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[Dark Talons] Zenimax, you had it right, then messed it up again in patch 1.2.3

Baphomet
Baphomet
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In the previous patch the radius of dark talons was decresed from 8m to 6m which resulted in the game getting some grabbling issues due to movement, latency and lack of ability responsiveness. But that was fair enough because it was also changed so that if it did not affect any targets, it wouldn't deplete any magicka - a perfect compromise.

With patch 1.2.3 it now depletes magicka again when you're not hitting any enemies and it still has the 6m radius which is so low that affecting people with it can be unreasonably hard because the game doesn't handle movement and CC very well.

@ZOS, please, either stay with the 6 meter radius and don't have the ability deplete magicka if it doesn't affect anyone or have it deplete magicka every time but increase its radius back to 8 meters. The latter wouldn't be an issue anymore with the new CC immunity system in place so either option is good.
Edited by Baphomet on June 29, 2014 1:36PM
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  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    Sounds like they fixed a bug with it to me. Other abilities deplete your resource when you dont hit anything with it so as long as you can use it without a target. Else Fire rune would be free until someone walks into it, volley would be free, whirlwind would be free, etc.
  • Baphomet
    Baphomet
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    No doubt a glitch with the system, but seen in a balance perspective a perfect compromise. As mentioned, the alternative option would be to increase the radius back to 8m now that we have CC immunity and rolling out of talons+standard is 100% successful if you have the stamina and aren't debilitated.
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  • ArRashid
    ArRashid
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    Not to mention the nerfs to Molten Whip and Burning Talons DoT resulted in quite noticable dmg nerf..

    Anyway.. there's not point in using Talons over Volcanic Rune now :s
  • Syrrisdevlin
    Syrrisdevlin
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    did they reduce the range of all 3 talon abilities?? I belive they also reduced the dmg of burning talons as well and that said if they did I kinda agree maybe they should bring it back up to 8 with the new cc mechanics as for the not costing any thing when no targets are affected I know a couple abilities like the one off the top of my head is ww roar you can spam it all day long as long as there is not target for it affect
  • Dymence
    Dymence
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    Sounds like they fixed a bug with it to me. Other abilities deplete your resource when you dont hit anything with it so as long as you can use it without a target. Else Fire rune would be free until someone walks into it, volley would be free, whirlwind would be free, etc.

    This pretty much says it all. I don't see any reason why it shouldn't cost mana even if it doesn't hit any targets.
  • AZRainman
    AZRainman
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    Talon spamming was a chief complaint by 100s of players....get a new toy.
  • Hypertionb14_ESO
    Hypertionb14_ESO
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    It was a bug fix...
    I play every class in every situation. I love them all.
  • ArRashid
    ArRashid
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    AZRainman wrote: »
    Talon spamming was a chief complaint by 100s of players....get a new toy.

    PvP players ALWAYS find something to whine about.. it's in their nature to ignore their own fails and rather keep lobbying for nerfs to OTHER classes.


    I bet that even if they:
    - set stamina to the set number
    - disabled ALL abilities except light+heavy attack, sprint, block, roll dodge and CC break
    - made blocking a heavy melee attack (which would be stronger than ranged attacks by a good bit) stagger enemy

    PvP whiners would find something else to whine about... but then they would at least stop interfering with 90% of the game, which is PvE.
  • Hypertionb14_ESO
    Hypertionb14_ESO
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    ArRashid wrote: »
    AZRainman wrote: »
    Talon spamming was a chief complaint by 100s of players....get a new toy.

    PvP players ALWAYS find something to whine about.. it's in their nature to ignore their own fails and rather keep lobbying for nerfs to OTHER classes.


    I bet that even if they:
    - set stamina to the set number
    - disabled ALL abilities except light+heavy attack, sprint, block, roll dodge and CC break
    - made blocking a heavy melee attack (which would be stronger than ranged attacks by a good bit) stagger enemy

    PvP whiners would find something else to whine about... but then they would at least stop interfering with 90% of the game, which is PvE.

    In that situation it would be stealth that gets all the crying.
    I play every class in every situation. I love them all.
  • tplink3r1
    tplink3r1
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    DK tears.
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  • LrdRahvin
    LrdRahvin
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    tplink3r1 wrote: »
    DK tears.

    Are delicious
  • ArRashid
    ArRashid
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    ArRashid wrote: »
    AZRainman wrote: »
    Talon spamming was a chief complaint by 100s of players....get a new toy.

    PvP players ALWAYS find something to whine about.. it's in their nature to ignore their own fails and rather keep lobbying for nerfs to OTHER classes.


    I bet that even if they:
    - set stamina to the set number
    - disabled ALL abilities except light+heavy attack, sprint, block, roll dodge and CC break
    - made blocking a heavy melee attack (which would be stronger than ranged attacks by a good bit) stagger enemy

    PvP whiners would find something else to whine about... but then they would at least stop interfering with 90% of the game, which is PvE.

    In that situation it would be stealth that gets all the crying.

    I said nothing except light+heavy attack, sprint, block, roll dodge and CC break would work. And I meant it. Including all passives.

    If they like senseless bashing, let them return to Skyrim-like combat. Just your skill, weapon and damage-avoiding skills. Nothing to give you an advantage over the other guy. Preferably 1 unblocked/unavoided heavy attack would mean death, (timed!) Block and Dodge would avoid 100% damage. To give combat some speed and dynamics. No more surviving of 10 ppl all nuking you.
  • Mataata
    Mataata
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    ArRashid wrote: »
    I said nothing except light+heavy attack, sprint, block, roll dodge and CC break would work. And I meant it. Including all passives.

    If they like senseless bashing, let them return to Skyrim-like combat. Just your skill, weapon and damage-avoiding skills. Nothing to give you an advantage over the other guy. Preferably 1 unblocked/unavoided heavy attack would mean death, (timed!) Block and Dodge would avoid 100% damage. To give combat some speed and dynamics. No more surviving of 10 ppl all nuking you.
    I like this, actually, and I've wanted PvP to be like this for a long time. It would feel a lot more player-skill oriented. Would love it if timed blocks and dodges ignored all damage, and if you actually had to get up close and personal with your target if you were using melee.

    Currently as it is, I think it's waaaaay too easy to die. Since everyone is constantly flinging spells and incredibly high damage, unavoidable ranged attacks along with stuns and knockdowns every two seconds, it's impossible to get anything done unless you're a maximum DPS build. Even then, two hits from just about anything and you're dead (unless you're a dragonknight. then you're invincible from anything and everything). I think it'd be much better if they seriously nerfed all damage all around in PvP areas and made it more MOBA-y, where you really have to synergize with your team mates in order to kill someone instead of just going in guns blazing.

    Of course, what does it matter what I think? I've only been an avid player since August.
    Edited by Mataata on June 29, 2014 5:24PM
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  • Samadhi
    Samadhi
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    I'd like to see Nightblade's Veil of Blades and Soul Tether increased to an 8m radius.
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  • Sandmanninja
    Sandmanninja
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    At VR3 both Talons and Volcanic Runes cost the same (420 Magicka, I believe - I'm at work but I remember checking last night).
    The Talons seems to have a large AoE radius (according to the tooltip).
    So - same magicka cost but I don't know the latest damage for both.
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  • Cogo
    Cogo
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    I use talons all the time. They works fine! Even stopped charging me double for them.

    Not really sure about your question. Either it works for some people, or you need to check your info again.
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  • jelliedsoup
    jelliedsoup
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    Baphomet wrote: »
    In the previous patch the radius of dark talons was decresed from 8m to 6m which resulted in the game getting some grabbling issues due to movement, latency and lack of ability responsiveness. But that was fair enough because it was also changed so that if it did not affect any targets, it wouldn't deplete any magicka - a perfect compromise.

    With patch 1.2.3 it now depletes magicka again when you're not hitting any enemies and it still has the 6m radius which is so low that affecting people with it can be unreasonably hard because the game doesn't handle movement and CC very well.

    @ZOS, please, either stay with the 6 meter radius and don't have the ability deplete magicka if it doesn't affect anyone or have it deplete magicka every time but increase its radius back to 8 meters. The latter wouldn't be an issue anymore with the new CC immunity system in place so either option is good.

    Mix it up with a standard. ;)
    www.youtube.com/watch?feature=youtu.be&v=Ks8_KGHqmO4
  • Prokonto
    Prokonto
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    Baphomet wrote: »
    In the previous patch the radius of dark talons was decresed from 8m to 6m which resulted in the game getting some grabbling issues due to movement, latency and lack of ability responsiveness. But that was fair enough because it was also changed so that if it did not affect any targets, it wouldn't deplete any magicka - a perfect compromise.

    With patch 1.2.3 it now depletes magicka again when you're not hitting any enemies and it still has the 6m radius which is so low that affecting people with it can be unreasonably hard because the game doesn't handle movement and CC very well.

    @ZOS, please, either stay with the 6 meter radius and don't have the ability deplete magicka if it doesn't affect anyone or have it deplete magicka every time but increase its radius back to 8 meters. The latter wouldn't be an issue anymore with the new CC immunity system in place so either option is good.

    ya shure... & now say magic word:P

    http://youtu.be/pPoX9H2pRpA
    Sounds like they fixed a bug with it to me. Other abilities deplete your resource when you dont hit anything with it so as long as you can use it without a target. Else Fire rune would be free until someone walks into it, volley would be free, whirlwind would be free, etc.

    this
  • Ragekniv
    Ragekniv
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    tplink3r1 wrote: »
    DK tears.

    Are delicious

    ***Maniacal laughter***

    Next round of OP FOTM nerfs please!
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