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New CC (not being able to cc something more than once) is applying to NPCs

  • wrlifeboil
    wrlifeboil
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    Hilgara 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.
  • Hilgara
    Hilgara
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    wrlifeboil wrote: »
    Hilgara 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.
    Edited by Hilgara on June 25, 2014 9:46AM
  • ronniecat
    ronniecat
    Soul Shriven
    Bhakura 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?

    The origanl issue was about PvP. The new issue is PvE.

    If people didn't like CC in PvE then they can just not put it on their bars. It is not easy to find a questing group. Heck it's hard to find a group for anything in the higher vet levels.

  • coryevans_3b14_ESO
    coryevans_3b14_ESO
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    Hilgara wrote: »
    wrlifeboil wrote: »
    Hilgara 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.

    It's only applying to NPCs that have a cc break ability. Drauger bane is one of them. It isn't that many at all after further testing. Plus side, my nb is doing some awesome dmg against vr5 mobs in vr5 The Rift.
  • aeneas_21b14_ESO
    I'm playing a dual-wield nightblade (yeah, I pity the fool) and I can say this change has had a major impact on my ability to take on groups of mobs solo. From what I can tell, any humanoid using 2h weapons (excluding casters) are now able to break stuns and knockdowns much like a player can. This makes them immune to ALL stuns for about five seconds.

    If a developer actually reads this, nightblades who stuck with melee did so because they've been able to use cloak and veiled strike to lock down their current target and avoid damage. Usually I can take down the first mob by attacking out of stealth and then locking down the second mob while taking damage from the third. When the first two mobs have the ability to break stuns/knockdowns, this means nightblades are fighting 3 at a time instead of 1. I cannot express this enough: 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 get that complaining doesn't do us any good, but changes like this are not well thought out and it makes me wonder if there's any point to keep playing. The VR zones have been frustrating at times but nightblade's cloak/veiled has let me get through nearly all of the content. Now that I'm at my VR10 zone, this change has forced another steep difficultly curve on me and it's no longer fun. And to top if off the only player to consistently duo with me quit last night out of disgust. Someone needs to get a clue and quick.
  • Darzil
    Darzil
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    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.
    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+.
  • zgrssd
    zgrssd
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    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).
    I think they mentioned that "Some bosses were missing thier boss immunities". CC immunity is one of those.
    It might still be a bug that those NPC got the boss immunities (when they are not bosses), so you should propably report it.
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  • Hilgara
    Hilgara
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    again no green comment from anyone on another hot topic. Yes or no devs. The change was Intended to also effect NPC's?
  • Oberon
    Oberon
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    Bhakura 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.

    I wish I could click "Agree" to the above post (Mate, I play solo, END) 1000 times.

    No solo play? No sub. It's as simple as that.

    ZOS, please revert this CC immunity on NPC's.
  • Syndy
    Syndy
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    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...
    Syndy - VR14 Breton Templar
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  • ronniecat
    ronniecat
    Soul Shriven
    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.
  • born2beagator
    born2beagator
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    guys you forgot to check the patch notes

    Patch Notes v1.2.3
    • 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.
    Post edited by Sheogorath at 7:06pm

    Does this apply to bandit brigands? Just had one ignore volcanic rune after breaking a cc
  • born2beagator
    born2beagator
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    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...
    I'm fine with the immunity for PvP. But the already strong NPCs in vet content do NOT need this immunity
  • ramasurinenpreub18_ESO
    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.
    Edited by ramasurinenpreub18_ESO on June 25, 2014 6:35PM
  • Hilgara
    Hilgara
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    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.

    So the only real way to play a NB without staffs had been completely destroyed. No more stun locking when taking down a group. I seriously hope this wasn't intended and it gets hot fixed. Another case of PvP changes ruining PvE game play
  • Akhratos
    Akhratos
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    Stop whinning.

    We asked ZOS to make stamina builds stronger, they gave a cc break/immunity to the vet mobs so you can now be *** by casters and melee berserkers laughing at any form of cc while they repeatedly spam uppercut against you (and being immune to you blocking it).


    ZOS:"Oh wait, they meant players stamina builds? Quickly, revert the stealth nerf to hundings rage before they notice it too!!"
  • born2beagator
    born2beagator
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    Even blocking a 2H power attack does nothing to them now.
  • born2beagator
    born2beagator
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    Snares don't work either. rama is right. 2H are immune to all forms of control
  • born2beagator
    born2beagator
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    I would like a response mods. Stop ignoring the issue. Were NPCs supposed to receive this buff?
  • Hilgara
    Hilgara
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    I would like a response mods. Stop ignoring the issue. Were NPCs supposed to receive this buff?

    Tried that earlier. Zilch. I'm astounded at the arrogance of the devs in this game. if anything eventually makes me quit this will.

    Edited by Hilgara on June 26, 2014 6:06AM
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