ZOS_GinaBruno wrote: »Good evening everyone!Miscellaneous mechanics
Time Stop: ZOS is raising the cost to 8100 magicka and indicated they are willing to make further adjustments If necessary.
Gina posted notes from the meeting with the class reps today. These notes contained the quoted change to Time Stop.ZOS_GinaBruno wrote: »Good evening everyone!Miscellaneous mechanics
Time Stop: ZOS is raising the cost to 8100 magicka and indicated they are willing to make further adjustments If necessary.
This Time Stop change is bad, and will make the skill worse to deal with. The cost increase ensures that only larger groups will be able to run the skill. One of the areas where this skill is at its worst is a breach. This cost increase won't have any effect there since there are multiple people constantly keeping the skill up. This change also ensures only large groups will run this skill, as any small or medium scale group can not justify the cost of using Time Stop. My solution to fixing this skill would be to remove the snare, and keep the cost the same. This change would allow any size group to run the skill, and remove the most frustrating part of this skill, as well as allow counterplay. The current proposed change will not fix any issues with the skill. It will only make Time Stop worse as it will remove the tool from those who need it most.
Gina posted notes from the meeting with the class reps today. These notes contained the quoted change to Time Stop.ZOS_GinaBruno wrote: »Good evening everyone!Miscellaneous mechanics
Time Stop: ZOS is raising the cost to 8100 magicka and indicated they are willing to make further adjustments If necessary.
This Time Stop change is bad, and will make the skill worse to deal with. The cost increase ensures that only larger groups will be able to run the skill. One of the areas where this skill is at its worst is a breach. This cost increase won't have any effect there since there are multiple people constantly keeping the skill up. This change also ensures only large groups will run this skill, as any small or medium scale group can not justify the cost of using Time Stop. My solution to fixing this skill would be to remove the snare, and keep the cost the same. This change would allow any size group to run the skill, and remove the most frustrating part of this skill, as well as allow counterplay. The current proposed change will not fix any issues with the skill. It will only make Time Stop worse as it will remove the tool from those who need it most.
This is so bloody pathetic. The clearly vastly OP stealth crowd has reigned this game for far far far too long. No less than 3 DLCs catered to their play style, Imperial City, Thieves Guild and Dark Brotherhood. They have had an Easy Mode for the better part of this games' history and ANY counter to their completely broken Cloaking is always whined about and Zos caters to this crying crowd through back channels I'm sure, EVERY TIME.
But hey 12 second duration Caltrops snare (3511 Stamina) is so ok, right? Stamina FTW.
Now it's crystal clear that the new combat team management is nothing but same sh*t different flies
Gina posted notes from the meeting with the class reps today. These notes contained the quoted change to Time Stop.ZOS_GinaBruno wrote: »Good evening everyone!Miscellaneous mechanics
Time Stop: ZOS is raising the cost to 8100 magicka and indicated they are willing to make further adjustments If necessary.
This Time Stop change is bad, and will make the skill worse to deal with. The cost increase ensures that only larger groups will be able to run the skill. One of the areas where this skill is at its worst is a breach. This cost increase won't have any effect there since there are multiple people constantly keeping the skill up. This change also ensures only large groups will run this skill, as any small or medium scale group can not justify the cost of using Time Stop. My solution to fixing this skill would be to remove the snare, and keep the cost the same. This change would allow any size group to run the skill, and remove the most frustrating part of this skill, as well as allow counterplay. The current proposed change will not fix any issues with the skill. It will only make Time Stop worse as it will remove the tool from those who need it most.
This is so bloody pathetic. The clearly vastly OP stealth crowd has reigned this game for far far far too long. No less than 3 DLCs catered to their play style, Imperial City, Thieves Guild and Dark Brotherhood. They have had an Easy Mode for the better part of this games' history and ANY counter to their completely broken Cloaking is always whined about and Zos caters to this crying crowd through back channels I'm sure, EVERY TIME.
But hey 12 second duration Caltrops snare (3511 Stamina) is so ok, right? Stamina FTW.
Now it's crystal clear that the new combat team management is nothing but same sh*t different flies
Wut?
First a little fact check here. The snare from caltrops only lasts 1 second unless one does not have enough sense to get out of the caltrops. I have not seen a change to this skill on the PTS.
Second, I play a NB and I do not complain about counters to my cloak as I happen to enjoy using those counters to catch and kill NBs. I do laugh at those complaining about cloak because they clearly have not tried to figure out how to use the counters.
It almost seems that you meant to post this in a different thread somewhere.
fullheartcontainer wrote: »Change seems fine to me. The problem isn't multiple people using it at the same time (as you get snare immunity so it doesn't matter). The problem is them getting spammed to have a permanent area of denial. These changes will prevent spam.
By big group, do you mean ball group? Ball groups aren't running this anyways.
By big group, do you mean zerg? Zergs aren't coordinated enough to time chains of timestop
Additionally, this cost will be prohibitively expensive. It's likely these same zerg members will find it's better to run something else entirely due to cost.
Great change. Now classes that need a good stun can get it and this ability stops becoming a spammed buggy mess.
For 8k cost though, it should give you a tiny defensive buff. Maybe drop the cost to 6k but add a channel to the other morph so it can use the major protection.
Well, the change is stupid. Few days ago my group (max 7 people) fought a Zerg with an argonian magwarden who only spammed the skill the entire fight. A cost increase wouldn’t matter to him since his role in the Zerg only spamming one skill.
On the other side I recently dusted off my stamina dk and since sdk is completely useless when smallscaling I occasionally run time stop to help when we’re pushing. With 12k mag and many buff I can’t run the skill anymore and my main will be useless again ( I’m starting to hate my stamden).
TLDR: a cost increase won’t change anything since cyro is full of zergers builded to spam only one skill,meanwhile you take away a nice tool to counter the Zerg itself from smallscalers (and useless specs to play in group)
Emma_Overload wrote: »One of the better 1vX spells in the game... RIP
MartiniDaniels wrote: »Ahaha, another backstab to NB and templar tanks.
MartiniDaniels wrote: »Ahaha, another backstab to NB and templar tanks.
Those permanently backstabbing NBs should not be complaining about backstabs
Gina posted notes from the meeting with the class reps today. These notes contained the quoted change to Time Stop.ZOS_GinaBruno wrote: »Good evening everyone!Miscellaneous mechanics
Time Stop: ZOS is raising the cost to 8100 magicka and indicated they are willing to make further adjustments If necessary.
This Time Stop change is bad, and will make the skill worse to deal with. The cost increase ensures that only larger groups will be able to run the skill. One of the areas where this skill is at its worst is a breach. This cost increase won't have any effect there since there are multiple people constantly keeping the skill up. This change also ensures only large groups will run this skill, as any small or medium scale group can not justify the cost of using Time Stop. My solution to fixing this skill would be to remove the snare, and keep the cost the same. This change would allow any size group to run the skill, and remove the most frustrating part of this skill, as well as allow counterplay. The current proposed change will not fix any issues with the skill. It will only make Time Stop worse as it will remove the tool from those who need it most.
This is so bloody pathetic. The clearly vastly OP stealth crowd has reigned this game for far far far too long. No less than 3 DLCs catered to their play style, Imperial City, Thieves Guild and Dark Brotherhood. They have had an Easy Mode for the better part of this games' history and ANY counter to their completely broken Cloaking is always whined about and Zos caters to this crying crowd through back channels I'm sure, EVERY TIME.
But hey 12 second duration Caltrops snare (3511 Stamina) is so ok, right? Stamina FTW.
Now it's crystal clear that the new combat team management is nothing but same sh*t different flies
Wut?
First a little fact check here. The snare from caltrops only lasts 1 second unless one does not have enough sense to get out of the caltrops. I have not seen a change to this skill on the PTS.
Second, I play a NB and I do not complain about counters to my cloak as I happen to enjoy using those counters to catch and kill NBs. I do laugh at those complaining about cloak because they clearly have not tried to figure out how to use the counters.
It almost seems that you meant to post this in a different thread somewhere.
Give it the Streak treatment and have Battle Spirit increase the base cost by 100% or 200% so it is not completely useless, but those worthless zerglings can't spam it either!