Trancestor wrote: »dude learning to play or getting a proper build would've probably been faster than writing all that bs.
100% l2p/build issue.
Trancestor wrote: »dude learning to play or getting a proper build would've probably been faster than writing all that bs.
100% l2p/build issue.
Bullseyebudx wrote: »This has probably happened to everyone at some point. You get CC’d for a few seconds, which means you literally can’t do anything for the duration of the stun if you can’t break free.
You are correct with the statement "not being able to play is worse than losing" and it is the reason why there needs to be counterplay to hard CCs - and we do have in ESO: CC immunity (immovable buff[?]).
You get the immovable buff from ending of hard CC (either the CC timer runs out or you break free), from some skills or from potions. CC immunity lasts 6 seconds if I recall correctly, which means you have 6 second window where you can't be hard CCd and which means you can play and control your character in fights. Also, many skills have counterplay, be it blocking, dodging or movement (Getting out of line of sight or getting out of AoE, do keep in mind the location where you fight).
By forcing the opponent to break free, you are buring either their off-resource (magicka players) or their primary resource (stamina players). In the case of primary resource it means they have less resources to cast their skills and if the stamina player is constantly blocking, dodging, running and breaking free it means they have no resources to deal damage, cast vigor etc. they are not pressuring you at that point. If a magicka player is blocking, dodging, running and breaking free, the player can still use their primary resource to fight back and cast their skills.
As a stamina player, I rarely use sprint. This is because I need the main resource to fight. If I use 50% of my stamina pool to run, I have a lot less stamina to fight and for such, engaging in a fight starts with a setting where I already need to regen to be able to sustain a longer fight.
U said ppl who know to pvp are cc immune 100% of time
Unless speedpot glyph argonian that aint the case.
Or u wanna present viable build that has 100% cc immunity
To the OP: Oh my, what a long post. I only had time to read half of it right now - and so many thoughts on that first half - I only want to talk about the hard CC. I broadly agree with your premise that mechanics which doom you to die a few seconds later are bad. If you feel you can only put down the controller, because you are already doomed, that's bad.
I am generally a fan of fast-paced, reactive gameplay. You should always have a move in hand, that you can at least try, until the very last second. Unfortunately ZOS disagree. There are proactive gameplay elements that they have very much doubled-down on, for example with the Morrowind sustain nerfs.
It seems you are having issues with your magicka-based characters. I can understand that, because I started out with a stamina character and was shocked when I switched to magicka in PvP. These days I virtually only play magicka, though.
My first tip would be to take stamina sustain seriously. You really have to plan for it. You can't go into PvP with 10K stamina and base sustain. That's what leads to your problems. I find your discussion about what skills are too strong based on the length of the CC quite irrelevant. If you can't break free in this game every 7 seconds, you are rightfully doomed, because you didn't build correctly. Unless maybe you are a shield-stacking sorc, or a tank, able to wait it out.
Gap closers with CCs tend to be weak skills. As the attacker you want the CC on a burst skill, such as Dizzying. You don't want to give away CC immunity with your gap closer, unless you have somehow found a combo where that works. I don't find that I am commonly attacked with such combos.
Let's go over some tips on how I and others deal with CC on magicka characters:
(1) Stamina sustain via gear. I am not a fan of outright speccing into that with jewelry or mundus, but sets like Shacklebreaker, Amber Plasm and Blood Spawn give you a lot of overall stats and utility, including stamina sustain. The general problem I have with this approach is that, short of wearing all 3, I don't find it enough to really become free of stamina issues. Things change for the better with heavy armor passives, but who wants to wear heavy on a magicka character.
(2) Stamina sustain via drinks. This is the solution I use on my melee magblade and I absolutely love it. With NB passives Fisheye Rye yields 1.3K stamina sustain, enough for break free and throwing in some dodge rolls. The combination with cloak makes it possible on NB. On other classes I would be more conservative with dodge rolls.
(3) Stamina sustain via skills. Everyone: Use the magicka morphs of your skills, right? WRONG! Bull Netch, Leeching Strikes, Restoring Focus, Dark Deal (although the sorcs I know prefer Conversion), DK Earthen Heart skills and ultimates. The benefit of these skills is that they continue to yield stamina while blocking or sprinting. Believe me, it's great. I use the Bull Netch on my magden and Amber Plasm + Restoring Focus on my magplar. Forget the Betty Netch purge, Bull is so much better.
(4) Deep Thoughts. Better yet, google the Phalanx magplar build and find out how to get stamina via Deep Thoughts, followed by a free cast of Mist Form, by wearing Cyrodiil's Light. Which leads us to:
(5) Being a vampire. Passive sustain increase and Elusive Mist.
(6) If you are not a vampire, then Race Against Time is a strong contender for inclusion in every magicka PvP build.
(7) Potions. Either tri-pots or Immovability + Detection + Magicka pots. That's about all I use on magicka PvP characters.
(8) Escapist's Poison or return stamina enchants. Will ease your overall stamina requirements, while locking others down with the poison.
(9) Monster sets. Engine Guardian and others. Domihaus, if using single pieces.
(10) Tri-stat gear enchants. Essential when using double-regen drinks, to get your stamina to at least 12.5K in CP. In no CP you may need more. Triune jewelry is also an option (albeit my personal preferences have been Swift and Protective).
(11) If you're not going the drink route, then tri-food or possibly Spring Loaded Infusion to combine with Bright Throat's.
(12) If you are a beginner or a tank: Reactive Armor.
These are examples. I've probably omitted a lot of stuff. Point is, you have to have a plan to manage your stamina. You should never be caught not being able to break free. As an experienced magicka player that just doesn't happen, because you can only be hard CCd every 6 or 7 seconds (I forget exactly). You use RAT for roots and snares and keep your dodge rolls in check. You shade, cloak, streak, heal or shield for defense. Your blocking and dodge rolls must be selective. The fact that you even mention the length of CCs, other than in the context of lag, tells me you are a magicka noob or your've just never come to grips with magicka playstyles and builds.
Choosing magicka or Stamina based playstyle, each have its own advantages and limitations.
While stamina has better Damage, movement and utility options (like mentioned sprinting, dodging and blocking) magicka has shields and healing.
This alone can tell you which is better. Stamina. Even bigger issues, as magicka, you have in noCp where this Gap between magicka and stamina is even bigger. One CC break and you are out of stamina - as magicka.
Forget about using block or sprint. Do it in duel and its sure death
I generally don’t use a shield either and run 5 x light armor.. I believe the main issues around the imbalance you speak of are hidden in stamina healing and heavy armour sets.
Firstly, let’s define what stamina is and should effect. In the elder scrolls games of the past (Skyrim, oblivion, etc) stamina is physical and basically your strength and dexterity attributes. So this is you’re ability to run, jump, dodge, block, swing a heavy sword accurately and with power, draw back a bow, the speed of your attacks and sprint. All physical traits. In the elder scrolls games, you need to learn restoration spells and staves to heal yourself. So this means that healing and shields are conjured from magicka, not physical abilities. How should the game be balanced around that then? Use heavy armor and sword & board. Need a heal? Use a potion. I’m sure you see where this is going.
Abilities
Now that’s established, there are numerous skills that don’t follow this rule set, I’m looking at you Vigor & Rally... with vigor getting up to 4K per tick and rally providing a burst heal, how do they fit within the previously mentioned definition of stamina? but while these 2 abilities are quite strong and used on a majority of pvp stamina builds, dual wielding abilities such as flurry and twin slashes also carry strong heals over time. A bit strange for a set up that should be high risk damage.
Armor
The biggest culprits here are set bonuses. I actually don’t think heavy armor is strong enough in its current state, at least with what I mentioned before. In my humble opinion, sets like fury, seventh legion and ravager shouldn’t be in the game. They break the rules of what heavy armor should be. Not just because they make for great pvp burst damage, allowing heavy armor to builds to achieve over 5k weapon damage in some cases, but that also buffs your healing, so stamina heals go through the roof. So now you can effectively out damage, out heal while tanking an opponent with superior defenses... Now I know each class was designed to be able to perform the classic trinity of tank dps and healer but doing it all at once surely suggests something isn’t right, and it’s not just the cp system...
I actually also believe there should be a greater risk vs reward system in the game around combat. An example is the vampire skill line. You have to be stage 4 vamp to get the most out of the undeath passive yet by being in stage 4 your health recovery is penalized and you take more fire damage. An example for heavy armor could be a movement speed penalty of -5% per large piece worn and -3% per small piece worn. But by wearing heavy armor you gain the extra resistance and damage reduction.. something that should be associated with heavy armor. Light armor (cloth) should also have less resistance, because you are wearing it for the magic enchantments and bonuses that it grants. That’s the risk vs reward.
In summary, the game has come a long way from where it began and I believe achieving a balance in the game needs to start with looking at some of these core principles and should be adjusted accordingly. And while I have pointed out mainly stamina issues, that doesn’t mean magicka builds are free from this either as there’s definitely some issues there, but this is about stamina and it’s uses in the pvp arena.