CameraBeardThePirate wrote: »Charm is horrendously buggy. Not only does it prevent you from breaking free more often than other stuns, but players are now abusing it to force your character to walk into terrain and get stuck.
ZOS, I thought we went through this when the OG nightblade fear was removed for these same reasons. Charm needs to go, because forcing other players to clip into walls and get stuck is unacceptable.
CameraBeardThePirate wrote: »Charm is horrendously buggy. Not only does it prevent you from breaking free more often than other stuns, but players are now abusing it to force your character to walk into terrain and get stuck.
ZOS, I thought we went through this when the OG nightblade fear was removed for these same reasons. Charm needs to go, because forcing other players to clip into walls and get stuck is unacceptable.
CameraBeardThePirate wrote: »Charm is horrendously buggy. Not only does it prevent you from breaking free more often than other stuns, but players are now abusing it to force your character to walk into terrain and get stuck.
ZOS, I thought we went through this when the OG nightblade fear was removed for these same reasons. Charm needs to go, because forcing other players to clip into walls and get stuck is unacceptable.
If understand it correctly so what Charm does is force target to towards player that have put a "Charm" on Target.
In that case I do not understand how target can be forced into a wall if Charm need LoS to be able to force Targeted player to walk in that direction. Does Charm or any skill that can put Charm on Target also work through doors, walls etc?
I know that some teleport skill in general can have effect that player can get stuck in surfaces which shouldn't happen. So it sounds more like an issue related to how well defined surface for which player can or should be able to reach or stand on versus surface that shouldn't be accessed like inside of walls, doors or material that should seem solid for player.
IncultaWolf wrote: »CameraBeardThePirate wrote: »Charm is horrendously buggy. Not only does it prevent you from breaking free more often than other stuns, but players are now abusing it to force your character to walk into terrain and get stuck.
ZOS, I thought we went through this when the OG nightblade fear was removed for these same reasons. Charm needs to go, because forcing other players to clip into walls and get stuck is unacceptable.
It's mostly the warden charm that's extremely buggy. You cannot block it either.
Many years ago, fear use to actually make your character run away, but they removed that because like the issue you mentioned, it would cause your character to run into objects and get stuck.
Theist_VII wrote: »Sounds more like a mapping issue rather than an ability one. If the same problems keep happening every time a new type of movement ability is introduced; it’s about time that the root problem is addressed.
As far as old Fear is considered, I would love to see a reintroduction of Fear’s ability to control movement, and I would love to see more cases of both old Fear and new Charm.
There are entire playstyles and group synergies that are only possible when you can make your opponent walk into traps.
IncultaWolf wrote: »CameraBeardThePirate wrote: »Charm is horrendously buggy. Not only does it prevent you from breaking free more often than other stuns, but players are now abusing it to force your character to walk into terrain and get stuck.
ZOS, I thought we went through this when the OG nightblade fear was removed for these same reasons. Charm needs to go, because forcing other players to clip into walls and get stuck is unacceptable.
It's mostly the warden charm that's extremely buggy. You cannot block it either.
Many years ago, fear use to actually make your character run away, but they removed that because like the issue you mentioned, it would cause your character to run into objects and get stuck.
FriedEggSandwich wrote: »IncultaWolf wrote: »CameraBeardThePirate wrote: »Charm is horrendously buggy. Not only does it prevent you from breaking free more often than other stuns, but players are now abusing it to force your character to walk into terrain and get stuck.
ZOS, I thought we went through this when the OG nightblade fear was removed for these same reasons. Charm needs to go, because forcing other players to clip into walls and get stuck is unacceptable.
It's mostly the warden charm that's extremely buggy. You cannot block it either.
Many years ago, fear use to actually make your character run away, but they removed that because like the issue you mentioned, it would cause your character to run into objects and get stuck.
Been out of the game for a while, first I'm hearing about fear being changed I've never played a NB but always enjoyed fighting them. My only issue with fear was how long it took to break free from. It was one of their class defining skills though, and I never begrudged them having it. RIP fear. So what does the skill do now? Just make your char grab their head on the spot?
Theist_VII wrote: »Sounds more like a mapping issue rather than an ability one. If the same problems keep happening every time a new type of movement ability is introduced; it’s about time that the root problem is addressed.
As far as old Fear is considered, I would love to see a reintroduction of Fear’s ability to control movement, and I would love to see more cases of both old Fear and new Charm.
There are entire playstyles and group synergies that are only possible when you can make your opponent walk into traps.
Which is easier?
1) Fixing a broken skill whose effects was once removed from the game for exactly these reasons or
2) Fixing every single possible position in space that every player could ever be or
3) Skip it. Go count money.
Theist_VII wrote: »Theist_VII wrote: »Sounds more like a mapping issue rather than an ability one. If the same problems keep happening every time a new type of movement ability is introduced; it’s about time that the root problem is addressed.
As far as old Fear is considered, I would love to see a reintroduction of Fear’s ability to control movement, and I would love to see more cases of both old Fear and new Charm.
There are entire playstyles and group synergies that are only possible when you can make your opponent walk into traps.
Which is easier?
1) Fixing a broken skill whose effects was once removed from the game for exactly these reasons or
2) Fixing every single possible position in space that every player could ever be or
3) Skip it. Go count money.
Removing uniqueness from the game will always be easy. Know what else is easy? Deleting ESO.
Every time this game becomes less unique, and playstyles are introduced and then procedurally culled, people leave the game.
How many Templar and Necromancer mains do you know that still play? Now we’re trying to remove one of the only fun things left to Warden at a time they’re destroying another of their most iconic skills?
But sure, there are several MMOs that have been released this year and more are coming, I’m sure disenfranchised players will find a new home. 😁
Galeriano2 wrote: »Theist_VII wrote: »Theist_VII wrote: »Sounds more like a mapping issue rather than an ability one. If the same problems keep happening every time a new type of movement ability is introduced; it’s about time that the root problem is addressed.
As far as old Fear is considered, I would love to see a reintroduction of Fear’s ability to control movement, and I would love to see more cases of both old Fear and new Charm.
There are entire playstyles and group synergies that are only possible when you can make your opponent walk into traps.
Which is easier?
1) Fixing a broken skill whose effects was once removed from the game for exactly these reasons or
2) Fixing every single possible position in space that every player could ever be or
3) Skip it. Go count money.
Removing uniqueness from the game will always be easy. Know what else is easy? Deleting ESO.
Every time this game becomes less unique, and playstyles are introduced and then procedurally culled, people leave the game.
How many Templar and Necromancer mains do you know that still play? Now we’re trying to remove one of the only fun things left to Warden at a time they’re destroying another of their most iconic skills?
But sure, there are several MMOs that have been released this year and more are coming, I’m sure disenfranchised players will find a new home. 😁
Just because something is unique doesn't mean it should stay no matter how broken it is.
Theist_VII wrote: »Galeriano2 wrote: »Theist_VII wrote: »Theist_VII wrote: »Sounds more like a mapping issue rather than an ability one. If the same problems keep happening every time a new type of movement ability is introduced; it’s about time that the root problem is addressed.
As far as old Fear is considered, I would love to see a reintroduction of Fear’s ability to control movement, and I would love to see more cases of both old Fear and new Charm.
There are entire playstyles and group synergies that are only possible when you can make your opponent walk into traps.
Which is easier?
1) Fixing a broken skill whose effects was once removed from the game for exactly these reasons or
2) Fixing every single possible position in space that every player could ever be or
3) Skip it. Go count money.
Removing uniqueness from the game will always be easy. Know what else is easy? Deleting ESO.
Every time this game becomes less unique, and playstyles are introduced and then procedurally culled, people leave the game.
How many Templar and Necromancer mains do you know that still play? Now we’re trying to remove one of the only fun things left to Warden at a time they’re destroying another of their most iconic skills?
But sure, there are several MMOs that have been released this year and more are coming, I’m sure disenfranchised players will find a new home. 😁
Just because something is unique doesn't mean it should stay no matter how broken it is.
No one is advocating for broken things remaining broken. Instead the root problems should be addressed rather than cinching the things that make them unique in the first place.
ZOS managed to fix vertical collision with gap closers where they were sending people under the map, fixing horizontal player collision isn’t an impossibility.
Simply removing Charm from the game is not going to prevent future additions of unique movement altering abilities from experiencing the exact same issues.
CameraBeardThePirate wrote: »
CameraBeardThePirate wrote: »
That's what I assumed from the comments thus far, I was just puzzled as to how Charm was said to break the game in multiple ways, so thought I might be missing something.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »
That's what I assumed from the comments thus far, I was just puzzled as to how Charm was said to break the game in multiple ways, so thought I might be missing something.
Multiple ways as in:
Causes desync more often than other stuns.
Bugs out and doesn't allow the target to break free.
Exploitable by forcing the target to clip through terrain and get stuck.
Is 3 not considered "multiple" anymore?
Theist_VII wrote: »Is it a bug that prevents you from breaking the stun immediately or is it an intended part of the charm mechanic?
Perhaps some developer insight into how this effect is supposed to work would clear it up.
@ZOS_Kevin
Galeriano2 wrote: »Theist_VII wrote: »Is it a bug that prevents you from breaking the stun immediately or is it an intended part of the charm mechanic?
Perhaps some developer insight into how this effect is supposed to work would clear it up.
@ZOS_Kevin
A mechanic that prevents You from breaking stun immidiately? Nice copium.
Sure man all the issues with that ability are intended design. The fact that it sometimes breaks normally and sometimes with a delay, the fact that often there is no animation or animation happens with a delay , the fact that there is often a delay on using anything afterwards all those things must be intended design and definietly not a bug.
Oh and regardless Your previous claims about warden's charm being unique it really isn't since there is already a mythic item in the game that charms the enemies and it was added almost 2 years ago.
So at the end of the day it's just a bugged feature that was already available for everyone, warden just got the easiest acces to it.
Theist_VII wrote: »Galeriano2 wrote: »Theist_VII wrote: »Is it a bug that prevents you from breaking the stun immediately or is it an intended part of the charm mechanic?
Perhaps some developer insight into how this effect is supposed to work would clear it up.
@ZOS_Kevin
A mechanic that prevents You from breaking stun immidiately? Nice copium.
Sure man all the issues with that ability are intended design. The fact that it sometimes breaks normally and sometimes with a delay, the fact that often there is no animation or animation happens with a delay , the fact that there is often a delay on using anything afterwards all those things must be intended design and definietly not a bug.
Oh and regardless Your previous claims about warden's charm being unique it really isn't since there is already a mythic item in the game that charms the enemies and it was added almost 2 years ago.
So at the end of the day it's just a bugged feature that was already available for everyone, warden just got the easiest acces to it.
Is it a bug that guarantees a free hit after Take Flight? Is it a bug that guarantees a free hit after an Aurora Javelin? Is it a bug that guarantees a free hit after flame staff Clench?
How is it “copium” to presume that Charmed would function similar to Knockback when there is precedent?
Some abilities enable a free hit after a stun, Charm could very well have been designed with that function in mind.
Now you say it’s not unique because it’s sourced from a Mythic aswell, but you fail to see that you’re injecting your interpretation into the very definition of what unique is. Unique in regards to Charm, is a new type of combat stun that functions differently, irregardless of how it’s sourced.
Galeriano2 wrote: »Theist_VII wrote: »Galeriano2 wrote: »Theist_VII wrote: »Is it a bug that prevents you from breaking the stun immediately or is it an intended part of the charm mechanic?
Perhaps some developer insight into how this effect is supposed to work would clear it up.
@ZOS_Kevin
A mechanic that prevents You from breaking stun immidiately? Nice copium.
Sure man all the issues with that ability are intended design. The fact that it sometimes breaks normally and sometimes with a delay, the fact that often there is no animation or animation happens with a delay , the fact that there is often a delay on using anything afterwards all those things must be intended design and definietly not a bug.
Oh and regardless Your previous claims about warden's charm being unique it really isn't since there is already a mythic item in the game that charms the enemies and it was added almost 2 years ago.
So at the end of the day it's just a bugged feature that was already available for everyone, warden just got the easiest acces to it.
Is it a bug that guarantees a free hit after Take Flight? Is it a bug that guarantees a free hit after an Aurora Javelin? Is it a bug that guarantees a free hit after flame staff Clench?
How is it “copium” to presume that Charmed would function similar to Knockback when there is precedent?
Some abilities enable a free hit after a stun, Charm could very well have been designed with that function in mind.
Now you say it’s not unique because it’s sourced from a Mythic aswell, but you fail to see that you’re injecting your interpretation into the very definition of what unique is. Unique in regards to Charm, is a new type of combat stun that functions differently, irregardless of how it’s sourced.
Yes, knockbacks (because all described by You abiliites are knockbacks) have a common issue of being desynced and bugged. It's not a guaranteed free hit after also, it's just a free hit when ability bugs out and causes a break free desync. ZoS even tried to fix this but failed.
This is why beliving that there could be a stun that by design can't be broken immidiately is a copium. When something like that happens it's awlays a bug or desync, Always.
It's hard to call something new when it existed for few years straight after launch then it was removed and then it came back two years ago just under different name.
Theist_VII wrote: »Galeriano2 wrote: »Theist_VII wrote: »Galeriano2 wrote: »Theist_VII wrote: »Is it a bug that prevents you from breaking the stun immediately or is it an intended part of the charm mechanic?
Perhaps some developer insight into how this effect is supposed to work would clear it up.
@ZOS_Kevin
A mechanic that prevents You from breaking stun immidiately? Nice copium.
Sure man all the issues with that ability are intended design. The fact that it sometimes breaks normally and sometimes with a delay, the fact that often there is no animation or animation happens with a delay , the fact that there is often a delay on using anything afterwards all those things must be intended design and definietly not a bug.
Oh and regardless Your previous claims about warden's charm being unique it really isn't since there is already a mythic item in the game that charms the enemies and it was added almost 2 years ago.
So at the end of the day it's just a bugged feature that was already available for everyone, warden just got the easiest acces to it.
Is it a bug that guarantees a free hit after Take Flight? Is it a bug that guarantees a free hit after an Aurora Javelin? Is it a bug that guarantees a free hit after flame staff Clench?
How is it “copium” to presume that Charmed would function similar to Knockback when there is precedent?
Some abilities enable a free hit after a stun, Charm could very well have been designed with that function in mind.
Now you say it’s not unique because it’s sourced from a Mythic aswell, but you fail to see that you’re injecting your interpretation into the very definition of what unique is. Unique in regards to Charm, is a new type of combat stun that functions differently, irregardless of how it’s sourced.
Yes, knockbacks (because all described by You abiliites are knockbacks) have a common issue of being desynced and bugged. It's not a guaranteed free hit after also, it's just a free hit when ability bugs out and causes a break free desync. ZoS even tried to fix this but failed.
This is why beliving that there could be a stun that by design can't be broken immidiately is a copium. When something like that happens it's awlays a bug or desync, Always.
It's hard to call something new when it existed for few years straight after launch then it was removed and then it came back two years ago just under different name.
Got the receipts?
Where does it say that the guaranteed hit from knockback isn’t intentional? Just because you say the game “should” play a certain way, does not mean it is the definitive logic to apply.
It is guaranteed that every time a Take Flight is unblocked, you will be whipped. Every. Time. That’s not a desync or a bug, and anyone who’s played Dragonknight for an hour or two would know that, if that’s a “bug” then how has it persisted since launch? If this was a “desynch” then one of two things would happen, you would either be blocking and get hit through block because on your opponents screen you weren’t blocking, or you would get hit with the damage of whip and take flight simultaneously. Neither of those occur.
Maybe I should define those two for anyone else in this thread that can’t help themselves but to throw the two words around whenever they die in PvP.
- Desynchronization: When your data is timed differently from your opponents.
- Bug: When something is not working intentionally.
So let’s use them appropriately now, when you get hit by the Fighter’s Guild crossbow and snipe after each other, your game will almost with certainty “desyc” where your health doesn’t move at all yet on your opponent’s screen they are doing different instances of damage over a tight window visually lowering yours. Another instance, is when you get hit by an Executioner while at 50% health and drop dead, on your screen you have 50% health, on your opponent’s you are in execute.
Now for a bug, that is anything that happens unintentionally. Walking through a wall is unintentional. If Charm is somehow managing to get people through walls, that is a bug, and should be addressed… by fixing collision within the game.
Now that we’ve adequately defined what both a “bug” and a “desych” are, can we stop getting emotional and using them as trigger key words collectively? Great.
Until we have a definitive explanation for how Charmed should be interacting with enemies, from a developer, then it’s all semantics. We can argue back in forth about what we believe Charmed should be doing, to no end, being both completely wrong.
Bottom line is, I do believe it should exist in the game, and if there are problems, they should be fixed without destroying the effect.