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Crowd Control and other effects that need serious adjustments

Quackery
Quackery
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There are certain things in this game that ruin the enjoyment during fights or extend pointless fights for nothing and these are:

- Knockback/knockdown FEATURE that 95% of ALL ENEMIES have. It's such a lazy way of making trash mobs be more "effective" when all it does is irritate you. You're killing the enemies instantly
so why prolong it with a stupid cc effect?
- Nightblade npc's that cloak, that one is a big waster of time. Getting into a fight and the first thing that happens is me being stunned by them, teleporting to me and stunning me. It's incredibly
annoying, and I haven't even mentioned the cloaking at all. I'll be standing there for 4 seconds waiting for the cloak effect to wear off so I can kill the npc in a second. And then another
nightblade that cloaks RIGHT AFTER THAT and another 4 seconds wasted. I'm just standing there like an idiot, waiting for a 30k HP npc to de-cloak.
- Guards in Cyrodiil with their infinite amount of crowd control such as chains, negate, bubble, frags with stun, rune cage, all this happening within 10-15 seconds and cc immunity not working AT ALL! And then you have the DK guards going straight up to full health again... Fighting them is pure torture. Guards are what get me killed during fights, not actual players! It's warped!
- Trash mobs using Fear which bugs out and can't break free properly...nothing more needs to be said.

There are many more examples out there but I think I made my point clear. The problem is this: it ruins the battle flow and prolongs fights unnecessarily. Fighting trash mobs should be seamless and ended quickly, not drawn out due to mechanics that drive us crazy. Crowd Control needs a complete overhaul, ESPECIALLY knockback/knockdown effects (this one drives me nuts and I hate this ability with an intense passion)!
  • Alpheu5
    Alpheu5
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    I think easier overland content is the polar opposite of what has been frequently requested.
    Dalek-Rok - Argonian Sorcerer || Dalek-Shād - Argonian Nightblade || Dalek-Shul - Argonian Templar || Dalek-Xal - Argonian Dragonknight || Mounts-the-Snout - Argonian Warden || Dalek-Xul - Argonian Necromancer || Two-Spires - Argonian Arcanist || Dalek-Nesh - Argonian Sorcerer || Dalek-Kör - Argonian Dragonknight
    Don't incorporate bugs into your builds, and you won't have [an] issue.
  • HiImRex
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    I don’t agree with the sentiment that all mobs in the game need to stand there and let you run them over, I think if you want to tap a screen and feel like you’re achieving something there’s a million mobile games out there that is happy to waste your time.

    If we’re talking about replacing these mechanics with something more engaging, I’m game. But I don’t think that’s the OP’s sentiment. But let’s not redesign an entire game for the sake of somebody’s extreme impatience.
  • React
    React
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    I don't really care about the rest of this stuff, but the cyrodiil guards absolutely need to be reworked.

    They spam disorients, which don't exist on the player side of the game anymore and cause you to be chain-CCd.

    The guard version of the s&b skill "puncture" applies something like a 20-30% damage taken debuff to you.

    The honor guards burst heal to full HP consistently, and they chain you straight through walls and floors. They also use negate FAR too frequently.

    The mender version of unstable core is still a true reflect.

    The archer guards apply a unique, stacking, severe defile to you.

    Sometimes when you heavy attack a blocking guard, or get stunned by a guard reverb, you just get sent flying across the map in a "position desync" until you randomly hit a loadscreen and appear back where you started.

    Now, I'm not saying guards shouldn't be a factor. But they legitimately have not been updated since the game launched, and their mechanics are not functional anymore and need to be adjusted.
    Edited by React on January 17, 2023 11:49PM
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  • HailstoSithis
    HailstoSithis
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    At the very beginning of the game, when you make a character, you are taught the basic mechanics of the game: you learn to recognize the enemy's combat queues, how to block and dodge-roll, all so you can react appropriately to the game's mechanics.

    Even if you see these and other mechanics as annoyances or inconveniences, this is just the way the game is. Some of these extra mechanics also add a level of immersion to the gameplay; an NPC Nightblade uses cloak, and it makes sense because that is part of what makes them a Nightblade. Some of these mechanics lay a foundation to make sure the game isn't abused. The whole guards thing, I am not going to comment on that because it probably serves a purpose, or it wouldn't have been designed that way; I am unaware of the specifics, so I leave that alone.

    If you start to find that it is hard to get passed these mechanics, maybe this game isn't your cup of tea. Not only that, but the game is an action combat game, it could also be that action combat games aren't you style altogether. Only you would know though. Wish you luck. <3
    Edited by HailstoSithis on January 17, 2023 9:05PM
  • katanagirl1
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    There was something about “improved knock-back mechanics for NPCs” mentioned in the last patch notes for PS at least. I have sure noticed this. I can no longer manage certain content on my stamblade now because of the constant cc from that and also break free no longer working since forever.

    It does make certain things much less enjoyable than before.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Necromancer
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • Nihilr
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    React wrote: »
    I don't really care about the rest of this stuff, but the cyrodiil guards absolutely need to be reworked.

    They spam disorients, which don't exist on the player side of the game anymore and cause you to be chain-CCd.

    The guard version of the s&b skill "puncture" applies something like a 20-30% damage taken debuff to you.

    The honor guards burst heal to full HP consistently, and they chain you straight through walls and floors. They also use negate FAR too frequently.

    The mender version of unstable core is still a true reflect.

    The archer guards apply a unique, stacking, severe defile to you.

    Sometimes when you heavy attack a blocking guard, or get stunned by a guard reverb, you just get sent flying across the map in a "position desync" until you randomly hit a loadscreen and appear back where you started.

    Now, I'm not saying guards shouldn't be a factor. But they legitimately have not been updated since the game launched, and their mechanics are not functional anymore and need to be adjusted.

    Maybe I'm imagining things, but the cross-class abilities is kinda BS also. DK armor + Temp Dark Sphere + Sorc Negate?

    If we were able to disband classes and use various abilities and passives (to a limit), then I'd be fine with it. But it's kinda like "Look, our NPC's are more godlike than these players who are actual heroes in the game and have more versatile skills unlocked."
  • peacenote
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    In some cases it is just the case of learning what certain enemies do and adjusting.

    For example, I mentioned to my friend how annoying it is to farm clannfears and he said, yep, that's why I charge up to them; I stun them first and then they are dead before they can knock me down.

    I've been playing since 2014 and I didn't think of that!!! :D It is easy to forget that even trash has different moves and we can adjust to counter them.

    Time stop, negate, stun, aoes.... using the right tool for the job can change a fight from frustrating to smooth. :)
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
  • Sparxlost
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    HiImRex wrote: »
    I don’t agree with the sentiment that all mobs in the game need to stand there and let you run them over, I think if you want to tap a screen and feel like you’re achieving something there’s a million mobile games out there that is happy to waste your time.

    If we’re talking about replacing these mechanics with something more engaging, I’m game. But I don’t think that’s the OP’s sentiment. But let’s not redesign an entire game for the sake of somebody’s extreme impatience.

    i definitely think it would add more to the fun aspect of the game for more casual players... pvp guards are totally rediculous imo and should be somewhat less useful....

    if the gates are open and no one is around save two guards i do firmly believe i should be able to sneak up to them and dispatch them quickly on any of my stealth oriented characters not just nightblades... most players these days are all three roles in one and fitting into one role the best you can and still not being able to hold a candle to those players is a challenging enough experience for those who value personal preference.... but on top of that not being able to do the same content as effectively as those players is completely awful...
  • Northwold
    Northwold
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    Admittedly going back to first principles, but WHY is it called "crowd control"? The only thing the term brings to mind is bouncers shepherding a nightclub queue, and definitely nothing Tamriel related. The term is neither immersive nor intuitive but I'm curious where it came from.
  • fleetingyouth_ESO
    fleetingyouth_ESO
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    Northwold wrote: »
    Admittedly going back to first principles, but WHY is it called "crowd control"? The only thing the term brings to mind is bouncers shepherding a nightclub queue, and definitely nothing Tamriel related. The term is neither immersive nor intuitive but I'm curious where it came from.

    It literally comes from the original MMO's to describe abilities to physically control the players/monsters in a battle so that players could fight stronger more technically difficult battles.
  • Northwold
    Northwold
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    Northwold wrote: »
    Admittedly going back to first principles, but WHY is it called "crowd control"? The only thing the term brings to mind is bouncers shepherding a nightclub queue, and definitely nothing Tamriel related. The term is neither immersive nor intuitive but I'm curious where it came from.

    It literally comes from the original MMO's to describe abilities to physically control the players/monsters in a battle so that players could fight stronger more technically difficult battles.

    Thanks i assumed it must be something like that.
  • Lumenn
    Lumenn
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    Northwold wrote: »
    Admittedly going back to first principles, but WHY is it called "crowd control"? The only thing the term brings to mind is bouncers shepherding a nightclub queue, and definitely nothing Tamriel related. The term is neither immersive nor intuitive but I'm curious where it came from.

    Oh yeah, in many of the first MMO (mine was EQ) you'd have whole packs that would agro at once. Someone(usually an enchanter or bard) would stun, mesmerize, etc) the crowd while the rest of the grp whittled down the mobs one by one.
  • OBJnoob
    OBJnoob
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    I played a Bard in EverQuest but I was on dial-up internet and didn't have much fun. When EQOA came out for console I had much more fun. Enchanters were AWESOME. Often referred to as "batteries" we would keep allies resources up, CC enemies, and DPS. Kinda upsetting honestly that in ESO tanks and healers are required to do this. In EQOA tanks and healers had their own jobs, lol.
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