wrlifeboil wrote: »Diminishing returns on cc might come as a shock given we've all played without it for nearly three months but dm makes sense. No more easy mode for builds constructed around cc.
Are the effects the same on non-npcs, i.e. in pvp, or do they have different rates for pvp and pve?
No mention of this in the patch notes though. I don't think this is diminishing returns. I think it is simply a change applied to players and NPC's alike but the patch notes make it look like it was designed for players only
wrlifeboil wrote: »wrlifeboil wrote: »Diminishing returns on cc might come as a shock given we've all played without it for nearly three months but dm makes sense. No more easy mode for builds constructed around cc.
Are the effects the same on non-npcs, i.e. in pvp, or do they have different rates for pvp and pve?
No mention of this in the patch notes though. I don't think this is diminishing returns. I think it is simply a change applied to players and NPC's alike but the patch notes make it look like it was designed for players only
So only the chance to break cc was changed? Not as exciting.
Gotta love how forums work.
One topic after another, OMG they can keep on knocking me down, this is so ridiculous, add a debuff so you cant be knocked nonstop into oblivion.
Finally they change the mechanic.
And yup, another topic, OMG what a crappy change in mechanic, i cant knock nonstop anymore, this is so ridiculous, now i cant solo an MMO anymore and need to search for help to get anything done, what stupid idea of a multiplayer is this?
wrlifeboil wrote: »wrlifeboil wrote: »Diminishing returns on cc might come as a shock given we've all played without it for nearly three months but dm makes sense. No more easy mode for builds constructed around cc.
Are the effects the same on non-npcs, i.e. in pvp, or do they have different rates for pvp and pve?
No mention of this in the patch notes though. I don't think this is diminishing returns. I think it is simply a change applied to players and NPC's alike but the patch notes make it look like it was designed for players only
So only the chance to break cc was changed? Not as exciting.
Not exactly. if you break out of CC you are immune to that kind of CC for a period of time. This was to stop people stun locking or spamming things like volcanic rune without the target having a counter. But it also seems to have been applied to NPC from what I read. can't be sure though coz I'm at work.
The real pain is that often those mobs can also root us and stop us using abilities. However, worth noting that against Draugr at least Circle of Protection from Fighters Guild seems very useful now. Was getting hit for around 120 at VR6 in a circle by Daedra trash mobs, rather than the usual 300+.aeneas_21b14_ESO wrote: »players at my level typically have ~2500 and we are getting hit for 300-400 on normal attacks, and up to 1k with specials. How is it even feasible to mitigate that kind of damage from multiple mobs? Whereas groups of three were manageable before, now I am forced to have my ultimate built up or risk dying on every pull of 3 trash mobs.
I think they mentioned that "Some bosses were missing thier boss immunities". CC immunity is one of those.coryevans_3b14_ESO wrote: »Edit: after extensive experimentation, I am only able to reproduce this on Drauger Bane npcs. It was just bad luck that the first place I went after the patch was a delve full of them. Therefore I apologize for all the commotion. Nothing to see here (sort of).
Nox_Aeterna wrote: »Gotta love how forums work.
One topic after another, OMG they can keep on knocking me down, this is so ridiculous, add a debuff so you cant be knocked nonstop into oblivion.
Finally they change the mechanic.
And yup, another topic, OMG what a crappy change in mechanic, i cant knock nonstop anymore, this is so ridiculous, now i cant solo an MMO anymore and need to search for help to get anything done, what stupid idea of a multiplayer is this?
Mate , i play solo , END.
If i cant play this game solo , i wont pay to play it at all , END.
There is 0% chance im even willing to discuss , this , so if zen makes the game mostly require groups even more on vet content , i will just get to the door and be gone.
With that said , im not home right now , so i cant really test the change.
Shaun98ca2 wrote: »I understand the need for the immunity as its very easy and possible to CC somebody to death without a fighting chance in PVP.
The question is WHY SO LONG. Why not allow the duration be long enough to stand up and block....BAMN immunity gone. If you weren't smart enough to block then you should be on your arse again.
It its a root/snare the immunity should be for the remaining length of time the root/snare was gonna be for. Sounds good to me.
f0rgiv3n27b14_ESO wrote: »Shaun98ca2 wrote: »
Really makes planning your CC actually meaningful instead of the CC spam that ESO is...
It also opens the door for players who just spam CC to really mess up a fight because when you needed to K/d someone they would have an immunity
I do not understand what you mean by "CC spam(ing)" do you mean the need to make sure I am not getting hit in the face the whole fight? Because I am rather squishy, if I am fighting a group of three and I can not keep at lest two of them CCed while I kill their buddy there is a very good chance I am going to die.
forthewinn2 wrote: »guys you forgot to check the patch notes
Patch Notes v1.2.3Post edited by Sheogorath at 7:06pm
- The Combat abilities of Draugar Banes has been improved slightly, they are now sentient beings and are thus players, hence they will be able to: Block, Dodge, Break out of Crowd Control, and discuss tactics with one another.
- Anyone found to be running Bots or complaining about
current Patch Notes/Class balance, will be promptly turned into cheese.
I'm fine with the immunity for PvP. But the already strong NPCs in vet content do NOT need this immunityf0rgiv3n27b14_ESO wrote: »Shaun98ca2 wrote: »I understand the need for the immunity as its very easy and possible to CC somebody to death without a fighting chance in PVP.
The question is WHY SO LONG. Why not allow the duration be long enough to stand up and block....BAMN immunity gone. If you weren't smart enough to block then you should be on your arse again.
It its a root/snare the immunity should be for the remaining length of time the root/snare was gonna be for. Sounds good to me.
The immunity timer is really short actually, Compared to other AvA games I have played that go for a min of 20 seconds of immunity, upwards to 50 seconds...
Really makes planning your CC actually meaningful instead of the CC spam that ESO is...
It also opens the door for players who just spam CC to really mess up a fight because when you needed to K/d someone they would have an immunity...
To this day I still have a hate for BOs and SMs in WAR their small AoE punt giving free immunities...
ramasurinenpreub18_ESO wrote: »Yup, all mobs with 2H weapons now seem able to break CC, and/or become immune to it. It's not just rooting CC either, it's all forms of control AND knockbacks/stuns.
I just dropped a suppression field ultimate on a group of trash mobs in Lion's Den. The 2H wielding ones just laughed at it and charged me anyway. I died.
The fire version of Destructive Reach in the Destro staff skill line used to be a pretty reliable knockback. Now it barely works on 2H wielding trash mobs, and forget about bosses altogether.
This is ridiculous.
Zen, either make CC/stun/knockback always work, so that we can rely on these things as skills to use, or get rid of it altogether. Enough with this halfway "maybe it'll work, maybe it won't" nonsense. Consistency is pretty key with this stuff.
As stated before, Vet content is hard enough without these kinds of changes and nerfs.
born2beagator wrote: »I would like a response mods. Stop ignoring the issue. Were NPCs supposed to receive this buff?