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Essence Of Detection range on PTS???

ioResult
ioResult
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Why have you changed the range of Essence Of Detection potions on the PTS to a HUNDRED meters?!?! And last for 15.7 seconds?

In the last few patches you have introduced overpowered, exploitable sets like Sentry where people swap them on using adding, crouch and swap back out of the set automatically to be able to see anyone in stealth infinitely far before going into combat, and now Structured Entropy pulls you out of stealth, and Haunting Curse can be blind cast without a target to pull people out of stealth, and all AoEs now hit you for damage while you are spamming Shadowy Disguise to get into stealth and there are already poisons that prevent people from cloaking using Shadowy Disguise. Is that all not enough? Now you want to make the range of detect pots invite also for all intents and purposes and make them last practically forever?

It seems that you want Shadowy Disguise and Vamp Stage 4 out of the game. It seems like you just want ESO combat to be a game of Rock 'Em Sock 'Em Robots where uber-tanky automatons just slug it out while spamming increasingly effective heals.

If I'm wrong, please explain how there are more & more counters to stealth every patch but there are no counters to things like Streak and DK abilities with unavoidable CCs.

ZOS you are playing into the narrative that all ZOS employees run around in ball groups in Cyrodill & IC and as unkillable DK/Warden pre-mades in BGs.

Please instead fix this and fix things like Structured Entropy pulling people out for stealth with every tick and Curse not required to be targeted and the Sentry proc being exploitable instead of the proc ends if you take 1 piece of Sentry off since its a 5 piece proc.

But yeah ZOS...Cloak is the problem.
--
sudo rm -rf /
don't try this at ~
  • blktauna
    blktauna
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    I saw this and many unprintable words issued forth.

    What pray, is the point of even having stealth if this is what the devs are going to do?
    sentry is infinite, structured pulls you out. curse can be blind cast and pulls you. ALL aoes hit you even when spamming cloak, dots persist while cloaked, etc,

    WHAT IS THE NEED FOR THIS FOOLISHNESS?
    PCNA
    PCEU
  • Artim_X
    Artim_X
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    Not gonna lie, I thought the OP was pulling my leg, since I didn't see this change in the patch notes. However, lo and behold a significant stealth counter change that nobody asked for like damnnn it's too strong lol
    LIVE:
    znpxxao4o5t2.png
    PTS:
    8d9u2wspi38y.png
    Now I don't agree with everything mentioned in the OP. The time of the potion hasn't changed and that in itself is fine, since this can at times be the only true counter that one is using against a potential ganker and it essentially has a 30 second cooldown where it is not active. However, the distance was what made it balanced in general, since one also had to maintain a certain distance to truly counter the other player. 100 meters is crazy loll I can pop the potion and see someone taking a poop off in the distance beyond even my range skills :D

    Lots of people complain about stealth on the forums, but in all seriousness are they even using the counters to stealth/invisibility?
    doubt-intensifies.gif
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Burn/Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Inferno/Lightning Staff (infused/shock enchant), and Rage of the Ursauk jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Twilight Tormentor (Twilight Matriarch for solo roleplay variant of build), and Power Overload.
    • Ability-Bar 2: Crushing Shock/Storm Pulsar, Streak, Flame/Shock Reach, Unstable Wall of Fire/Storms, Twilight Tormentor (Twilight Matriarch for solo roleplay variant of build) and Fiery/Thunderous Rage.
    Electric-Heal
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    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
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    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Mother Ciannait's (1 light and 1 medium. Divines and Max Mag Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), CP restoration staff (Infused with hardening enchant), and CP ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
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    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact for regular and NoCP build/Oblivion's Foe for dot build (medium chest and body pieces light. All Impenetrable. Max Mag Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Max Mag Enchants). Knight Slayer/Pariah jewelry/Plaguebreak for dot build (bloodthirsty with spell damage enchant)/lightning staff (infused with oblivion enchant for regular and noCP build/absorb magicka enchant and Sharpened for dot build. Sharpened for dot build)/restoration staff (infused with oblivion enchant regular and noCP build/absorb magicka enchant and Sharpened for dot build).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Empowered Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that only utilizes Aedric Spear abilities.
    • Gear: 5 Infallible Aether (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (Infused/shock enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on head and everything else Magicka Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Max Health Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant/Stealth-Draining Poison IX), and Knight Slayer jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with Spell Damage Enchant).
    • Ability-Bar 1:Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver (Shatter Soul).
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
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    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
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    • PvP: The Lover for penetration when playing a sorc or temp.
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
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    • DPS Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Biting Aura, Thaumaturge, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvE Temp: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Fighting Finesse, Master-at-Arms, Weapons Expert, Biting Aura, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
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    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • Cast_El
    Cast_El
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    Shadow disguise should be like streak cost. PB solve
  • ioResult
    ioResult
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    @Artim_X my point in the time is, if it's gonna go five times as far as the last patch then its duration should be 1/5 of the duration of the last patch. :)



    But yeah ZOS...Cloak is the problem.
    --
    sudo rm -rf /
    don't try this at ~
  • Treeshka
    Treeshka
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    If this change is not a bug at least they should add some blue circle around the user so we can see they have increased detection.
  • tokeinskyblu
    tokeinskyblu
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    Fixed an issue where sources of Invisibility from things such as Shadow Cloak or potions could still allow you to be detected by other players in some cases, such as when you were wearing too many pieces of Heavy Armor, or when player targets had increases to Stealth Detection.
    

    Above is quote from 9.0 notes

    Do the potions still work for vamp stage 4 and cloak?

    By the above quote they should only work on crouching players yeah?

    I play on playstation so do not have access to PTS to test this out
  • Galeriano
    Galeriano
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    Treeshka wrote: »
    If this change is not a bug at least they should add some blue circle around the user so we can see they have increased detection.

    100 meters radius blue circle?
  • Galeriano
    Galeriano
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    Fixed an issue where sources of Invisibility from things such as Shadow Cloak or potions could still allow you to be detected by other players in some cases, such as when you were wearing too many pieces of Heavy Armor, or when player targets had increases to Stealth Detection.
    

    Above is quote from 9.0 notes

    Do the potions still work for vamp stage 4 and cloak?

    By the above quote they should only work on crouching players yeah?

    I play on playstation so do not have access to PTS to test this out

    Yes detect potions still work against cloak and vamp stage 4.
    Edited by Galeriano on April 26, 2023 1:28PM
  • Aka_
    Aka_
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    ZoS PLEASE... This is way too much. You didn't fix the bug with cloak still making you detectable, and now this is happening, too. This is far too disruptive to implement into the game accidentally. The Sentry set is a 5 piece set that does this already and players have to make the compromise between using another 5 piece or detecting stealthers. Do NOT let this go through!
  • DrNukenstein
    DrNukenstein
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    @zos Can we get confirmation that it's supposed to be like this in update 38?

  • Mayrael
    Mayrael
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    I suspect that this is an intentional change to standardize some things.

    For me, such a change means unsub, especially if it's introduced surreptitiously.
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "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
  • BlueRaven
    BlueRaven
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    I don’t pvp, I have a stage 4 nb vamp made specifically to do scouting missions during pvp events.

    This has to be a bug, right? This can’t be real change.
  • Billium813
    Billium813
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    To be fair to stealth in PvP... Detection Pots are already pretty powerful and don't need a buff. I can't count the number of times a NB tried to kill me, only to go invis and run away, only for me to pop a Detection pot and proceed to murder them while they crouch walk away, not even fighting back, undoubtedly pounding their keyboard and yelling "[snip] HOW YOU CAN YOU SEE ME!!! [snip] DANG DETECTION POTS!!!"

    [edited for profanity]
    Edited by Billium813 on April 26, 2023 8:05PM
  • Alpheu5
    Alpheu5
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    It has to be a bug or typo of some sort. 100 meters is like the upper limit on player model render distance.
    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.
  • Necrotech_Master
    Necrotech_Master
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    with all of the potion cooldown stuff im sure you could nearly get this to be near 100% uptime

    i also assume that this seems like some kind of bug unless they want you to be able to detect even the longest range snipe gankers (snipe in pvp has a range of like 50 meters)
    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 (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Galeriano
    Galeriano
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    with all of the potion cooldown stuff im sure you could nearly get this to be near 100% uptime

    i also assume that this seems like some kind of bug unless they want you to be able to detect even the longest range snipe gankers (snipe in pvp has a range of like 50 meters)

    I guess that's their goal. If nobody can feel safe from being ganked at any given time than nightblades won't feel safe from being chased after gank either even from a big distance.
    Edited by Galeriano on April 26, 2023 6:23PM
  • Aka_
    Aka_
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    Billium813 wrote: »
    To be fair to stealth in PvP... Detection Pots are already pretty powerful and don't need a buff. I can't count the number of times a NB tried to kill me, only to go invis and run away, only for me to pop a Detection pot and proceed to murder them while they crouch walk away, not even fighting back, undoubtedly pounding their keyboard and yelling "[snip] HOW YOU CAN YOU SEE ME!!! [snip] DETECTION POTS!!!"

    It would be nice, as a NB, to know when you're detected by detect pots. That's the biggest annoyance I have with them personally. Well, now the second biggest annoyance..

    [edited quote]
    Edited by ZOS_Kraken on April 26, 2023 8:00PM
  • Galeriano
    Galeriano
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    Billium813 wrote: »
    To be fair to stealth in PvP... Detection Pots are already pretty powerful and don't need a buff. I can't count the number of times a NB tried to kill me, only to go invis and run away, only for me to pop a Detection pot and proceed to murder them while they crouch walk away, not even fighting back, undoubtedly pounding their keyboard and yelling "[snip] HOW YOU CAN YOU SEE ME!!! [snip] DETECTION POTS!!!"

    There is a wierd sense of justice in the fact that nb dont know instantly that he is detected. If person who's gonna be attacked by nb in stealth won't know about gank attempt until it's too late than why nb should know instantly that he is being detected?

    I bet that for every nightblade who is yelling "[snip] HOW YOU CAN YOU SEE ME!!! [snip] DETECTION POTS!!!" there will be few ganked people yelling not pleasent things even louder.

    [edited for profanity]
    Edited by ZOS_Kraken on April 26, 2023 8:01PM
  • kalunte
    kalunte
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    why should nightblades skills be countered anyway?

    is there an universal counter to streak? fossilise? javelin? scorchs? blastbones?

    ears wide open here
  • Galeriano
    Galeriano
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    kalunte wrote: »
    why should nightblades skills be countered anyway?

    is there an universal counter to streak? fossilise? javelin? scorchs? blastbones?

    ears wide open here

    Streak as mobility tool - gap closers, regular mobility, built in ramping cost increase

    Stuns in general - break free and CC immunity

    AoE abilities like scorch and blastbones - major/minor evasion and block
  • Jaimeh
    Jaimeh
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    It has to be a bug it doesn't make sense otherwise, but an official statement would be good to have, a lot of people are understandably puzzled by this.
  • bachpain
    bachpain
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    It makes just as much sense as killing other things this patch to me. It definitely will be a counterplay to stealth ganking....
  • Storm27Stars
    Storm27Stars
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    It's so stupid it has to be a bit of code gone wonky.

    It'll almost mean you could spot a hidden Nightblade in Cyro or IC even if your standing in Murkmire.

    I'm sure some clever clogs will figure out a way to exploit it so they'll be able to detect Nightblades even when their on their home screen picking a character 🤣.

    Game uninstalling worthy if this goes live.
  • kalunte
    kalunte
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    Galeriano wrote: »
    kalunte wrote: »
    why should nightblades skills be countered anyway?

    is there an universal counter to streak? fossilise? javelin? scorchs? blastbones?

    ears wide open here

    Streak as mobility tool - gap closers, regular mobility, built in ramping cost increase

    Stuns in general - break free and CC immunity

    AoE abilities like scorch and blastbones - major/minor evasion and block

    dude, when you counter something you negate it completly.

    if youi break free from a stun it means you've been stunned in the first place which also mean you did not counter it...

    the counter to some CC is block but some goes through and deal dmg and procs other things because they bypass.

    also ramping cost does not prevent from using a skill with 100% of its effectiveness.

    last but not least, mitagate a skill/dmg is not negate it. but thanks for your words and time.
  • Galeriano
    Galeriano
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    kalunte wrote: »
    Galeriano wrote: »
    kalunte wrote: »
    why should nightblades skills be countered anyway?

    is there an universal counter to streak? fossilise? javelin? scorchs? blastbones?

    ears wide open here

    Streak as mobility tool - gap closers, regular mobility, built in ramping cost increase

    Stuns in general - break free and CC immunity

    AoE abilities like scorch and blastbones - major/minor evasion and block

    dude, when you counter something you negate it completly.

    if youi break free from a stun it means you've been stunned in the first place which also mean you did not counter it...

    the counter to some CC is block but some goes through and deal dmg and procs other things because they bypass.

    also ramping cost does not prevent from using a skill with 100% of its effectiveness.

    last but not least, mitagate a skill/dmg is not negate it. but thanks for your words and time.

    When You negate something completly than You are hard countering it. There is big difference between counter and hard counter.

    You can get CC immunity from different sources that break free and breaking free is still counter to CC. If CC lasts for 4 seconds but You break it instantly after it was applied than You countered that CC. Your logic is like saying that race against time is not a counter to snare or immobilize if You were snared or immobilized before using it.

    Yeah because some things are designed to be counter to block otherwise permablocking would be an issue.

    Ramping skill puts the cap on skill effectiveness. It prevents You from using unlimited amount of consecutive streaks in a row. After few of them You need to stop which gives enemy opportinity to effectively chase You down.

    Dmg mitigation is a form of negating dmg from ability. Once again there is a difference between counter and hard counter.
  • Kaysha
    Kaysha
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    Mayrael wrote: »
    I suspect that this is an intentional change to standardize some things.

    For me, such a change means unsub, especially if it's introduced surreptitiously.

    This does not even mean unsub, it means closed wallet. Makes ESO truely free to play. lol.
  • ioResult
    ioResult
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    So @ZOS_GinaBruno is there any way someone there can comment on this change?

    Is it a bug?
    Is it intentional?
    Is it a test?

    Will ZOS consider changing the range of these potions back to 20m?

    It sounds like leaving it at 100m range as it is on PTS right now will make some of your customers stop paying for ESO Plus anymore and will make other customers quit the game entirely.

    Any official comment would be nicer than silence.
    But yeah ZOS...Cloak is the problem.
    --
    sudo rm -rf /
    don't try this at ~
  • kalunte
    kalunte
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    Galeriano wrote: »
    kalunte wrote: »
    Galeriano wrote: »
    kalunte wrote: »
    why should nightblades skills be countered anyway?

    is there an universal counter to streak? fossilise? javelin? scorchs? blastbones?

    ears wide open here

    Streak as mobility tool - gap closers, regular mobility, built in ramping cost increase

    Stuns in general - break free and CC immunity

    AoE abilities like scorch and blastbones - major/minor evasion and block

    dude, when you counter something you negate it completly.

    if youi break free from a stun it means you've been stunned in the first place which also mean you did not counter it...

    the counter to some CC is block but some goes through and deal dmg and procs other things because they bypass.

    also ramping cost does not prevent from using a skill with 100% of its effectiveness.

    last but not least, mitagate a skill/dmg is not negate it. but thanks for your words and time.

    When You negate something completly than You are hard countering it. There is big difference between counter and hard counter.

    You can get CC immunity from different sources that break free and breaking free is still counter to CC. If CC lasts for 4 seconds but You break it instantly after it was applied than You countered that CC. Your logic is like saying that race against time is not a counter to snare or immobilize if You were snared or immobilized before using it.

    Yeah because some things are designed to be counter to block otherwise permablocking would be an issue.

    Ramping skill puts the cap on skill effectiveness. It prevents You from using unlimited amount of consecutive streaks in a row. After few of them You need to stop which gives enemy opportinity to effectively chase You down.

    Dmg mitigation is a form of negating dmg from ability. Once again there is a difference between counter and hard counter.

    you're right, everything is then perfectly balanced and well shaped =)
  • kalunte
    kalunte
    ✭✭✭✭✭
    still, that detect pots with 100m range wont bother much ppl i mean, if you know from a mile away that you're not cloacked (because the eye on target is open) then you wont go in to bomb.

    the very problem NB have versus detecting pots is when the target uses it at close range because you dont really have the time and infos to know if you got uncloaked by a pot, an aoe or even one of your own dmg skill/dot/proc.

    a glowy red eye on top of your target's head like NPC's have would be a great QoL but yet again since everything is perfectly balanced: to counter detect potions just dont use cloak =)
  • AndreNoir
    AndreNoir
    ✭✭✭
    kalunte wrote: »
    but yet again since everything is perfectly balanced: to counter detect potions just dont use cloak =)

    ...because NB hasn't enough skills that nobody ever uses
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