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Fix for Impulse Spam (Suggestion)

  • Lowbei
    Lowbei
    ✭✭✭✭✭
    .... its currently set to an uninterruptable animation, and it (apparently) requires someone who has actually worked on mmo spell effect functions to explain how the server responds to requests on a small qued timer, to avoid players feeling lag between abilities.

    i ran daoc freeshards for a bit, and had to edit many abilities to bring them in line with what the community wanted.

    as far as the server is concerned, the ability is qued and fired instantly then waits out a small internal cooldown before it can be triggered again, following the response protocols.

    i hope that this clears it up a bit for you.
    Edited by Lowbei on July 11, 2014 8:23PM
  • Soliss
    Soliss
    ✭✭✭
    The fix for Impulse and other AOE is to make all AOE's hit friendly targets for some reduced amount - say like 25%. This would only occur in Cyrodiil. Siege weapons would do friendly fire damage of like 10%.

    You would also lose Alliance Points if you kill a friendly in this fashion. If you have no Alliance Points left, you are kicked out of PVP and given a 24 hour cooldown before entering again.

    Problem fixed.
  • shanersimms_ESO
    shanersimms_ESO
    ✭✭✭
    Lowbei wrote: »
    .... its currently set to an uninterruptable animation, and it (apparently) requires someone who has actually worked on mmo spell effect functions to explain how the server responds to requests on a small qued timer, to avoid players feeling lag between abilities.

    i ran daoc freeshards for a bit, and had to edit many abilities to bring them in line with what the community wanted.

    as far as the server is concerned, the ability is qued and fired instantly then waits out a small internal cooldown before it can be triggered again, following the response protocols.

    i hope that this clears it up a bit for you.

    Well you've cleared up nothing because there was nothing to clear up. Your condescension is unwarranted and you should at least be clear on what the person you're responding to is illustrating before making such laughable comments.

    So the point your missing is the internal cooldown you're referring to is the same processes that I was describing. To make the math easy, it was figuring that with the current 0 cast time on Impulse those internal cooldown/game response processes were a total of 1 second long. These process remain on top of the cast time, because you queue the ability, cast time takes place, and then there's the internal cooldown.

    As noted, 1 sec is long for these processes, but if you want to get an accurate representation and figure the 183 milliseconds or whatnot they actually take, be my guest and run the math yourself.

    Your attempted red herring doesn't change the fact the per the illustration the Impulse ability can be given a cast timer and not be "nerfed" if compensated for with increased damage. This is borderline common sense it's so obvious.

    -Lord Shaszahan, of The Septim Bloodline
    -Lord Shaszahan the Archmage, of The Septim Bloodline
  • shanersimms_ESO
    shanersimms_ESO
    ✭✭✭
    Soliss wrote: »
    The fix for Impulse and other AOE is to make all AOE's hit friendly targets for some reduced amount - say like 25%. This would only occur in Cyrodiil. Siege weapons would do friendly fire damage of like 10%.

    You would also lose Alliance Points if you kill a friendly in this fashion. If you have no Alliance Points left, you are kicked out of PVP and given a 24 hour cooldown before entering again.

    Problem fixed.

    I've considered this, but then you open up a new can of worms with allowing friendlies to hurt each other. How long would it be before a group of 15 or so people roll around setting up siege and then all targeting the same alliance teammates just for laughs?

    That suggestion sadly won't work.

    -Lord Shaszahan, of The Septim Bloodline
    -Lord Shaszahan the Archmage, of The Septim Bloodline
  • Soris
    Soris
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    Adding small cast time to impulse will surely prevents running around with massive aoe bomb. I agree with that.

    Plus for this, templar's eclipse skill should reflects aoe spells too
    Welkynd [Templar/AD/EU]
  • Lowbei
    Lowbei
    ✭✭✭✭✭
    Lowbei wrote: »
    .... its currently set to an uninterruptable animation, and it (apparently) requires someone who has actually worked on mmo spell effect functions to explain how the server responds to requests on a small qued timer, to avoid players feeling lag between abilities.

    i ran daoc freeshards for a bit, and had to edit many abilities to bring them in line with what the community wanted.

    as far as the server is concerned, the ability is qued and fired instantly then waits out a small internal cooldown before it can be triggered again, following the response protocols.

    i hope that this clears it up a bit for you.

    Well you've cleared up nothing because there was nothing to clear up. Your condescension is unwarranted and you should at least be clear on what the person you're responding to is illustrating before making such laughable comments.

    So the point your missing is the internal cooldown you're referring to is the same processes that I was describing. To make the math easy, it was figuring that with the current 0 cast time on Impulse those internal cooldown/game response processes were a total of 1 second long. These process remain on top of the cast time, because you queue the ability, cast time takes place, and then there's the internal cooldown.

    As noted, 1 sec is long for these processes, but if you want to get an accurate representation and figure the 183 milliseconds or whatnot they actually take, be my guest and run the math yourself.

    Your attempted red herring doesn't change the fact the per the illustration the Impulse ability can be given a cast timer and not be "nerfed" if compensated for with increased damage. This is borderline common sense it's so obvious.

    -Lord Shaszahan, of The Septim Bloodline

    its unfortunate that you do not understand the concepts in question, but thats really your problem.

    ill phrase it differently for you (you are welcome) in that the cast animation would play after the server response and would render on top of the internal cooldown, not before it, thus not resulting in this 1.5seconds you are so hung up on.

    this isnt rocket science. reread until you understand. if you cant understand, then im done explaining to you how client/server cast animations work. good luck with your impulse issues lol
  • Islyn
    Islyn
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    FGS. Negate.
    Member of the Old Guard - Closed Betas 2013
  • dcincali
    dcincali
    ✭✭✭✭
    Islyn wrote: »
    FGS. Negate.

    inb4 but they negate my negate... Waaaaaa.... #outplayed #youdeservetodie
  • shanersimms_ESO
    shanersimms_ESO
    ✭✭✭
    Lowbei wrote: »
    Lowbei wrote: »
    .... its currently set to an uninterruptable animation, and it (apparently) requires someone who has actually worked on mmo spell effect functions to explain how the server responds to requests on a small qued timer, to avoid players feeling lag between abilities.

    i ran daoc freeshards for a bit, and had to edit many abilities to bring them in line with what the community wanted.

    as far as the server is concerned, the ability is qued and fired instantly then waits out a small internal cooldown before it can be triggered again, following the response protocols.

    i hope that this clears it up a bit for you.

    Well you've cleared up nothing because there was nothing to clear up. Your condescension is unwarranted and you should at least be clear on what the person you're responding to is illustrating before making such laughable comments.

    So the point your missing is the internal cooldown you're referring to is the same processes that I was describing. To make the math easy, it was figuring that with the current 0 cast time on Impulse those internal cooldown/game response processes were a total of 1 second long. These process remain on top of the cast time, because you queue the ability, cast time takes place, and then there's the internal cooldown.

    As noted, 1 sec is long for these processes, but if you want to get an accurate representation and figure the 183 milliseconds or whatnot they actually take, be my guest and run the math yourself.

    Your attempted red herring doesn't change the fact the per the illustration the Impulse ability can be given a cast timer and not be "nerfed" if compensated for with increased damage. This is borderline common sense it's so obvious.

    -Lord Shaszahan, of The Septim Bloodline

    its unfortunate that you do not understand the concepts in question, but thats really your problem.

    ill phrase it differently for you (you are welcome) in that the cast animation would play after the server response and would render on top of the internal cooldown, not before it, thus not resulting in this 1.5seconds you are so hung up on.

    this isnt rocket science. reread until you understand. if you cant understand, then im done explaining to you how client/server cast animations work. good luck with your impulse issues lol

    Lol likewise if you can't do basic math, then sadly that's your problem. How fast can you spam Impulse right now, as in how many times per second?

    -Lord Shaszahan, of The Septim Bloodline
    -Lord Shaszahan the Archmage, of The Septim Bloodline
  • Lowbei
    Lowbei
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    lol again, i have direct knowledge of the client/server protocols involved, and have explained them to you already.

    you are welcome for someone with spell animation and coding knowledge explaining to you how this works, as it is more than you could expect from this post.

    your lack of comprehension shows that its a waste of time to explain things to you. good luck with your whine post.
    Edited by Lowbei on July 11, 2014 9:31PM
  • nukeyoo
    nukeyoo
    ✭✭✭
    Lowbei wrote: »
    nukeyoo wrote: »
    Lowbei wrote: »
    nukeyoo wrote: »
    Lowbei wrote: »
    most daoc players used the vnboards, since daoc had no official forums, and most all of them had their toons in their sigs, since that game had about 50ish classes. you obviously dont have any toons worth mentioning from there, no offense.

    and theres no difference between daoc zergers whining till moc was nerfed, and eso zergers whining until ae caps were introduced.

    crushed, again, sorry "buttercup"
    You're more then welcome to state as many reasons as you'd like for wanting people to recognize you from your signature. Like I said anybody worth remembering is usually due to their game play; not some signature. The reason I don't pay them much mind.

    The people I might care about recognizing me; do so. And the others well there seems to be a lack of caring. I'm not some try hard that thinks his actions in a video game need recognition.

    So now we're comparing a nerf to a single ability to a nerf on all aoe caps... LOL
    20104615457_SF1978_1x02_Deflectorshield.gif
    Please press it again and tell me how I've been "crushed", buttercup. :kissing_heart:

    i honestly wouldnt mind if they added a cast timer to impulse, i dont use it that often
    My comments have never been about whether or not it needs a nerf, buttercup. :kissing_heart:

    you failed so i moved on to avoid hearing you whine about it until page 5

    [self edited to avoid being mean :innocent: ]
    Yes, it was I who "failed" as someone deflected and averted all my questions and points while attempting to be insulting, making false accusations and claiming some imaginary victory.

    Let me try it... crushed. pwnt.. I win cause I avoid valid points that make my arguments flawed. Better luck next time, buttercup. :kissing_heart:
    i-herped-my-derp-o.gif
    - done w/ it
  • Lowbei
    Lowbei
    ✭✭✭✭✭
    nukeyoo wrote: »
    Lowbei wrote: »
    nukeyoo wrote: »
    Lowbei wrote: »
    nukeyoo wrote: »
    Lowbei wrote: »
    most daoc players used the vnboards, since daoc had no official forums, and most all of them had their toons in their sigs, since that game had about 50ish classes. you obviously dont have any toons worth mentioning from there, no offense.

    and theres no difference between daoc zergers whining till moc was nerfed, and eso zergers whining until ae caps were introduced.

    crushed, again, sorry "buttercup"
    You're more then welcome to state as many reasons as you'd like for wanting people to recognize you from your signature. Like I said anybody worth remembering is usually due to their game play; not some signature. The reason I don't pay them much mind.

    The people I might care about recognizing me; do so. And the others well there seems to be a lack of caring. I'm not some try hard that thinks his actions in a video game need recognition.

    So now we're comparing a nerf to a single ability to a nerf on all aoe caps... LOL
    20104615457_SF1978_1x02_Deflectorshield.gif
    Please press it again and tell me how I've been "crushed", buttercup. :kissing_heart:

    i honestly wouldnt mind if they added a cast timer to impulse, i dont use it that often
    My comments have never been about whether or not it needs a nerf, buttercup. :kissing_heart:

    you failed so i moved on to avoid hearing you whine about it until page 5

    [self edited to avoid being mean :innocent: ]
    Yes, it was I who "failed" as someone deflected and averted all my questions and points while attempting to be insulting, making false accusations and claiming some imaginary victory.

    Let me try it... crushed. pwnt.. I win cause I avoid valid points that make my arguments flawed. Better luck next time, buttercup. :kissing_heart:
    i-herped-my-derp-o.gif

    you failed so i moved on to avoid hearing you whine about it until page 5

    [self edited to avoid being mean :innocent: ][/quote]
  • shanersimms_ESO
    shanersimms_ESO
    ✭✭✭
    Lowbei wrote: »
    you are welcome for someone with spell animation and coding knowledge explaining to you how this works, as it is more than you could expect from this post.

    your lack of comprehension shows that its a waste of time to explain things to you. good luck with your whine post.

    Ahh another red herring. So I'll answer for you since you refuse to do so yourself. You can currently cast "x" number of Impulses per second. "x" in this case is not an infinite number because of internal cooldowns/game response.

    Being the case, no matter how quickly you spam the button for the ability you only get an Impulse off "x" times per second. When you add a cast timer, the case timer + charge up animation plays followed by the "release animation" of the spell which has it's own timer. Once this release animation and timer ends the next cast occurs, which as for the one thing you accurately said has been queued up.

    What you're trying to argue is that while the first Impulse is casting, your spamming of the button is queuing up the next .5 sec cast timer for immediate activation. You are trying to argue that as soon as the first .5 second cast timer ends, then next one will begin. If this were the case, by spamming your character would never exit the "charge up" animation and play the "release" animation. So your proposal of "how it works" is flat out wrong, at least in the context of this game.

    Now you keep insisting that this 1 second of "release" animation is something I'm hung up on. Yet, I've pointed out many times this actually process is much shorter, and again, if you want to do all the math taking into account the "Release" animation process is something like 180 milliseconds then be my guest. You could find out the appropriate damage boost to compensate for the added cast timer and achieve the same DPS.

    Yet none of this escapes the fact that adding a cast timer does not necessarily nerf the ability if the damage is inflated to compensate. You seem to have a very difficult time following basic arguments and structures wanting to go off on your own tangents, and for that, I understand you may want to get defensive. Yet understand committing these red herrings and "appeals to false authorities" (i.e. you) don't do much good for the community as far as input on whether the suggested change would be beneficial/desirable for the gameplay or not.

    -Lord Shaszahan, of The Septim Bloodline.

    -Lord Shaszahan the Archmage, of The Septim Bloodline
  • Lowbei
    Lowbei
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    lol no shanner, this has been explained to you by someone with firsthand experience on the topic, and your lack of comprehension is tragic yet comical, tho i have no further want to teach you how the system works :D

  • shanersimms_ESO
    shanersimms_ESO
    ✭✭✭
    Lowbei wrote: »
    lol no shanner, this has been explained to you by someone with firsthand experience on the topic, and your lack of comprehension is tragic yet comical, tho i have no further want to teach you how the system works :D

    It's funny how in all this you assume I don't have any firsthand experience of this sort of thing myself, yet I don't feel the need to /flex my own experience to prove a point when it isn't needed. I've let mathematics handle this issue for me perfectly.

    Let me know when you have some solid responses that refute the math presented here. Until then, you're just wrong bud. I'm sorry. :(

    -Lord Shaszahan, of The Septim Bloodline
    -Lord Shaszahan the Archmage, of The Septim Bloodline
  • Lowbei
    Lowbei
    ✭✭✭✭✭
    Lowbei wrote: »
    lol no shanner, this has been explained to you by someone with firsthand experience on the topic, and your lack of comprehension is tragic yet comical, tho i have no further want to teach you how the system works :D

    It's funny how in all this you assume I don't have any firsthand experience of this sort of thing myself, yet I don't feel the need to /flex my own experience to prove a point when it isn't needed. I've let mathematics handle this issue for me perfectly.

    Let me know when you have some solid responses that refute the math presented here. Until then, you're just wrong bud. I'm sorry. :(

    -Lord Shaszahan, of The Septim Bloodline

    lol if you had any actual experience on the topic you wouldnt be using terms like "release" and "charge-up animations"

    what experience do you have? oh... right... ;)

    its obvious that no amount of explanation will help you, so im done trying.
    good luck with your impulse problem lol

    Edited by Lowbei on July 11, 2014 10:03PM
  • shanersimms_ESO
    shanersimms_ESO
    ✭✭✭
    Lowbei wrote: »
    Lowbei wrote: »
    lol no shanner, this has been explained to you by someone with firsthand experience on the topic, and your lack of comprehension is tragic yet comical, tho i have no further want to teach you how the system works :D

    It's funny how in all this you assume I don't have any firsthand experience of this sort of thing myself, yet I don't feel the need to /flex my own experience to prove a point when it isn't needed. I've let mathematics handle this issue for me perfectly.

    Let me know when you have some solid responses that refute the math presented here. Until then, you're just wrong bud. I'm sorry. :(

    -Lord Shaszahan, of The Septim Bloodline

    lol if you had any actual experience on the topic you wouldnt be using terms like "release" and "charge-up animations"

    what experience do you have? oh... right... ;)

    good luck with your impulse problem lol, since you obviously dont even understand how the system works.


    So about those mathematics? Ahh I see nothing to say as usual. The terms I've used make it clear which part of the sequencing I'm referring to for anyone reading.

    Good luck when you get to Algebra, as you obviously don't even understand how math works.

    Furthermore, despite the fact you are incorrect in this context as has been logically proven, regardless how the animations and commands are staged has literally, absolutely, positively, nothing to do with the fact that a proper DPS boost compensates for a cast timer addition.

    To this claim you have said nothing of import. Why is it you have such a hard time following arguments and responding to the point in question? Is it the way I'm wording it? Are you just not good at argumentation in general? Let me know so I can speak in a way that's less stressful for you.

    -Lord Shaszahan, of The Septim Bloodline

    Edited: Typo
    Edited by shanersimms_ESO on July 11, 2014 10:06PM
    -Lord Shaszahan the Archmage, of The Septim Bloodline
  • Lowbei
    Lowbei
    ✭✭✭✭✭
    Lowbei wrote: »
    Lowbei wrote: »
    lol no shanner, this has been explained to you by someone with firsthand experience on the topic, and your lack of comprehension is tragic yet comical, tho i have no further want to teach you how the system works :D



    It's funny how in all this you assume I don't have any firsthand experience of this sort of thing myself, yet I don't feel the need to /flex my own experience to prove a point when it isn't needed. I've let mathematics handle this issue for me perfectly.

    Let me know when you have some solid responses that refute the math presented here. Until then, you're just wrong bud. I'm sorry. :(

    -Lord Shaszahan, of The Septim Bloodline

    lol if you had any actual experience on the topic you wouldnt be using terms like "release" and "charge-up animations"

    what experience do you have? oh... right... ;)

    its obvious that no amount of explanation will help you, so im done trying.
    good luck with your impulse problem lol

    lol in here
    Edited by Lowbei on July 11, 2014 10:08PM
  • shanersimms_ESO
    shanersimms_ESO
    ✭✭✭
    Lowbei wrote: »
    Lowbei wrote: »
    Lowbei wrote: »
    lol no shanner, this has been explained to you by someone with firsthand experience on the topic, and your lack of comprehension is tragic yet comical, tho i have no further want to teach you how the system works :D



    It's funny how in all this you assume I don't have any firsthand experience of this sort of thing myself, yet I don't feel the need to /flex my own experience to prove a point when it isn't needed. I've let mathematics handle this issue for me perfectly.

    Let me know when you have some solid responses that refute the math presented here. Until then, you're just wrong bud. I'm sorry. :(

    -Lord Shaszahan, of The Septim Bloodline

    lol if you had any actual experience on the topic you wouldnt be using terms like "release" and "charge-up animations"

    what experience do you have? oh... right... ;)

    its obvious that no amount of explanation will help you, so im done trying.
    good luck with your impulse problem lol

    lol

    It's is hilarious isn't it? Such nonsense.... hehehe


    -Lord Shaszahan, of The Septim Bloodline.
    -Lord Shaszahan the Archmage, of The Septim Bloodline
  • Infraction
    Infraction
    ✭✭✭
    Lowbei wrote: »
    Infraction wrote: »
    Lowbei wrote: »
    ... yet in reality, the ability already has a 1sec animation, which would have to be modified to this new cast timer, resulting in now .5 sec spammed casts per your example, due to no GCD.

    id be fine with a small cast timer tbh, but i think that adding ranged CC would fix the rainbow train problem more efficiently.

    The rainbow train usually isn't very cc'able due to immovable. There are it of parts to it that make more than simply saying ranged cc will counter it.

    The cast time would at least not allow someone to block while casting impulse meaning they take some damage from exposing themselves. Even I. DAOC as a pbaoe caster I was putting myself at risk when bombing. Sure there were some moves that got abused because they worked through walls but you were at equal risk to die if someone knew how to counter you. In ESO there is far less risk to the person bombing as it stands now.

    i would be fine with a 1second cast timer on impulse.

    It doesn't even need to be a full second just something that disengages the block mechanic whe casting. Currently being able to block while aoe'ing is not a very good risk versus reward. I can maintain myself pretty well with several people beating on me in cloth armor because of how block interacts with instant abilities.
  • Lowbei
    Lowbei
    ✭✭✭✭✭
    yes, someone with no coding experience telling someone with a lot of experience how some code works, makes me lol o:)

    but again, feel free to clue me in to your C+, sql, visual studio and mmo administrative experience, so we can talk more in detail about the script functions...

    ... riiiiiight
    Edited by Lowbei on July 11, 2014 10:27PM
  • Lowbei
    Lowbei
    ✭✭✭✭✭
    Infraction wrote: »
    Lowbei wrote: »
    Infraction wrote: »
    Lowbei wrote: »
    ... yet in reality, the ability already has a 1sec animation, which would have to be modified to this new cast timer, resulting in now .5 sec spammed casts per your example, due to no GCD.

    id be fine with a small cast timer tbh, but i think that adding ranged CC would fix the rainbow train problem more efficiently.

    The rainbow train usually isn't very cc'able due to immovable. There are it of parts to it that make more than simply saying ranged cc will counter it.

    The cast time would at least not allow someone to block while casting impulse meaning they take some damage from exposing themselves. Even I. DAOC as a pbaoe caster I was putting myself at risk when bombing. Sure there were some moves that got abused because they worked through walls but you were at equal risk to die if someone knew how to counter you. In ESO there is far less risk to the person bombing as it stands now.

    i would be fine with a 1second cast timer on impulse.

    It doesn't even need to be a full second just something that disengages the block mechanic whe casting. Currently being able to block while aoe'ing is not a very good risk versus reward. I can maintain myself pretty well with several people beating on me in cloth armor because of how block interacts with instant abilities.

    agreed, tho i think 1 second is fair. if not 1, then more, or less?
  • Lava_Croft
    Lava_Croft
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    ✭✭✭✭
    [Must learn to read] :blush:
    Edited by Lava_Croft on July 11, 2014 10:37PM
  • Infraction
    Infraction
    ✭✭✭
    Lowbei wrote: »
    Infraction wrote: »
    Lowbei wrote: »
    Infraction wrote: »
    Lowbei wrote: »
    ... yet in reality, the ability already has a 1sec animation, which would have to be modified to this new cast timer, resulting in now .5 sec spammed casts per your example, due to no GCD.

    id be fine with a small cast timer tbh, but i think that adding ranged CC would fix the rainbow train problem more efficiently.

    The rainbow train usually isn't very cc'able due to immovable. There are it of parts to it that make more than simply saying ranged cc will counter it.

    The cast time would at least not allow someone to block while casting impulse meaning they take some damage from exposing themselves. Even I. DAOC as a pbaoe caster I was putting myself at risk when bombing. Sure there were some moves that got abused because they worked through walls but you were at equal risk to die if someone knew how to counter you. In ESO there is far less risk to the person bombing as it stands now.

    i would be fine with a 1second cast timer on impulse.

    It doesn't even need to be a full second just something that disengages the block mechanic whe casting. Currently being able to block while aoe'ing is not a very good risk versus reward. I can maintain myself pretty well with several people beating on me in cloth armor because of how block interacts with instant abilities.

    agreed, tho i think 1 second is fair. if not 1, then more, or less?

    I would be ok with .5 to a 1 second cast just anything to break the blocking mechanic while casting without having to change the entire mechanic of how a block functions.

    Although I think some of the set changes could soften some casters up with the changes on the PTS. I still think the block mechanics makes them tougher than they need to be.

  • shanersimms_ESO
    shanersimms_ESO
    ✭✭✭
    Lowbei wrote: »
    yes, someone with no coding experience telling someone with a lot of experience how some code works, makes me lol o:)

    but again, feel free to clue me in to your C+, sql, visual studio and mmo administrative experience, so we can talk more in detail about the script functions...

    ... riiiiiight

    It's just hilarious how someone with no comprehension of basic mathematics wants to base their argument on their programming experience which has literally nothing to do with the question at hand. This is a mathematics issue at it's core, and one where modifying numbers changes the dynamics of PvP.

    The question is if these statics should be modified, and if so as I'm suggesting, to what degree to foster a more dynamic PvP play experience. So feel free to drop the generic big names (SQL really?? For a discussion on cast time variables? How anything is called from a database is so far removed from the actual discussion at hand...) Hell go ahead and add C#, VB, Python etc. to your list of things you actually know hardly anything about, it doesn't change the fact you have no idea at all what you're talking about in this context for a suggested gameplay change.

    -Lord Shaszahan the Archmage, of The Septim Bloodline
  • Lowbei
    Lowbei
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    you necro'd this post a week later to continue the argument you clearly lost?

    im done here lol
  • shanersimms_ESO
    shanersimms_ESO
    ✭✭✭
    Lowbei wrote: »
    you necro'd this post a week later to continue the argument you clearly lost?

    im done here lol

    Lol lost? I know this might be hard for you to understand but some of us in the world have real lives and can't be on the forums constantly. I just now saw your last response and thus responded in kind. Losing would suggest you've made a clear point that negates a point I made, and ironically, it's been the exact opposite.

    You have said nothing even remotely logical and instead go off on unrelated tangents. You have yet to refute the facts that I pointed out with the fallacies you've made, and instead tried to go off in another direction sidestepping the issue altogether. Thinking to yourself you've "won" anything doesn't make it true; facts do, and in the sense of a debate, the two points I have just made (which you have repeatedly failed to appropriately respond to) render your position a complete and utter failure. Lol lost..... get a clue kid. L2Debate

    Step one is staying on topic. Step two is to avoid logical fallacies. You failed both step one and two. Keep trying kiddo. ;)
    -Lord Shaszahan the Archmage, of The Septim Bloodline
  • jeradlub17_ESO
    jeradlub17_ESO
    ✭✭✭
    Hey Guys,

    I wanted to post this suggestion to fix the zerg impulse spam tactic. The issue seems to be that large groups are able to run non-stop just spamming impulse without making themselves vulnerable. To fix this, what if Impulse was given a small cast time, say .5 sec to 1 sec. Something that is short so as not to nerf the ability to the ground for PvE, but make enough of a change that would force the caster to stand in place very briefly and be potentially vulnerable in that timeframe to interrupts. Of course damage could be slightly increased to compensate for the new cast time if needed, but I wanted to fish for thoughts on this suggestion.

    -Lord Shaszahan, of The Septim Bloodline

    Sure they can do that when they do the same for talons, bats, standards, veil of blades, etc and every other aoe of any type. Guessing fairness never occured to you.

    The fallacies in this statement... like... I don't even....

    Just wow.

    -Lord Shaszahan, of The Septim Bloodline

    LOL How do you figure? What I see is one guy crying about what everyone else uses ignoring the spammability of his own aoes. The fallacies are in your argument pal. You act as though it is one single aoe causing these balls. Never have I died and seen only an impulse morph in the recap. It is always a combination of 5-6 different aoe abilities such as claws, bats, standards, veil of blades, or any other aoe and bats hits for the most damage of all even if passing through for just 1s. Yet you yell about just one ability that everyone has access to. What I called for was fairness that if they did such a thing to one aoe being spammed they do it to all aoes being spammed. But I am guessing you don't want your own favorite aoe toy broken in the process along with everyone else's. You only want the other guy to get disadvantaged while you get to keep yours. Again fairness and balance doesn't seem to be in your vocabulary. You only want it balanced in your favor alone.
    - Dallamar, Sorc, EP
    - Krushim of KrushimTV on Youtube and Twitch
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  • demonlkojipub19_ESO
    demonlkojipub19_ESO
    ✭✭✭✭✭
    If its a mass combination of skills that kill people then it wouldnt matter if impulse recieves the .5-1second cast tome its needed for a long time.

    This abilities defendable spamability, damage, and unblockability makes it just as good as ultimates, and you can use it along with ultimates while charging ultimates with the damage done.

    Fight aoe with aoe is a weak suggestion. Not everyone does or should wield a destro staff. The skill needs to be brought down to the propper level of power.

    Or would you rather every skill in the game lose thier cast times if they have one and become unblockable? Sure know gank groups would but it will not be pretty. Its not right for any skill in the game thats not an ultimate.
  • SBR_QuorTek
    SBR_QuorTek
    ✭✭✭
    make it so you physically have to target someone to be able to put the AOE down at all... and on top of that. you got to be in range of that person before it can even be activated, that goes for the minimum range for the AOE of course....5m radius.. you got to be at least 5m from that player to activate.... 10m radius... then it is 10m...

    Just a suggestion
    Edited by SBR_QuorTek on July 19, 2014 9:21AM
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