an opponents flow of actions to create a vital opening to turn the tide of a fight or finish off somebody who would otherwise outlast your pressure indefinitely.

    Being CC'd doesn't feel like a lot of fun sometimes, true. And in Cyro, where lag can cause your CC break to stop working or cause you to not get CC immunity, CC can be broken. But in and of itself, it's an essential part of PvP.

    So as a reply to both this topic, which suggests CC should just be able to be ignored without player input, and this comment above, which implies PvP would do better without CC. I say that it would over-perform just as much as a set that would automatically make you immune to all damage.

    As a sidenote, seeing more hybrid sets would be interesting though, to shake up the meta a little bit.

  • Mr_Walker
    Mr_Walker
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    just means crowd controls (stuns, knockdowns, slows, fears) would be almost shut off, and i dont have a problem with that.
    if crowd controls were removed completely from eso, i think all of us would be alot less stressed and happier.

    nothing wrong with this set,
    unless everyone demands to keep crowd controls.

    right now, the entire pvp is based on knocking people out of control and immediate mass damage them to death within 2 seconds, and to me, that is not pvp.



    CC has its place, but yes, it is starting to feel a little overused/overpowered in the game. Not only in PvP, but also PvE, where it seems every single trash mob runs some sort of CC effect, which starts to get tedious after a while.
  • Vapirko
    Vapirko
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    No, but I would set the % chance at this
    Sounds like it would generally be kind of terrible because it would either replace a sustain set or a damage set, neither of which I would want to give up just to ignore CC from one person which is never the issue.
  • Stigant
    Stigant
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    Other
    As said above, hard CC is needed and has it's part in PvP. Good players look for opportunity window, the moment your target doesn't have CC immunity. This set would counter a good gameplay without a need of the wearer to do anything to counter the incoming CC. The whole idea is as dumb as the original design of Sloads or Soldier of Anguish.
    What this game needs is reliably working mechanics and servers. Not another set for potatoes that refuse to play the game and want something to play it for them.
  • Cinbri
    Cinbri
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    Strong single-target effects with long cooldown are bad. Such set will be dead same like set that grant effect of 5 cleanses but for such strong effect it have too long cooldown, making it undesirable set.
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