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Javelin now has same range as Scatter Shot but Destructive Clench doesn't?

Olupajmibanan
Olupajmibanan
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This is what we can call standardization:

Piercing Javelin:
- long-range projectile (22m range) that deals damage and stuns on impact.
- has the highest cost of the knock trio Magnum Shot, Javelin, Clench)
- also it ignores target's resistances.
- also has unique effects based on morph

Magnum Shot:
- long-range projectile (22m range) that deals damage and stuns on impact.
- has the highest base damage of the knock trio (Magnum Shot, Javelin, Clench)

Flame Clench
- mid-range projectile (15m range) that deals damage and stuns on impact.
- has the lowest base damage of the knock trio (Magnum Shot, Javelin, Clench)
- has the lowest cost of the knock trio (Magnum Shot, Javelin, Clench)
- has 20% chance of proccing burning on impact

I won't comment the damage vs cost vs additional effects thing, but for the sake of standardization, could all three abilities have the samge range please? All three are practicaly the same abilities in terms of their function, a projectile that stuns on impact.
Edited by Olupajmibanan on September 18, 2019 8:49AM
  • satanio
    satanio
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    Problem with Flame Clench is that this skill can be altered in 3 ways. So you cannot just say that this skill should be 22m, because other 2 alterations, frost and shock, might not be in line with other skills, once they're 22m range..
    Current public stam parses on Iron Atro so far (esologs)
    DW&Bow
    DW&2H
    2H&Bow
    Bow&Bow

    Current public mag parses on Iron Atro (esologs)
    (non cheese)
    ESOLEAKS CASUALTIES:
    Checkmath
    Tasear
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  • chrightt
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    satanio wrote: »
    Problem with Flame Clench is that this skill can be altered in 3 ways. So you cannot just say that this skill should be 22m, because other 2 alterations, frost and shock, might not be in line with other skills, once they're 22m range..

    what the flying *** are you even saying. The other morph and base skill is 28m.

    As for OP @Olupajmibanan "consistency" at its finest. Kind of annoyed clench is still as garbage as it is.
  • Royalthought
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    Well technically draining shot had it's stun removed.

    Shouldn't the damage nerf, range reduction and cost nerfs be retracted?
  • chrightt
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    Well technically draining shot had it's stun removed.

    Shouldn't the damage nerf, range reduction and cost nerfs be retracted?

    Magnum shot still retains its CC. Basically a superior destructive clench.
  • Olupajmibanan
    Olupajmibanan
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    Range of Destructive Clench is unjustified. And that's about it.
  • Olupajmibanan
    Olupajmibanan
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    chrightt wrote: »
    satanio wrote: »
    Problem with Flame Clench is that this skill can be altered in 3 ways. So you cannot just say that this skill should be 22m, because other 2 alterations, frost and shock, might not be in line with other skills, once they're 22m range..

    what the flying *** are you even saying. The other morph and base skill is 28m.

    As for OP @Olupajmibanan "consistency" at its finest. Kind of annoyed clench is still as garbage as it is.

    I bet he was talking about Frost Clench and Shock Clench. But:
    Frost Clench is now an 15m immobilize. Is long range immobilize a problem? Not at all, Crippling Grasp is an immobilizing projectile with 28m range.
    Shock Clench is an 15m range AoE explosion. Oh wait, isn't Elemental Ring an AoE explosion as well but with 28m range?

    The range of Destructive Clench should be 22m. You won't find any solid argument against that.
    Edited by Olupajmibanan on September 17, 2019 9:17AM
  • evoniee
    evoniee
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    move on bro, it is already dead
  • josh.lackey_ESO
    josh.lackey_ESO
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    They should undo the Destructive Reach 5.1 changes since they are nerfing the DoT's.
  • Maulkin
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    They probably would do it if wasn't for the Master's Inferno staff. They're probably worried that's all that's keeping that meta from coming back.
    EU | PC | AD
  • katorga
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    chrightt wrote: »
    Well technically draining shot had it's stun removed.

    Shouldn't the damage nerf, range reduction and cost nerfs be retracted?

    Magnum shot still retains its CC. Basically a superior destructive clench.

    So magnum stays 22m and draining gets 28m. Different morphs can be completely different.
  • Nordic__Knights
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    they're taking out most of these hard CC's from long-range abilities because the whole cc spam to kill an locked down player who never got an chance to recover from an 22m hard cc that let others jump on top of them to insta-kill i understand lots find that to be skills but at the end of the day ITS NOT IT COWARDS PLAY SIMPLE AS THAT
  • Royalthought
    Royalthought
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    chrightt wrote: »
    Well technically draining shot had it's stun removed.

    Shouldn't the damage nerf, range reduction and cost nerfs be retracted?

    Magnum shot still retains its CC. Basically a superior destructive clench.

    You responded to me mentioning magnum shot. But my concern was regarding draining shot.

    Do you know that destructive reach has 28 meter range? That's because it has no knock back.

    Draining shot has no knock back. Yet it retains all the nerfs from knock back abilities. That's an issue.
    Edited by Royalthought on September 17, 2019 4:14PM
  • Mayrael
    Mayrael
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    chrightt wrote: »
    Well technically draining shot had it's stun removed.

    Shouldn't the damage nerf, range reduction and cost nerfs be retracted?

    Magnum shot still retains its CC. Basically a superior destructive clench.

    You responded to me mentioning magnum shot. But my concern was regarding draining shot.

    Do you know that destructive reach has 28 meter range? That's because it has no knock back.

    Draining shot has no knock back. Yet it retains all the nerfs from knock back abilities. That's an issue.

    Let's buff it's damage to crushing shock level, remove heal from it and make it standard 28m ranged spamable and I'm ok with this.
    Say no to Toxic Casuals!
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    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • Jeezye
    Jeezye
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    From my perspective all range stuns should be normalized to 15 meters.

    There's nothing more annoying than people sitting safely in the back spamming these stun stills over and over just to disrupt your gameplay. If you want to stun someone, you shoud at least commit and move in a bit to land it.

    This should also affect stuns like rune cage.
  • techprince
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    There should be a standard for range and cc duration as well.
  • InvictusApollo
    InvictusApollo
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    satanio wrote: »
    Problem with Flame Clench is that this skill can be altered in 3 ways. So you cannot just say that this skill should be 22m, because other 2 alterations, frost and shock, might not be in line with other skills, once they're 22m range..

    That is not an issue since Flame Clench is the best CC of them all as it disables an enemy for around 2s even if they use break free.
  • Olupajmibanan
    Olupajmibanan
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    satanio wrote: »
    Problem with Flame Clench is that this skill can be altered in 3 ways. So you cannot just say that this skill should be 22m, because other 2 alterations, frost and shock, might not be in line with other skills, once they're 22m range..

    That is not an issue since Flame Clench is the best CC of them all as it disables an enemy for around 2s even if they use break free.

    They changed the way knockbacks work. It is easier to successfuly break free than before. One more reason to make Destructive Clench 22m as all other knockback spells. It is now the only exception to knockback spell range standardization and for no reason. The damage of Destro Clench is lower than any of the other knockback spells and the cost isn't that much lower (Destro Clench 2700, Magnum Shot 2983) to reasonably keep the range at 15m.
    Edited by Olupajmibanan on September 20, 2019 4:23PM
  • Olupajmibanan
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    Let's see if 5.2.2. has something to correct this case.

    List of 22m hard-CC spells:
    Magnum Shot
    Piercing Javelin
    Fiery Grip
    Silver Leash
    Beckoning Armor

    List of hard-CC spells with different range:
    Rune Cage (28m)
    Destructive Clench (15m)
    Stonefist (15m)
    Frozen Gate (28m)
  • Calboy
    Calboy
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    Oh *** off with this standardisation ***. Just because one skill is a bit better doesn't mean the other skill should be buffed. Other factors are in play like weapons, class, mag/stam etc. that all effect how strong an ability should be.

    Every fucken class will end up with the same skills regardless of whether they are stam or magicka.

    *** this game.

    @zos
    Edited by Calboy on September 24, 2019 9:59AM
  • NyassaV
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    Magicka is weaker than stam in most ways so this is perfectly fine. It's also a DoT.
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  • Olupajmibanan
    Olupajmibanan
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    NyassaV wrote: »
    Magicka is weaker than stam in most ways so this is perfectly fine. It's also a DoT.

    No it's not. They removed it. One morph (Reach) does the dot and the other morph (Clench) does the special effect. But we are now talking about the range of Clench morph which is 15m and should be 22m to be in line with other projectile based knockbacks.
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