bigdavid11b16_ESO wrote: »you get pulled through walls, trees, rocks, keep doors, keep walls. i havent found anything you couldnt get pulled thru.
Umm, what are you talking about? How are you attacking people through walls, trees, rocks, keep doors and keep walls?
Once again, pvp player has a problem with a useful skill for PVE.
You do realize that the Swarm Mother set does the exact same thing, and has been in the game for ages.
bigdavid11b16_ESO wrote: »there is ZERO reason for this to be in the game. theres ball zergs rolling around and u attack anyone u get pulled into it on cooldown. and you also get auto staggered point blank. this should never be allowed and zenimax should be ashamed of even thinking about putting this into the game. theres zero counterplay. you get pulled through walls, trees, rocks, keep doors, keep walls. i havent found anything you couldnt get pulled thru. REMOVE IT END OF DISCUSSION
CHANGE MY MIND
Don't see a problem really. It's not half as annoying as a troll MagDK pulling you into a zerg with Chains. Or a StamWarden pulling you with Silver Leash into a Sub Assault + DBoS combo.
At least with Beckoning Armor you don't get pulled while trying to run away from the zergball, you have to be attacking the Necro to get pulled. And the Necro can't control when you get pulled to coordinate burst, unlike chains or silver leash.
It's going to be a very unpopular morph for PvP, except with some trollers but even then the novelty will wear off quickly like with Swarm Mother. You give up a lot of sustain that is there with Summoner's Armor and you can't control when you hard CC your target which ends up giving free CC immunity most times.
Don't see a problem really. It's not half as annoying as a troll MagDK pulling you into a zerg with Chains. Or a StamWarden pulling you with Silver Leash into a Sub Assault + DBoS combo.
At least with Beckoning Armor you don't get pulled while trying to run away from the zergball, you have to be attacking the Necro to get pulled. And the Necro can't control when you get pulled to coordinate burst, unlike chains or silver leash.
It's going to be a very unpopular morph for PvP, except with some trollers but even then the novelty will wear off quickly like with Swarm Mother. You give up a lot of sustain that is there with Summoner's Armor and you can't control when you hard CC your target which ends up giving free CC immunity most times.
Umm, what are you talking about? How are you attacking people through walls, trees, rocks, keep doors and keep walls?
Blah, terrible suggestions in this thread imo. How is pulling and knocking someone back toxic? What’s next; stuns, immobilizations and every form of cc?
If you want to play a shooter go play a shooter. The difference between MMO pvp and other forms is cc, it’s not toxic, it’s the genre.
Blah, terrible suggestions in this thread imo. How is pulling and knocking someone back toxic? What’s next; stuns, immobilizations and every form of cc?
If you want to play a shooter go play a shooter. The difference between MMO pvp and other forms is cc, it’s not toxic, it’s the genre.
And as always, all I can say to this is: You should be playing more Cyrodiil instead of BGs.
And as always, all I can say to this is: You should be playing more Cyrodiil instead of BGs.
I love the skill in PvE. It's been extremely helpful, not to mention a gear/bar space saver (so I don't have to run swarm mother or some other pull).
However, it is definitely OP in PvP. An (admittedly damage-less) chains on a 3 sec CD that doesn't cost magicka? Oof. OOF I say. Still, I was hoping I could use it to justify slotting the fear totem, because let's face it the totem is utter garbage...but pulling someone into the CC would be cool. But, it's not even useful for that.
I'd rather they change it, only in PvP, to apply an extremely short snare or something when struck.
Or, if nothing else, make the chain-reach veeeery obvious and slow so that people have more time to block. IIRC the chain extends FROM your target, instead of TO the target FROM your character, which seems a bit backwards.
The more I think about beckoning armor the more I believe that all abilities that pull opponents should be changed to do something else. None else should be able to change my characters position in any way. No pulls, no knockbacks.
I should be able to choose where my character stands and where it moves, and everyone else do the same with their characters. Gap-closers are fine, ofc, as they just affect position of a player using them, but beckoning armor, unrelenting grip, silver leash and frozen device should be reworked to not pull others. Also, knockback component should be removed from several cc skills that now have that, like javelin flame reach and draining shot.
Being able to pull other players allows or even promotes toxic pvp and makes it harder for already weaker side in fight, as they have less chance to escape or use mobility and positioning to reduce incoming pressure and choose more favorable location for them where to fight.
Pulls can also make fights tactically less diverse if mobility and positioning matter less. It should matter when and where you move yourself in fight, clever positioning should help you and give you an advantage. That doesn`t happen if someone can nullify you positioning with pull-ability. If mobility matters less, then building yourself more tanky is the only way to increase survivability. Do we really want more tankyness and less mobility to pvp? I do not.
Knockbacks should be removed not only because of trolling potential they got, but also because knockbacks tend to make stun slower and more unreliable to break-free. And killing someone with fall-dmg or slaughterfishes due knockback is also lame way to end encounter. I consider that toxic pvp.
I know many pve players will strongly disagree with me and want to keep pulls in game, as they are so used to having tanks chain in everything and nicely stack mobs so you can just perform your rotation and watch how mobs get cleaved down nice and easy. But is that how it really is supposed to be?
Could it actually be refreshing and pve encounters to become more diverse without pulling?
Could it even increase game-performance if there was less action in small area and mobs and players would spread out all over battlefield instead? You would have to kill mobs where they spawn or where they move instead of just stacking and burning everything. This could make ranged dps more relevant and possibly increase build/tactic-diversity in raids.