Resurrecting can always be interrupted, even if the target is CC immune. They won't be stunned and set off balance if CC immune, but the res attempt is stopped. But I wouldn't mind an additional cooldown of a few seconds.
Sincerely,
a Crushing Shock spammer
Spartabunny08 wrote: »Resurrecting can always be interrupted, even if the target is CC immune. They won't be stunned and set off balance if CC immune, but the res attempt is stopped. But I wouldn't mind an additional cooldown of a few seconds.
Sincerely,
a Crushing Shock spammer
Nope. Immovable heavy armor ability. Cannot be stopped do it all the time. Try it and come back.
Spartabunny08 wrote: »Resurrecting can always be interrupted, even if the target is CC immune. They won't be stunned and set off balance if CC immune, but the res attempt is stopped. But I wouldn't mind an additional cooldown of a few seconds.
Sincerely,
a Crushing Shock spammer
Nope. Immovable heavy armor ability. Cannot be stopped do it all the time. Try it and come back.
Just let them resurrect and play the game they paid for.
Toc de Malsvi wrote: »Spartabunny08 wrote: »Resurrecting can always be interrupted, even if the target is CC immune. They won't be stunned and set off balance if CC immune, but the res attempt is stopped. But I wouldn't mind an additional cooldown of a few seconds.
Sincerely,
a Crushing Shock spammer
Nope. Immovable heavy armor ability. Cannot be stopped do it all the time. Try it and come back.
Immovable doesn’t stop interrupts. [snip]
Spartabunny08 wrote: »Resurrecting can always be interrupted, even if the target is CC immune. They won't be stunned and set off balance if CC immune, but the res attempt is stopped. But I wouldn't mind an additional cooldown of a few seconds.
Sincerely,
a Crushing Shock spammer
Nope. Immovable heavy armor ability. Cannot be stopped do it all the time. Try it and come back.
Toc de Malsvi wrote: »Spartabunny08 wrote: »Resurrecting can always be interrupted, even if the target is CC immune. They won't be stunned and set off balance if CC immune, but the res attempt is stopped. But I wouldn't mind an additional cooldown of a few seconds.
Sincerely,
a Crushing Shock spammer
Nope. Immovable heavy armor ability. Cannot be stopped do it all the time. Try it and come back.
Immovable doesn’t stop interrupts. Learn the game please.
yes i does, at least from immovable pots.
Spartabunny08 wrote: »Resurrecting can always be interrupted, even if the target is CC immune. They won't be stunned and set off balance if CC immune, but the res attempt is stopped. But I wouldn't mind an additional cooldown of a few seconds.
Sincerely,
a Crushing Shock spammer
Nope. Immovable heavy armor ability. Cannot be stopped do it all the time. Try it and come back.Toc de Malsvi wrote: »Spartabunny08 wrote: »Resurrecting can always be interrupted, even if the target is CC immune. They won't be stunned and set off balance if CC immune, but the res attempt is stopped. But I wouldn't mind an additional cooldown of a few seconds.
Sincerely,
a Crushing Shock spammer
Nope. Immovable heavy armor ability. Cannot be stopped do it all the time. Try it and come back.
Immovable doesn’t stop interrupts. Learn the game please.
yes i does, at least from immovable pots.
Ok, you might be right. I don't use the skill or the pots, and seemingly most of my opponents also don't. Shame on me for thinking a mechanic works like ZOS intented it to (they stated resurrection attempts should be always interruptable when the interrupt cooldown was first on the PTS) .
Izanagi.Xiiib16_ESO wrote: »A charge system would be the way to go, players should be punished for going for res in dangerous situations.
Almost every group you fight these days who outnumbers you as soon as you kill some of them will just start constantly resing in your face interrupt after interrupt.
Players should begin with 2 charges. Resing another player or being interrupted should consume a charge. Charges should have between 30s and 1m cooldown (would need testing and refinement). When a player is res'd they should begin at 0 charges.
Res's outside of combat wouldn't consume a charge.
Necro ulti would have to be considered separately, I guess it would likely be fine as you are choosing whether to give up a damaging or healing ultimate in exchange for reviving a player and I'm guessing it will never be changed from 3 players because of PVE dungeon reasons.
Additionally when a player dies and is respawned (via camp, necro or manual res) their ultimate should be 0. Too many times groups die without having used their ulti's and then they are respawned at a camp with full resources and still have ultimate to drop.
Izanagi.Xiiib16_ESO wrote: »A charge system would be the way to go, players should be punished for going for res in dangerous situations.
Almost every group you fight these days who outnumbers you as soon as you kill some of them will just start constantly resing in your face interrupt after interrupt.
Players should begin with 2 charges. Resing another player or being interrupted should consume a charge. Charges should have between 30s and 1m cooldown (would need testing and refinement). When a player is res'd they should begin at 0 charges.
Res's outside of combat wouldn't consume a charge.
Necro ulti would have to be considered separately, I guess it would likely be fine as you are choosing whether to give up a damaging or healing ultimate in exchange for reviving a player and I'm guessing it will never be changed from 3 players because of PVE dungeon reasons.
Additionally when a player dies and is respawned (via camp, necro or manual res) their ultimate should be 0. Too many times groups die without having used their ulti's and then they are respawned at a camp with full resources and still have ultimate to drop.
Players are punished for ressing in dangerous situations. They open themselves up to indefensible attacks. There is no need to change the res system for PVP. Doing so would essentially ruin the siege mechanics of the game.
Izanagi.Xiiib16_ESO wrote: »A charge system would be the way to go, players should be punished for going for res in dangerous situations.
Almost every group you fight these days who outnumbers you as soon as you kill some of them will just start constantly resing in your face interrupt after interrupt.
Players should begin with 2 charges. Resing another player or being interrupted should consume a charge. Charges should have between 30s and 1m cooldown (would need testing and refinement). When a player is res'd they should begin at 0 charges.
Res's outside of combat wouldn't consume a charge.
Necro ulti would have to be considered separately, I guess it would likely be fine as you are choosing whether to give up a damaging or healing ultimate in exchange for reviving a player and I'm guessing it will never be changed from 3 players because of PVE dungeon reasons.
Additionally when a player dies and is respawned (via camp, necro or manual res) their ultimate should be 0. Too many times groups die without having used their ulti's and then they are respawned at a camp with full resources and still have ultimate to drop.
Players are punished for ressing in dangerous situations. They open themselves up to indefensible attacks. There is no need to change the res system for PVP. Doing so would essentially ruin the siege mechanics of the game.
That might be the case if a DPS centric build but the pest usually spamming res is a capped resist, 35k health tank with something like bogdan procced, in literal 0 danger, the same type of build that walks out of the keep to burn a ram then walk back in.
As anyone who has ever played PvP knows tanks are so disgustingly overpowered and how outnumbering is the way the game is meant to be played. Tanks are by far the most annoying thing in PvP, they are ridiculously hard to kill, they can still debuff and CC you and their only job is to spam reses to which there is no downside. Even worse you can use immovables and ressing can’t be interupted, making the actual killing of a group with multiple tanks near impossible without bombers or seige. There needs to be a cooldown timer added to resurrection Interruptions to give the outnumbered group a chance, when playing especially on a magica build resources are already scarce and having to essentially spam bashes on someone who refuses to nothing but res when already outnumbered simply to stop them from bringing back someone you’ve already killed is just obscene. I think a Debuff should be applied when interrupted stopping you from attempting to res for 10 seconds in PvP and stop using immovability from making you unable to interrupt a res.
Spartabunny08 wrote: »Spartabunny08 wrote: »Resurrecting can always be interrupted, even if the target is CC immune. They won't be stunned and set off balance if CC immune, but the res attempt is stopped. But I wouldn't mind an additional cooldown of a few seconds.
Sincerely,
a Crushing Shock spammer
Nope. Immovable heavy armor ability. Cannot be stopped do it all the time. Try it and come back.Toc de Malsvi wrote: »Spartabunny08 wrote: »Resurrecting can always be interrupted, even if the target is CC immune. They won't be stunned and set off balance if CC immune, but the res attempt is stopped. But I wouldn't mind an additional cooldown of a few seconds.
Sincerely,
a Crushing Shock spammer
Nope. Immovable heavy armor ability. Cannot be stopped do it all the time. Try it and come back.
Immovable doesn’t stop interrupts. Learn the game please.
yes i does, at least from immovable pots.
Ok, you might be right. I don't use the skill or the pots, and seemingly most of my opponents also don't. Shame on me for thinking a mechanic works like ZOS intented it to (they stated resurrection attempts should be always interruptable when the interrupt cooldown was first on the PTS) .
I brought this up in another thread as soon as I was aware tagged @ZOS_GinaBruno to clarify and nothing happened. It must be working as intended. Immovable heavy armor ability is unstoppable Resurrecting. Only way to stop it is kill the one doing it while they're doing the resurrection. Takes a good few to drop my tank even while resurrecting.
Spartabunny08 wrote: »Spartabunny08 wrote: »Resurrecting can always be interrupted, even if the target is CC immune. They won't be stunned and set off balance if CC immune, but the res attempt is stopped. But I wouldn't mind an additional cooldown of a few seconds.
Sincerely,
a Crushing Shock spammer
Nope. Immovable heavy armor ability. Cannot be stopped do it all the time. Try it and come back.Toc de Malsvi wrote: »Spartabunny08 wrote: »Resurrecting can always be interrupted, even if the target is CC immune. They won't be stunned and set off balance if CC immune, but the res attempt is stopped. But I wouldn't mind an additional cooldown of a few seconds.
Sincerely,
a Crushing Shock spammer
Nope. Immovable heavy armor ability. Cannot be stopped do it all the time. Try it and come back.
Immovable doesn’t stop interrupts. Learn the game please.
yes i does, at least from immovable pots.
Ok, you might be right. I don't use the skill or the pots, and seemingly most of my opponents also don't. Shame on me for thinking a mechanic works like ZOS intented it to (they stated resurrection attempts should be always interruptable when the interrupt cooldown was first on the PTS) .
I brought this up in another thread as soon as I was aware tagged @ZOS_GinaBruno to clarify and nothing happened. It must be working as intended. Immovable heavy armor ability is unstoppable Resurrecting. Only way to stop it is kill the one doing it while they're doing the resurrection. Takes a good few to drop my tank even while resurrecting.
From the PTS notes:
Immovable (morph): [...] Fixed numerous issues where the CC immunity from this ability operated differently than other sources.
As anyone who has ever played PvP knows tanks are so disgustingly overpowered and how outnumbering is the way the game is meant to be played. Tanks are by far the most annoying thing in PvP, they are ridiculously hard to kill, they can still debuff and CC you and their only job is to spam reses to which there is no downside. Even worse you can use immovables and ressing can’t be interupted, making the actual killing of a group with multiple tanks near impossible without bombers or seige. There needs to be a cooldown timer added to resurrection Interruptions to give the outnumbered group a chance, when playing especially on a magica build resources are already scarce and having to essentially spam bashes on someone who refuses to nothing but res when already outnumbered simply to stop them from bringing back someone you’ve already killed is just obscene. I think a Debuff should be applied when interrupted stopping you from attempting to res for 10 seconds in PvP and stop using immovability from making you unable to interrupt a res.
You just need to kill more people and faster. Here a showcase on how to deal with big numbers and people rezzing all the time:
As anyone who has ever played PvP knows tanks are so disgustingly overpowered and how outnumbering is the way the game is meant to be played. Tanks are by far the most annoying thing in PvP, they are ridiculously hard to kill, they can still debuff and CC you and their only job is to spam reses to which there is no downside. Even worse you can use immovables and ressing can’t be interupted, making the actual killing of a group with multiple tanks near impossible without bombers or seige. There needs to be a cooldown timer added to resurrection Interruptions to give the outnumbered group a chance, when playing especially on a magica build resources are already scarce and having to essentially spam bashes on someone who refuses to nothing but res when already outnumbered simply to stop them from bringing back someone you’ve already killed is just obscene. I think a Debuff should be applied when interrupted stopping you from attempting to res for 10 seconds in PvP and stop using immovability from making you unable to interrupt a res.
You just need to kill more people and faster. Here a showcase on how to deal with big numbers and people rezzing all the time:
As if people even record Large group vs large group play? The only difference between you and the zerg you’re rolling is someone calls out “ult now” and you spam AOEs, is your suggestion to dealing with the healing nerfs run more healers?