SIlver Leash is a morph of Silver Bolts from the fighters guild. I picked it up yesterday-- and so learned that every deadra and undead that I attempted to pull toward myself didn't go anywhere and the words "target is immune" would pop-up. So could be a bug, or maybe all of these monsters are indeed immune. In any case this is a public service announcement to not touch the skill until you hear word of it being fixed.
I believe the issue is that since silver bolts knock down daedra by default, mobs now get CC immunity when exposed to hard CC (which a knockdow is), and leash pull is considered a CC itself, every just-knocked-down daedra must invariably be immune to the pull(you could say it is working as intended designed, purely from game mechanic point of view).
I am curious as to how they plan to fix it. (Because both silver bolt not giving immunity after KD, and leash not respecting CC immunity, could have funny consequences in PvP )
+1
This is still happening, even after the 2.0.4 patch released today.
In fact, on first hit, they get knocked down and immediately get back up and attack (even though the UI says "stunned").
This has gone on way too long! Other tanks need a pull besides DKs please fix this soon... Or just make it to where the Silver Leash skill just pulls, and do away with the dmg and second need to activate.
This has gone on way too long! Other tanks need a pull besides DKs please fix this soon... Or just make it to where the Silver Leash skill just pulls, and do away with the dmg and second need to activate.
I'd like it if the skill pulled the target regardless, but undead and Daedra cannot move more than 8m away from the caster for 10 seconds or so. It is after all called Silver Leash. Admittedly that might be pretty tough to code (I.E. player moves, Ieashed target moves opposite direction, how do you resolve the conflicting move commands? Presently AI coding ignores movement conflicts as seen when AI move at full speed when immobilzed or snared when distancing for a ranged cast like the dagger throw). ZOS is too busy completing the console build to fully realise something this complex, much less simply fix the current skill to work as intended.
Toss it on the wish list, maybe Santa Claus will bring it to us in December
While you're at it, PLEASE LOOK AT DK CHAINS! They are failing like crazy, giving an error stating the target is too high or too low in the presence of the slightest bump on the ground, and even over flat surfaces with perfectly clear line-of-sight. Case in point: I've found chains basically useless during the first boss fight in Blessed Crucible, where you fight The Pack. It's nearly impossible to pull the ranged/caster mobs that spawn during the first waves to the middle of the battlefield, even though the terrain is pretty flat and unobstructed.
@ZOS_GaryA Thank you very much for replying on a Saturday/weekend. I'm not sure I have ever seen that before from ZoS, and just wanted to make sure to thank you for it.
English is not my first language, Finnish is.
Please don't heap on me for grammar problems.
Easy solution: remove the knockdown and replace it with a pull AND stun. That could be argueable that this should work only on undead or on humans also.
Edit: just realized that the comment above mentioned exactly this solution. Sry for repeating, gave him an agree.