ESO_Nightingale wrote: »In a future dungeon update, can we introduce a strong single target based frost damage proc monster helmet? One that focuses purely on dealing damage instead of having secondary effects unrelated to increasing damage would be really nice to have to increase the pool of frost damage monster helmets to choose from. As currently our 2 options are both area of effect damage over time helmets. With either a shield or debuffs.
acastanza_ESO wrote: »Billium813 wrote: »Faun's Lark
- Fixed an issue where players affected by this set’s Charm could still move freely. Charmed players will now move toward the last location of the Charm caster and stay there until the effects of the Charm have worn off or have ended early by cleansing or using Break Free.
So, Faun's Lark is like the opposite of Feared now? Not complaining, just asking.
Precisely what position will they move towards while Charmed? "The last location of the Charm caster" is a bit vague considering the proc is on "passing through" an enemy, so when they are Charmed, the positions are basically the same, right? If there is a delay (maybe 10ms), what if the "Charming" player makes an immediate 90 degree turn? Or pulls a 180? Faun's Lark says "removing their ability to attack or cast abilities as they move toward you", but the caster has run the other way so does that break you free? Kind of confused on this.
They should add "Charmed enemies cannot be charmed again for 8 seconds". Do the designers of Faun's Lark want players to be able to immediately re-Charm enemies that just broke free? And I think thematically they could add "Dealing damage to an enemy removes the Charmed effect" since it makes more sense that them hitting you would snap you out of your stupor.
Also, while I think the design is interesting, I think this effect WAS really confusing to players since it isn't that obvious that you need to CC break to get out of this effect. Having the players lose control and run to a specific location is a good step in the right direction for this effect since that makes it way more obvious that the player needs to break free of something.
From what I recall from earlier testing it does respect CC immunity. The problem is that CC immunity is a joke in PVP.
Adding a rider like dealing damage breaks the charm, or adding a specific cooldown to the ability to be affected by the set (I would go even longer than 8 seconds) is 1000% necessary.
Billium813 wrote: »acastanza_ESO wrote: »Billium813 wrote: »Faun's Lark
- Fixed an issue where players affected by this set’s Charm could still move freely. Charmed players will now move toward the last location of the Charm caster and stay there until the effects of the Charm have worn off or have ended early by cleansing or using Break Free.
So, Faun's Lark is like the opposite of Feared now? Not complaining, just asking.
Precisely what position will they move towards while Charmed? "The last location of the Charm caster" is a bit vague considering the proc is on "passing through" an enemy, so when they are Charmed, the positions are basically the same, right? If there is a delay (maybe 10ms), what if the "Charming" player makes an immediate 90 degree turn? Or pulls a 180? Faun's Lark says "removing their ability to attack or cast abilities as they move toward you", but the caster has run the other way so does that break you free? Kind of confused on this.
They should add "Charmed enemies cannot be charmed again for 8 seconds". Do the designers of Faun's Lark want players to be able to immediately re-Charm enemies that just broke free? And I think thematically they could add "Dealing damage to an enemy removes the Charmed effect" since it makes more sense that them hitting you would snap you out of your stupor.
Also, while I think the design is interesting, I think this effect WAS really confusing to players since it isn't that obvious that you need to CC break to get out of this effect. Having the players lose control and run to a specific location is a good step in the right direction for this effect since that makes it way more obvious that the player needs to break free of something.
From what I recall from earlier testing it does respect CC immunity. The problem is that CC immunity is a joke in PVP.
Adding a rider like dealing damage breaks the charm, or adding a specific cooldown to the ability to be affected by the set (I would go even longer than 8 seconds) is 1000% necessary.
CC Immunity is like 6 seconds, right? So you get charmed, break free. Then, you can be charmed again after 6 seconds? That doesn't seem long enough to me considering this isn't a skill that costs anything, you just run... which is what PvP is all about... and it gains you stats back!
See, looking over many of the things that grant "Fear", they don't have cooldowns on applying Fear either. I can see the logic that since Fear just uses CC immunity cooldown, Charmed could as well. But Faun's Lark doesn't cost resources like casting a skill to apply Fear does... it just triggers on running through players. PvP is all about running around, being slippery and basically unkillable, THEN nuking players with one big hit. Faun's Lark feels like it really helps that strat, which is already super annoying IMO.
I wonder what Cyrodiil will look like with 3-4 players Naruto running through hords of players, gaining life, gaining stam, CC stunning everyone every 6 seconds, spamming heals, chugging unstoppable pots, generally just being super annoying. The confusion alone should help disrupt zergs and to that, I kinda like this mythic! Seems like resource towers will be really annoying with these jokers running around though...
I don't dislike the design, but I wonder how it will play out. Maybe they could remove the resource sustain? Or make the equipped player unable to become immune to stuns themselves? At least then, the runner could be countered with some stuns.