@ZOS_Gilliam wrote:I am particularly fond of the Elemental Explosion Grimoire, as it leans heavily into the super powerful mage archetype where you cast a high-risk, high-reward spell with a longer commitment time. Due to this high amount of commitment, it changes how I view many combat encounters, where I need to plan and adapt to opportunistic moments to activate and land it. Pairing this with the Knockback Focus turns it into an ultra-satisfying disruption tool, letting chaos abound, which brings me some simple joy and lots of laughs. Tack on the Warmage’s Defense Signature for a scaling damage shield based on the number of targets I hit, and the Cowardice Affix to reduce the unlucky victims’ Weapon and Spell Damage, and I can now tank plenty of damage from all the aggro it’ll generate from the people I’ve displaced in PvP.
SOLD. This sounds awesome. It's about time roof siegers have to think about their surroundings.Ground effects at 28 meters can be thrown from the ground to the top floor of a keep or outpost
xylena_lazarow wrote: »Hope they work out the stuck exploits though, bad enough it still happens with javs and such.
xylena_lazarow wrote: »I've heard it can potentially be used by pugs to knock ball group members off the walls and out of the keep.
This is exactly how the pugs vs ball issue should be addressed, forcing the ball to adapt their tactics in the face of stronger counterplay, as opposed to more blanket nerfs that help no one.It'll change how they position, and there will be some areas that you don't go into without an immov pot.. It'll at least keep them off the D ring.
CameraBeardThePirate wrote: »Why are people complaining about having a way to knock people off keep walls? It's a good thing.
CameraBeardThePirate wrote: »It leads to more dynamic fights, fewer stalematey siege fests, and will force people to be smart about how they defend a keep instead of just sitting behind 8 pots of oil.
CameraBeardThePirate wrote: »Why are people complaining about having a way to knock people off keep walls? It's a good thing.
The idea is fantastic. The execution due to pre-existing issues with skills that move you is the issue. If someone spends the time learning how to do so, they'll be able to knock you into a wall, under ground, into the ceiling, or desync you on purpose. Continuously.CameraBeardThePirate wrote: »It leads to more dynamic fights, fewer stalematey siege fests, and will force people to be smart about how they defend a keep instead of just sitting behind 8 pots of oil.
I believe exactly the opposite. It will serve little to no purpose in the big picture other than upsetting people. If it stays as-is, it will be the new ultimate troll skill. I can foresee playing a StealthBlade in something like back bar Wretched, front bar some other proc set (Azure or there are a few good options), perhaps Sellistrix monster if the knock back from the skill doesn't apply CC immunity. Maybe even Nibenay for even more zoink-protection if your goal is to mess with balled up groups.
Imagine you're playing, and every 8-10 seconds you get knocked back 12 meters. You'll spend half your time - literally half your time - recovering position. Is there someone who you don't like and you don't mind spending time irritating them rather than helping your faction? Run this build. Is there a group running and you don't want them to attack a keep, run this build and cast it from stealth continuously on their spread, knocking people back every cast. Cloak -> KnockBack -> Race -> Cloak as you zoom around them and keep knocking them out of position. It makes it so much easier being a troll and ensuring that nobody in your area can enjoy playing.
CameraBeardThePirate wrote: »Why are people complaining about having a way to knock people off keep walls? It's a good thing.
The idea is fantastic. The execution due to pre-existing issues with skills that move you is the issue. If someone spends the time learning how to do so, they'll be able to knock you into a wall, under ground, into the ceiling, or desync you on purpose. Continuously.CameraBeardThePirate wrote: »It leads to more dynamic fights, fewer stalematey siege fests, and will force people to be smart about how they defend a keep instead of just sitting behind 8 pots of oil.
I believe exactly the opposite. It will serve little to no purpose in the big picture other than upsetting people. If it stays as-is, it will be the new ultimate troll skill. I can foresee playing a StealthBlade in something like back bar Wretched, front bar some other proc set (Azure or there are a few good options), perhaps Sellistrix monster if the knock back from the skill doesn't apply CC immunity. Maybe even Nibenay for even more zoink-protection if your goal is to mess with balled up groups.
Imagine you're playing, and every 8-10 seconds you get knocked back 12 meters. You'll spend half your time - literally half your time - recovering position. Is there someone who you don't like and you don't mind spending time irritating them rather than helping your faction? Run this build. Is there a group running and you don't want them to attack a keep, run this build and cast it from stealth continuously on their spread, knocking people back every cast. Cloak -> KnockBack -> Race -> Cloak as you zoom around them and keep knocking them out of position. It makes it so much easier being a troll and ensuring that nobody in your area can enjoy playing.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Why are people complaining about having a way to knock people off keep walls? It's a good thing.
The idea is fantastic. The execution due to pre-existing issues with skills that move you is the issue. If someone spends the time learning how to do so, they'll be able to knock you into a wall, under ground, into the ceiling, or desync you on purpose. Continuously.CameraBeardThePirate wrote: »It leads to more dynamic fights, fewer stalematey siege fests, and will force people to be smart about how they defend a keep instead of just sitting behind 8 pots of oil.
I believe exactly the opposite. It will serve little to no purpose in the big picture other than upsetting people. If it stays as-is, it will be the new ultimate troll skill. I can foresee playing a StealthBlade in something like back bar Wretched, front bar some other proc set (Azure or there are a few good options), perhaps Sellistrix monster if the knock back from the skill doesn't apply CC immunity. Maybe even Nibenay for even more zoink-protection if your goal is to mess with balled up groups.
Imagine you're playing, and every 8-10 seconds you get knocked back 12 meters. You'll spend half your time - literally half your time - recovering position. Is there someone who you don't like and you don't mind spending time irritating them rather than helping your faction? Run this build. Is there a group running and you don't want them to attack a keep, run this build and cast it from stealth continuously on their spread, knocking people back every cast. Cloak -> KnockBack -> Race -> Cloak as you zoom around them and keep knocking them out of position. It makes it so much easier being a troll and ensuring that nobody in your area can enjoy playing.
The stun/ability is heavily telegraphed. If you're getting hit and stunned by it every 8 seconds, that's a learn to play issue; you need to block.
Chilly-McFreeze wrote: »CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Why are people complaining about having a way to knock people off keep walls? It's a good thing.
The idea is fantastic. The execution due to pre-existing issues with skills that move you is the issue. If someone spends the time learning how to do so, they'll be able to knock you into a wall, under ground, into the ceiling, or desync you on purpose. Continuously.CameraBeardThePirate wrote: »It leads to more dynamic fights, fewer stalematey siege fests, and will force people to be smart about how they defend a keep instead of just sitting behind 8 pots of oil.
I believe exactly the opposite. It will serve little to no purpose in the big picture other than upsetting people. If it stays as-is, it will be the new ultimate troll skill. I can foresee playing a StealthBlade in something like back bar Wretched, front bar some other proc set (Azure or there are a few good options), perhaps Sellistrix monster if the knock back from the skill doesn't apply CC immunity. Maybe even Nibenay for even more zoink-protection if your goal is to mess with balled up groups.
Imagine you're playing, and every 8-10 seconds you get knocked back 12 meters. You'll spend half your time - literally half your time - recovering position. Is there someone who you don't like and you don't mind spending time irritating them rather than helping your faction? Run this build. Is there a group running and you don't want them to attack a keep, run this build and cast it from stealth continuously on their spread, knocking people back every cast. Cloak -> KnockBack -> Race -> Cloak as you zoom around them and keep knocking them out of position. It makes it so much easier being a troll and ensuring that nobody in your area can enjoy playing.
The stun/ability is heavily telegraphed. If you're getting hit and stunned by it every 8 seconds, that's a learn to play issue; you need to block.
How long before the actual impact will the telegraf be visible for the opponent? The whole cast time? I think I read somewhere that the telegraf is shorter.
Necrotech_Master wrote: »Chilly-McFreeze wrote: »CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Why are people complaining about having a way to knock people off keep walls? It's a good thing.
The idea is fantastic. The execution due to pre-existing issues with skills that move you is the issue. If someone spends the time learning how to do so, they'll be able to knock you into a wall, under ground, into the ceiling, or desync you on purpose. Continuously.CameraBeardThePirate wrote: »It leads to more dynamic fights, fewer stalematey siege fests, and will force people to be smart about how they defend a keep instead of just sitting behind 8 pots of oil.
I believe exactly the opposite. It will serve little to no purpose in the big picture other than upsetting people. If it stays as-is, it will be the new ultimate troll skill. I can foresee playing a StealthBlade in something like back bar Wretched, front bar some other proc set (Azure or there are a few good options), perhaps Sellistrix monster if the knock back from the skill doesn't apply CC immunity. Maybe even Nibenay for even more zoink-protection if your goal is to mess with balled up groups.
Imagine you're playing, and every 8-10 seconds you get knocked back 12 meters. You'll spend half your time - literally half your time - recovering position. Is there someone who you don't like and you don't mind spending time irritating them rather than helping your faction? Run this build. Is there a group running and you don't want them to attack a keep, run this build and cast it from stealth continuously on their spread, knocking people back every cast. Cloak -> KnockBack -> Race -> Cloak as you zoom around them and keep knocking them out of position. It makes it so much easier being a troll and ensuring that nobody in your area can enjoy playing.
The stun/ability is heavily telegraphed. If you're getting hit and stunned by it every 8 seconds, that's a learn to play issue; you need to block.
How long before the actual impact will the telegraf be visible for the opponent? The whole cast time? I think I read somewhere that the telegraf is shorter.
from what i saw it seemed fairly short as well, like it didnt even show until it was almost impacting, so there was maybe 1-2 seconds of reaction time
dont know if that was changed or tweaked at all
CameraBeardThePirate wrote: »Necrotech_Master wrote: »Chilly-McFreeze wrote: »CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Why are people complaining about having a way to knock people off keep walls? It's a good thing.
The idea is fantastic. The execution due to pre-existing issues with skills that move you is the issue. If someone spends the time learning how to do so, they'll be able to knock you into a wall, under ground, into the ceiling, or desync you on purpose. Continuously.CameraBeardThePirate wrote: »It leads to more dynamic fights, fewer stalematey siege fests, and will force people to be smart about how they defend a keep instead of just sitting behind 8 pots of oil.
I believe exactly the opposite. It will serve little to no purpose in the big picture other than upsetting people. If it stays as-is, it will be the new ultimate troll skill. I can foresee playing a StealthBlade in something like back bar Wretched, front bar some other proc set (Azure or there are a few good options), perhaps Sellistrix monster if the knock back from the skill doesn't apply CC immunity. Maybe even Nibenay for even more zoink-protection if your goal is to mess with balled up groups.
Imagine you're playing, and every 8-10 seconds you get knocked back 12 meters. You'll spend half your time - literally half your time - recovering position. Is there someone who you don't like and you don't mind spending time irritating them rather than helping your faction? Run this build. Is there a group running and you don't want them to attack a keep, run this build and cast it from stealth continuously on their spread, knocking people back every cast. Cloak -> KnockBack -> Race -> Cloak as you zoom around them and keep knocking them out of position. It makes it so much easier being a troll and ensuring that nobody in your area can enjoy playing.
The stun/ability is heavily telegraphed. If you're getting hit and stunned by it every 8 seconds, that's a learn to play issue; you need to block.
How long before the actual impact will the telegraf be visible for the opponent? The whole cast time? I think I read somewhere that the telegraf is shorter.
from what i saw it seemed fairly short as well, like it didnt even show until it was almost impacting, so there was maybe 1-2 seconds of reaction time
dont know if that was changed or tweaked at all
1-2 seconds is still plenty. Dark Convergence is only 1 second and is very easily blocked. Arcanist's stun is the same.
If someone is spamming you with an ability that makes a giant red circle on the ground, you'll learn to block it pretty quick.
Necrotech_Master wrote: »CameraBeardThePirate wrote: »Necrotech_Master wrote: »Chilly-McFreeze wrote: »CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Why are people complaining about having a way to knock people off keep walls? It's a good thing.
The idea is fantastic. The execution due to pre-existing issues with skills that move you is the issue. If someone spends the time learning how to do so, they'll be able to knock you into a wall, under ground, into the ceiling, or desync you on purpose. Continuously.CameraBeardThePirate wrote: »It leads to more dynamic fights, fewer stalematey siege fests, and will force people to be smart about how they defend a keep instead of just sitting behind 8 pots of oil.
I believe exactly the opposite. It will serve little to no purpose in the big picture other than upsetting people. If it stays as-is, it will be the new ultimate troll skill. I can foresee playing a StealthBlade in something like back bar Wretched, front bar some other proc set (Azure or there are a few good options), perhaps Sellistrix monster if the knock back from the skill doesn't apply CC immunity. Maybe even Nibenay for even more zoink-protection if your goal is to mess with balled up groups.
Imagine you're playing, and every 8-10 seconds you get knocked back 12 meters. You'll spend half your time - literally half your time - recovering position. Is there someone who you don't like and you don't mind spending time irritating them rather than helping your faction? Run this build. Is there a group running and you don't want them to attack a keep, run this build and cast it from stealth continuously on their spread, knocking people back every cast. Cloak -> KnockBack -> Race -> Cloak as you zoom around them and keep knocking them out of position. It makes it so much easier being a troll and ensuring that nobody in your area can enjoy playing.
The stun/ability is heavily telegraphed. If you're getting hit and stunned by it every 8 seconds, that's a learn to play issue; you need to block.
How long before the actual impact will the telegraf be visible for the opponent? The whole cast time? I think I read somewhere that the telegraf is shorter.
from what i saw it seemed fairly short as well, like it didnt even show until it was almost impacting, so there was maybe 1-2 seconds of reaction time
dont know if that was changed or tweaked at all
1-2 seconds is still plenty. Dark Convergence is only 1 second and is very easily blocked. Arcanist's stun is the same.
If someone is spamming you with an ability that makes a giant red circle on the ground, you'll learn to block it pretty quick.
if your not using siege, it would make sense, if your on siege though that might not be enough reaction time
even with current telegraphs of enemy siege, sometimes have problems getting off my siege and dodging/moving out of range of the incoming enemy siege and that gives like a solid 5-6 seconds if its a far away siege
CameraBeardThePirate wrote: »Necrotech_Master wrote: »CameraBeardThePirate wrote: »Necrotech_Master wrote: »Chilly-McFreeze wrote: »CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Why are people complaining about having a way to knock people off keep walls? It's a good thing.
The idea is fantastic. The execution due to pre-existing issues with skills that move you is the issue. If someone spends the time learning how to do so, they'll be able to knock you into a wall, under ground, into the ceiling, or desync you on purpose. Continuously.CameraBeardThePirate wrote: »It leads to more dynamic fights, fewer stalematey siege fests, and will force people to be smart about how they defend a keep instead of just sitting behind 8 pots of oil.
I believe exactly the opposite. It will serve little to no purpose in the big picture other than upsetting people. If it stays as-is, it will be the new ultimate troll skill. I can foresee playing a StealthBlade in something like back bar Wretched, front bar some other proc set (Azure or there are a few good options), perhaps Sellistrix monster if the knock back from the skill doesn't apply CC immunity. Maybe even Nibenay for even more zoink-protection if your goal is to mess with balled up groups.
Imagine you're playing, and every 8-10 seconds you get knocked back 12 meters. You'll spend half your time - literally half your time - recovering position. Is there someone who you don't like and you don't mind spending time irritating them rather than helping your faction? Run this build. Is there a group running and you don't want them to attack a keep, run this build and cast it from stealth continuously on their spread, knocking people back every cast. Cloak -> KnockBack -> Race -> Cloak as you zoom around them and keep knocking them out of position. It makes it so much easier being a troll and ensuring that nobody in your area can enjoy playing.
The stun/ability is heavily telegraphed. If you're getting hit and stunned by it every 8 seconds, that's a learn to play issue; you need to block.
How long before the actual impact will the telegraf be visible for the opponent? The whole cast time? I think I read somewhere that the telegraf is shorter.
from what i saw it seemed fairly short as well, like it didnt even show until it was almost impacting, so there was maybe 1-2 seconds of reaction time
dont know if that was changed or tweaked at all
1-2 seconds is still plenty. Dark Convergence is only 1 second and is very easily blocked. Arcanist's stun is the same.
If someone is spamming you with an ability that makes a giant red circle on the ground, you'll learn to block it pretty quick.
if your not using siege, it would make sense, if your on siege though that might not be enough reaction time
even with current telegraphs of enemy siege, sometimes have problems getting off my siege and dodging/moving out of range of the incoming enemy siege and that gives like a solid 5-6 seconds if its a far away siege
I don't really see a problem with an ability that forces people off of siege.
You shouldn't really be hanging out in the siege firing state anyways. Shoot the siege, then exit the menu so that you can remain aware of your surroundings and throw up HoTs. There's literally no point in sitting on your siege while it's recharging.
@ZOS_Gilliam wrote:I am particularly fond of the Elemental Explosion Grimoire, as it leans heavily into the super powerful mage archetype where you cast a high-risk, high-reward spell with a longer commitment time. Due to this high amount of commitment, it changes how I view many combat encounters, where I need to plan and adapt to opportunistic moments to activate and land it. Pairing this with the Knockback Focus turns it into an ultra-satisfying disruption tool, letting chaos abound, which brings me some simple joy and lots of laughs. Tack on the Warmage’s Defense Signature for a scaling damage shield based on the number of targets I hit, and the Cowardice Affix to reduce the unlucky victims’ Weapon and Spell Damage, and I can now tank plenty of damage from all the aggro it’ll generate from the people I’ve displaced in PvP.
I'm not sure that you understand just how trollish this skill is going to be. Ground effects at 28 meters can be thrown from the ground to the top floor of a keep or outpost. This is done with Dark Convergence and Flare / Rune / Springs and others to pull opponents in to ledges and make them fall off to their deaths. This is still being done with Warden Gate to teleport people and purposefully desync them, with Volcanic Rune to knock people into ceilings and get them stuck until they're out of combat, with Javelin and Flame Clench to knock people under stairs, and with Chains to pull people into walls.
This skill is going to be the most hated across cyrodiil. Throw one in the centre of the bridge, knock 20 people off. Throw it to a D ring, knock everyone off. Pay attention to cc immunity foot-swirls, throw it on cooldown, and nobody is going to be able to countersiege anymore. There will be people (myself included) who test every position possible so we can know exactly where to place them to desync opponents, knock them into walls, under stairs, under floors, etc. I already know that throwing it on the inner keep post ledge right above front flag will knock people on the stair who haven't reached the same horizontal axis as the ledge into the stairs.
As someone who absolutely adores spending time javelining people off of high places, I'm going to love this skill. At the same time, if it does stay as-is, I can say with absolute confidence that you're going to be the most hated member of the development team for letting this into production..
Right? I'm already getting pulled across the map on cooldown, about time roof siegers and wall flowers get a taste of what we already deal with constantly on the ground. That video above knocking off the oilers looks AWESOME.alternatelder wrote: »So this is going live? Because it'll be the only thing that gets me into Cyrodiil just for the comedy of watching everyone getting bounced around.
Chilly-McFreeze wrote: »Nice. Now gimme back my ol' dizzy knockback.
Almost anything that shakes up the current meta will be welcome, u41 has been one of the worst. Horrendous class balance and nonstop range spam. Every single death recap is nothing but 28m base range spam, and procs that trigger off 28m range spam (good thing we nerfed melee procs though right lol). It's not as bad as the u35 tank meta but it's bad, maybe it's time they go with the "if everything is overpowered, nothing is" design philosophy.Tommy_The_Gun wrote: »be careful what you wish for