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Piercing Javalin changes or better Rune cage part 2

VarisVaris
VarisVaris
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Anyone who played PvP during the Summerset patch will remember 2 thing, sloads being unavoidable and dealing 1k oblivion DPS and Sorcs with Rune cage being hilariously overperforming.

The reason why this was so unbalanced was, that Zos changed how Runecage worked, made it unavoidable and added a damage portion that would occur when breaking the stun.
This allowed magsorc to stack curse+meteor+frags+rune cage into a single gcd and there was no Counterplay other than having more than 28k hp when you got hit by this """"complex"""" combo.

People reported this on PTS but it was still pushed through and afterwards Zos changed rune cage multiple times in order to prevent rune cage from being op.

With the current patch ZOS has added a new version of this by making Piercing Javalin unblockable.
On pts you can once again remove any Counterplay that should always exist for combos that can one-shot people with full tank builds.
And we only have duels there so the fights are rather linear with not many variables to account for.

The second this change will make it to the live server it will create a highly unhealthy playstyles that kills anyone who drops under a certain threshold of hp, that depending on the builds sits around 30k! and doesn't use Mistform to counter the whole thing.


On top of this highly broken combination, Templar shouldn't have access to an unblockable stun in the first place, it already has multiple options to deal with targets that are blocking:
Backlash and morphs ignore block
Crescent sweep dot also ignores block
Piercing spear increases the damage by 10% vs blocking targets
Jabs cause the blocking target to lose more stamina because it deals multiple damage ticks over 1 second.

That is enough to deal with blocking targets, other classes would love to have even 1 of those things to stop them from being hard walled by blocking opponents.


Piercing Javalin should not be allowed to stun through block!
also nerf the healing living dark provides as it is completely busted on PTS and on the Live servers.
Edited by VarisVaris on February 4, 2022 3:25PM
  • Ythotha
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    dk stun already goes thorough block and is also undodgeable i dont see how this is a big deal
    all dots go thorough block
    and 10% more damage to blocking players is like what 50-100 more damage per attack?
    Edited by Ythotha on February 4, 2022 8:59AM
  • Firstmep
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    Aurora javelin is going to be hilarious in bgs for sure.
    Meteor DF Javelin combo can be deadly come next patch, but it does require precise timing, and it's usually easier to pull of in duels than hectic open world or bg fights.
  • VarisVaris
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    Ythotha wrote: »
    dk stun already goes thorough block and is also undodgeable i dont see how this is a big deal
    all dots go thorough block
    and 10% more damage to blocking players is like what 50-100 more damage per attack?

    People have brought up this argument over and over again during Summerset but failed to understand how they have only proven how little they know about the game.

    Magplar is able to stack damage into a single gcd unlike DK, which allows this combination to become overperforming.
    Piercing Javalin ignore block and resistances dealing a lot more damage than fossilized in the first place.
    Magplar can stack spell damage more efficiently than magdk ---> more damage
    Purifying light can be lined up to explode the monemt either meteor or piercing javalin hit your poor soul for additional burst damage.
    With next patch magplar can also just hit you with whirling blades (if you hoped to dodge the javalin) which will be closer to the impact of javalin due to javalin's travel time pushing it further back into the GCD.

    Magdk can only guarantee the impact of meteor but has no options to further increase the burst in this gcd.
  • Ragnaroek93
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    Funny sidenotes is that runecage got nerfed to a point at which it's weaker than before it got buffed...
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • Mayrael
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    Funny sidenotes is that runecage got nerfed to a point at which it's weaker than before it got buffed...

    Yeah, I loved it when it was just a unavoidable stun, it was best weapon against rollerblades then they over nerfed :/ At least sorc has streak...

    To the topic. I'm really fascinated how ZOS patch after patch buffs already strong classes while leaving the ones who need some improvements with just fixes.
    "We are currently investigating connection issues some players are having on the European megaservers. We will update as new information becomes available."
    — They always claim they’re “investigating” the causes, but in reality they’re just waiting until the PC EU players go to bed. Once that happens, you can suddenly log in again and they happily mark the issue as Fixed.
  • Firstmep
    Firstmep
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    Mayrael wrote: »
    Funny sidenotes is that runecage got nerfed to a point at which it's weaker than before it got buffed...

    Yeah, I loved it when it was just a unavoidable stun, it was best weapon against rollerblades then they over nerfed :/ At least sorc has streak...

    To the topic. I'm really fascinated how ZOS patch after patch buffs already strong classes while leaving the ones who need some improvements with just fixes.

    Not long ago wardens and necros were in the same spot.
    It really shouldn't be surprising at this point.
  • mmtaniac
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    Finally stamplar will get something useful ,magplars too but magplar version knockback this can be nice skill to throw enemies out of the map on battlegrounds.
  • divnyi
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    Lmao wait knockback is unblockable now? Hahahahhahahahah oh wow. It this goes live we would see unprecedented levels of bridge trolling.
  • Brrrofski
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    To be fair, you couldn't dodge runecage.

    You can dodge javelin.

    I don't block a huge amount anyway, just stuff I know will hit very hard and that can't be dodged (like AOEs), so I don't see this being a huge problem for how I play.

    Nor for many others unless they are a LT build.
  • Einstein_
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    mmtaniac wrote: »
    Finally stamplar will get something useful ,magplars too but magplar version knockback this can be nice skill to throw enemies out of the map on battlegrounds.

    1. Thre is no mag/stamplar anymore there is just hybrid temp build on SD
    2. magplar is currently already in a really really good spot.

    same goes for DKs

    idk why ZoS thought of buffing the two strongest classes in pvp even more
  • VarisVaris
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    Brrrofski wrote: »
    To be fair, you couldn't dodge runecage.

    You can dodge javelin.

    I don't block a huge amount anyway, just stuff I know will hit very hard and that can't be dodged (like AOEs), so I don't see this being a huge problem for how I play.

    Nor for many others unless they are a LT build.

    If you dodge you'll eat the meteor + purifying light and jabs/whirling blades.
    Which means you are guaranteed to die if you drop below a certain HP threshold that is way too high for how easy and unavoidable this combo is.
  • jaws343
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    VarisVaris wrote: »
    Brrrofski wrote: »
    To be fair, you couldn't dodge runecage.

    You can dodge javelin.

    I don't block a huge amount anyway, just stuff I know will hit very hard and that can't be dodged (like AOEs), so I don't see this being a huge problem for how I play.

    Nor for many others unless they are a LT build.

    If you dodge you'll eat the meteor + purifying light and jabs/whirling blades.
    Which means you are guaranteed to die if you drop below a certain HP threshold that is way too high for how easy and unavoidable this combo is.

    Javelin now works exactly as Rune Cage currently works.

    Both are dodgebale
    Both are unblockable

    This is pretty much nothing like when Rune Cage was prevalent. At that time, Rune Cage was neither blockable or dodgeble. It was a guaranteed hit, every time.
  • VarisVaris
    VarisVaris
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    jaws343 wrote: »
    VarisVaris wrote: »
    Brrrofski wrote: »
    To be fair, you couldn't dodge runecage.

    You can dodge javelin.

    I don't block a huge amount anyway, just stuff I know will hit very hard and that can't be dodged (like AOEs), so I don't see this being a huge problem for how I play.

    Nor for many others unless they are a LT build.

    If you dodge you'll eat the meteor + purifying light and jabs/whirling blades.
    Which means you are guaranteed to die if you drop below a certain HP threshold that is way too high for how easy and unavoidable this combo is.

    Javelin now works exactly as Rune Cage currently works.

    Both are dodgebale
    Both are unblockable

    This is pretty much nothing like when Rune Cage was prevalent. At that time, Rune Cage was neither blockable or dodgeble. It was a guaranteed hit, every time.

    What you're missing is that while javalin is in fact dodgeable, magplar can stack more damage than magsorcs did/could back then, Templar has access to an undodgeable skill in the form of Jabs and also with next patch whirling blades and that the meteor that will be lined up with Purifying light and javalin is undodgeable.

    This translates to the same issue we had with rune cage back then: even in a 1v1 scenario you have no chance of surviving this combo once you drop below a certain HP threshold. This gets worsened by any other player you are facing while fighting a Templar utilizing this.

    When Mistform becomes the only viable option to defend against the burst combo of a single player there is something wrong with that burst combo and piercing javalin stunning through block is the tipping point here.
  • jaws343
    jaws343
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    VarisVaris wrote: »
    jaws343 wrote: »
    VarisVaris wrote: »
    Brrrofski wrote: »
    To be fair, you couldn't dodge runecage.

    You can dodge javelin.

    I don't block a huge amount anyway, just stuff I know will hit very hard and that can't be dodged (like AOEs), so I don't see this being a huge problem for how I play.

    Nor for many others unless they are a LT build.

    If you dodge you'll eat the meteor + purifying light and jabs/whirling blades.
    Which means you are guaranteed to die if you drop below a certain HP threshold that is way too high for how easy and unavoidable this combo is.

    Javelin now works exactly as Rune Cage currently works.

    Both are dodgebale
    Both are unblockable

    This is pretty much nothing like when Rune Cage was prevalent. At that time, Rune Cage was neither blockable or dodgeble. It was a guaranteed hit, every time.

    What you're missing is that while javalin is in fact dodgeable, magplar can stack more damage than magsorcs did/could back then, Templar has access to an undodgeable skill in the form of Jabs and also with next patch whirling blades and that the meteor that will be lined up with Purifying light and javalin is undodgeable.

    This translates to the same issue we had with rune cage back then: even in a 1v1 scenario you have no chance of surviving this combo once you drop below a certain HP threshold. This gets worsened by any other player you are facing while fighting a Templar utilizing this.

    When Mistform becomes the only viable option to defend against the burst combo of a single player there is something wrong with that burst combo and piercing javalin stunning through block is the tipping point here.

    And what I am saying, and not missing at all, is that this is literally no different than the burst a mag sorc can currently do with Rune Cage. And you know what, literally noone uses rune cage because a dodgeble stun is entirely unreliable.

    The burst from Curse, Fury, Rune Cage, and Meteor is the same as the magplay combo you listed. Plus, Jabs has a channel time, so it can in no way line up with a burst combo anywhere near as well as the sorc combo can line up.
  • VarisVaris
    VarisVaris
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    jaws343 wrote: »
    VarisVaris wrote: »
    jaws343 wrote: »
    VarisVaris wrote: »
    Brrrofski wrote: »
    To be fair, you couldn't dodge runecage.

    You can dodge javelin.

    I don't block a huge amount anyway, just stuff I know will hit very hard and that can't be dodged (like AOEs), so I don't see this being a huge problem for how I play.

    Nor for many others unless they are a LT build.

    If you dodge you'll eat the meteor + purifying light and jabs/whirling blades.
    Which means you are guaranteed to die if you drop below a certain HP threshold that is way too high for how easy and unavoidable this combo is.

    Javelin now works exactly as Rune Cage currently works.

    Both are dodgebale
    Both are unblockable

    This is pretty much nothing like when Rune Cage was prevalent. At that time, Rune Cage was neither blockable or dodgeble. It was a guaranteed hit, every time.

    What you're missing is that while javalin is in fact dodgeable, magplar can stack more damage than magsorcs did/could back then, Templar has access to an undodgeable skill in the form of Jabs and also with next patch whirling blades and that the meteor that will be lined up with Purifying light and javalin is undodgeable.

    This translates to the same issue we had with rune cage back then: even in a 1v1 scenario you have no chance of surviving this combo once you drop below a certain HP threshold. This gets worsened by any other player you are facing while fighting a Templar utilizing this.

    When Mistform becomes the only viable option to defend against the burst combo of a single player there is something wrong with that burst combo and piercing javalin stunning through block is the tipping point here.

    And what I am saying, and not missing at all, is that this is literally no different than the burst a mag sorc can currently do with Rune Cage. And you know what, literally noone uses rune cage because a dodgeble stun is entirely unreliable.

    The burst from Curse, Fury, Rune Cage, and Meteor is the same as the magplay combo you listed. Plus, Jabs has a channel time, so it can in no way line up with a burst combo anywhere near as well as the sorc combo can line up.

    So what I get from your post is that you haven't been on pts because Meteor+curse from a sorc isn't anywhere close to meteor+purifying light+whirling blades from a magplar.
  • divnyi
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    jaws343 wrote: »
    VarisVaris wrote: »
    Brrrofski wrote: »
    To be fair, you couldn't dodge runecage.

    You can dodge javelin.

    I don't block a huge amount anyway, just stuff I know will hit very hard and that can't be dodged (like AOEs), so I don't see this being a huge problem for how I play.

    Nor for many others unless they are a LT build.

    If you dodge you'll eat the meteor + purifying light and jabs/whirling blades.
    Which means you are guaranteed to die if you drop below a certain HP threshold that is way too high for how easy and unavoidable this combo is.

    Javelin now works exactly as Rune Cage currently works.

    Animation time on javelin is incredibly fast, unlike cage, that has animation when it ALREADY HIT, which is react-able with dodge.

    Javelin hits like a spammable. You don't use it as one only because it's not good sustain-wise. Getting through blocks in damage is huge buff as it is, there is no reason to CC through block.
  • jaws343
    jaws343
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    VarisVaris wrote: »
    jaws343 wrote: »
    VarisVaris wrote: »
    jaws343 wrote: »
    VarisVaris wrote: »
    Brrrofski wrote: »
    To be fair, you couldn't dodge runecage.

    You can dodge javelin.

    I don't block a huge amount anyway, just stuff I know will hit very hard and that can't be dodged (like AOEs), so I don't see this being a huge problem for how I play.

    Nor for many others unless they are a LT build.

    If you dodge you'll eat the meteor + purifying light and jabs/whirling blades.
    Which means you are guaranteed to die if you drop below a certain HP threshold that is way too high for how easy and unavoidable this combo is.

    Javelin now works exactly as Rune Cage currently works.

    Both are dodgebale
    Both are unblockable

    This is pretty much nothing like when Rune Cage was prevalent. At that time, Rune Cage was neither blockable or dodgeble. It was a guaranteed hit, every time.

    What you're missing is that while javalin is in fact dodgeable, magplar can stack more damage than magsorcs did/could back then, Templar has access to an undodgeable skill in the form of Jabs and also with next patch whirling blades and that the meteor that will be lined up with Purifying light and javalin is undodgeable.

    This translates to the same issue we had with rune cage back then: even in a 1v1 scenario you have no chance of surviving this combo once you drop below a certain HP threshold. This gets worsened by any other player you are facing while fighting a Templar utilizing this.

    When Mistform becomes the only viable option to defend against the burst combo of a single player there is something wrong with that burst combo and piercing javalin stunning through block is the tipping point here.

    And what I am saying, and not missing at all, is that this is literally no different than the burst a mag sorc can currently do with Rune Cage. And you know what, literally noone uses rune cage because a dodgeble stun is entirely unreliable.

    The burst from Curse, Fury, Rune Cage, and Meteor is the same as the magplay combo you listed. Plus, Jabs has a channel time, so it can in no way line up with a burst combo anywhere near as well as the sorc combo can line up.

    So what I get from your post is that you haven't been on pts because Meteor+curse from a sorc isn't anywhere close to meteor+purifying light+whirling blades from a magplar.

    You aren't even comparing an actual sorc burst to the templar burst. Sorc burst is more than Meteor and Curse. It includes fury, and likely a frag proc as well.

    Plus, you keep talking about low health no surviving. Low health burst is hardly the benchmark for a proper burst combo. Show me that templar burst combo taking someone from 100-0, like the old sorc combo could do in 3-4 GCDs.
  • katorga
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    divnyi wrote: »
    Lmao wait knockback is unblockable now? Hahahahhahahahah oh wow. It this goes live we would see unprecedented levels of bridge trolling.

    The rationale for keeping the DK stun as is, while nerfing the Sorc Rune Cage was that Rune Cage was ranged.

    Now ZOS is doing another ranged, unavoidable stun.

    It will be just as broken as Rune Cage was.
  • VarisVaris
    VarisVaris
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    jaws343 wrote: »
    VarisVaris wrote: »
    jaws343 wrote: »
    VarisVaris wrote: »
    jaws343 wrote: »
    VarisVaris wrote: »
    Brrrofski wrote: »
    To be fair, you couldn't dodge runecage.

    You can dodge javelin.

    I don't block a huge amount anyway, just stuff I know will hit very hard and that can't be dodged (like AOEs), so I don't see this being a huge problem for how I play.

    Nor for many others unless they are a LT build.

    If you dodge you'll eat the meteor + purifying light and jabs/whirling blades.
    Which means you are guaranteed to die if you drop below a certain HP threshold that is way too high for how easy and unavoidable this combo is.

    Javelin now works exactly as Rune Cage currently works.

    Both are dodgebale
    Both are unblockable

    This is pretty much nothing like when Rune Cage was prevalent. At that time, Rune Cage was neither blockable or dodgeble. It was a guaranteed hit, every time.

    What you're missing is that while javalin is in fact dodgeable, magplar can stack more damage than magsorcs did/could back then, Templar has access to an undodgeable skill in the form of Jabs and also with next patch whirling blades and that the meteor that will be lined up with Purifying light and javalin is undodgeable.

    This translates to the same issue we had with rune cage back then: even in a 1v1 scenario you have no chance of surviving this combo once you drop below a certain HP threshold. This gets worsened by any other player you are facing while fighting a Templar utilizing this.

    When Mistform becomes the only viable option to defend against the burst combo of a single player there is something wrong with that burst combo and piercing javalin stunning through block is the tipping point here.

    And what I am saying, and not missing at all, is that this is literally no different than the burst a mag sorc can currently do with Rune Cage. And you know what, literally noone uses rune cage because a dodgeble stun is entirely unreliable.

    The burst from Curse, Fury, Rune Cage, and Meteor is the same as the magplay combo you listed. Plus, Jabs has a channel time, so it can in no way line up with a burst combo anywhere near as well as the sorc combo can line up.

    So what I get from your post is that you haven't been on pts because Meteor+curse from a sorc isn't anywhere close to meteor+purifying light+whirling blades from a magplar.

    You aren't even comparing an actual sorc burst to the templar burst. Sorc burst is more than Meteor and Curse. It includes fury, and likely a frag proc as well.

    Plus, you keep talking about low health no surviving. Low health burst is hardly the benchmark for a proper burst combo. Show me that templar burst combo taking someone from 100-0, like the old sorc combo could do in 3-4 GCDs.

    I listed all the damage a sorc can put into a gcd when people dodge their rune cage.

    Feel free to join us on the pts and do some testing and prove how easy you can survive vs a Templar.
  • jaws343
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    VarisVaris wrote: »
    jaws343 wrote: »
    VarisVaris wrote: »
    jaws343 wrote: »
    VarisVaris wrote: »
    jaws343 wrote: »
    VarisVaris wrote: »
    Brrrofski wrote: »
    To be fair, you couldn't dodge runecage.

    You can dodge javelin.

    I don't block a huge amount anyway, just stuff I know will hit very hard and that can't be dodged (like AOEs), so I don't see this being a huge problem for how I play.

    Nor for many others unless they are a LT build.

    If you dodge you'll eat the meteor + purifying light and jabs/whirling blades.
    Which means you are guaranteed to die if you drop below a certain HP threshold that is way too high for how easy and unavoidable this combo is.

    Javelin now works exactly as Rune Cage currently works.

    Both are dodgebale
    Both are unblockable

    This is pretty much nothing like when Rune Cage was prevalent. At that time, Rune Cage was neither blockable or dodgeble. It was a guaranteed hit, every time.

    What you're missing is that while javalin is in fact dodgeable, magplar can stack more damage than magsorcs did/could back then, Templar has access to an undodgeable skill in the form of Jabs and also with next patch whirling blades and that the meteor that will be lined up with Purifying light and javalin is undodgeable.

    This translates to the same issue we had with rune cage back then: even in a 1v1 scenario you have no chance of surviving this combo once you drop below a certain HP threshold. This gets worsened by any other player you are facing while fighting a Templar utilizing this.

    When Mistform becomes the only viable option to defend against the burst combo of a single player there is something wrong with that burst combo and piercing javalin stunning through block is the tipping point here.

    And what I am saying, and not missing at all, is that this is literally no different than the burst a mag sorc can currently do with Rune Cage. And you know what, literally noone uses rune cage because a dodgeble stun is entirely unreliable.

    The burst from Curse, Fury, Rune Cage, and Meteor is the same as the magplay combo you listed. Plus, Jabs has a channel time, so it can in no way line up with a burst combo anywhere near as well as the sorc combo can line up.

    So what I get from your post is that you haven't been on pts because Meteor+curse from a sorc isn't anywhere close to meteor+purifying light+whirling blades from a magplar.

    You aren't even comparing an actual sorc burst to the templar burst. Sorc burst is more than Meteor and Curse. It includes fury, and likely a frag proc as well.

    Plus, you keep talking about low health no surviving. Low health burst is hardly the benchmark for a proper burst combo. Show me that templar burst combo taking someone from 100-0, like the old sorc combo could do in 3-4 GCDs.

    I listed all the damage a sorc can put into a gcd when people dodge their rune cage.

    Feel free to join us on the pts and do some testing and prove how easy you can survive vs a Templar.

    Or, you know, you could just post your own video of the testing you apparently claim to have done. Rather than the doomsaying with no actual proof here other than heresay.

    Javelin is dodgeble. That is a fact. Old Rune Cage was not dodgeble and that was why it was a problem. Objectively, the two are not the same. And the two situations are nowhere near the same.
  • divnyi
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    katorga wrote: »
    divnyi wrote: »
    Lmao wait knockback is unblockable now? Hahahahhahahahah oh wow. It this goes live we would see unprecedented levels of bridge trolling.

    The rationale for keeping the DK stun as is, while nerfing the Sorc Rune Cage was that Rune Cage was ranged.

    Now ZOS is doing another ranged, unavoidable stun.

    It will be just as broken as Rune Cage was.

    It is not unavoidable. But it breaks the well-established counterplay: if you think that someone tries to push you off the cliff, you block. On rooftops and bridges this will be very lethal, and you can build a tank with the sole purpose to troll on bridges. Fun ensures.
  • TechMaybeHic
    TechMaybeHic
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    VarisVaris wrote: »
    jaws343 wrote: »
    VarisVaris wrote: »
    Brrrofski wrote: »
    To be fair, you couldn't dodge runecage.

    You can dodge javelin.

    I don't block a huge amount anyway, just stuff I know will hit very hard and that can't be dodged (like AOEs), so I don't see this being a huge problem for how I play.

    Nor for many others unless they are a LT build.

    If you dodge you'll eat the meteor + purifying light and jabs/whirling blades.
    Which means you are guaranteed to die if you drop below a certain HP threshold that is way too high for how easy and unavoidable this combo is.

    Javelin now works exactly as Rune Cage currently works.

    Both are dodgebale
    Both are unblockable

    This is pretty much nothing like when Rune Cage was prevalent. At that time, Rune Cage was neither blockable or dodgeble. It was a guaranteed hit, every time.

    What you're missing is that while javalin is in fact dodgeable, magplar can stack more damage than magsorcs did/could back then, Templar has access to an undodgeable skill in the form of Jabs and also with next patch whirling blades and that the meteor that will be lined up with Purifying light and javalin is undodgeable.

    This translates to the same issue we had with rune cage back then: even in a 1v1 scenario you have no chance of surviving this combo once you drop below a certain HP threshold. This gets worsened by any other player you are facing while fighting a Templar utilizing this.

    When Mistform becomes the only viable option to defend against the burst combo of a single player there is something wrong with that burst combo and piercing javalin stunning through block is the tipping point here.

    Nobody can stack damage during a burst window that sorc can due to their delayed ability and execute, timed with a proc. POTL going off is only a 3rd of that
  • etchedpixels
    etchedpixels
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    divnyi wrote: »
    katorga wrote: »
    divnyi wrote: »
    Lmao wait knockback is unblockable now? Hahahahhahahahah oh wow. It this goes live we would see unprecedented levels of bridge trolling.

    The rationale for keeping the DK stun as is, while nerfing the Sorc Rune Cage was that Rune Cage was ranged.

    Now ZOS is doing another ranged, unavoidable stun.

    It will be just as broken as Rune Cage was.

    It is not unavoidable. But it breaks the well-established counterplay: if you think that someone tries to push you off the cliff, you block. On rooftops and bridges this will be very lethal, and you can build a tank with the sole purpose to troll on bridges. Fun ensures.

    The knockback needs to be blockable but that seems to be the only change required
    Too many toons not enough time
  • Brrrofski
    Brrrofski
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    VarisVaris wrote: »
    Brrrofski wrote: »
    To be fair, you couldn't dodge runecage.

    You can dodge javelin.

    I don't block a huge amount anyway, just stuff I know will hit very hard and that can't be dodged (like AOEs), so I don't see this being a huge problem for how I play.

    Nor for many others unless they are a LT build.

    If you dodge you'll eat the meteor + purifying light and jabs/whirling blades.
    Which means you are guaranteed to die if you drop below a certain HP threshold that is way too high for how easy and unavoidable this combo is.

    So the same as runecage, which nobody uses, despite that possible combo.

    And you're talking about one specific example. Which will see barely any play imo.

    Cresent/dawnbreaker will still be better ults to use on a Templar.
    Edited by Brrrofski on February 4, 2022 4:39PM
  • Necrotech_Master
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    if the cc from the javelin is not blockable with this update, i could see it pairing well with hrothgar set (yes its not as good as before, but in this situation could still add 1-3k more unresistable dmg on top of another unresistable dmg)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
  • TechMaybeHic
    TechMaybeHic
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    I think the concerning thing would be that it still bypassing resists when I've seen people use it as a spammable. I don't see anything wrong with a single target reliable CC to drop block; but it should not be a sole damage option. Even as a templar, I don't want to be getting KBed every 6 seconds because some clown spamming it and run the risk of being desync
    Edited by TechMaybeHic on February 4, 2022 4:47PM
  • jaws343
    jaws343
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    Brrrofski wrote: »
    VarisVaris wrote: »
    Brrrofski wrote: »
    To be fair, you couldn't dodge runecage.

    You can dodge javelin.

    I don't block a huge amount anyway, just stuff I know will hit very hard and that can't be dodged (like AOEs), so I don't see this being a huge problem for how I play.

    Nor for many others unless they are a LT build.

    If you dodge you'll eat the meteor + purifying light and jabs/whirling blades.
    Which means you are guaranteed to die if you drop below a certain HP threshold that is way too high for how easy and unavoidable this combo is.

    So the same as runecage, which nobody uses, despite that possible combo.

    And you're talking about one specific example. Which will see barely any play imo.

    Cresent/dawnbreaker will still be better ults to use on a Templar.

    POTL, Toppling Charge, Crescent, sweeps, will still be a far superior combo because it puts you in melee range, which you need for your spammable to be useful.
  • EF321
    EF321
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    VarisVaris wrote: »
    Jabs cause the blocking target to lose more stamina because it deals multiple damage ticks over 1 second.


    I am fairy sure that block cost is per second, so it should not be consuming more stamina if you block multiple hits within same second.

    Can someone confirm this? I am not 100% certain.
  • EF321
    EF321
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    EF321 wrote: »
    VarisVaris wrote: »
    Jabs cause the blocking target to lose more stamina because it deals multiple damage ticks over 1 second.


    I am fairy sure that block cost is per second, so it should not be consuming more stamina if you block multiple hits within same second.

    Can someone confirm this? I am not 100% certain.

    I am getting some mixed/outdated answers from google, but seems like it's cooldown on drain is shorter than one second after all, so indeed blocking jabs would consume more stam.
  • Necrotech_Master
    Necrotech_Master
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    EF321 wrote: »
    VarisVaris wrote: »
    Jabs cause the blocking target to lose more stamina because it deals multiple damage ticks over 1 second.


    I am fairy sure that block cost is per second, so it should not be consuming more stamina if you block multiple hits within same second.

    Can someone confirm this? I am not 100% certain.

    block cost can trigger up to 4x per second, so anything that does rapid hits drains stamina way faster
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
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