ZOS should put in grappling hooks so that all classes can enter keeps without seiging; then Dragonknights being able to waste Ultimate points doing it won't matter.
Then ZOS should go back and readjust Extended Chains so that the slightest elevation discrepancies no longer totally break the skill and Dragonknights can have a decent Class-based gap closer.
Hypertionb14_ESO wrote: »PeggymoeXD wrote: »vortexman11 wrote: »Leaping through doors at Sej/Nikel/Bleakers is clearly an exploit and is unintended. As far as leaping onto keeps using TakeFlight goes... I do it all the time, and I'll continue to do it until told not to. The skill is called Take Flight for a reason, and theres no real way to prevent it unless they redesign every keep and decrease the range of the skill.
Exactly. I don't use it to glitch into outposts, but if someone is hanging off the edge of an inner keep trying to snipe me, you can bet I'm jumping over there to them. Keep in mind, I'm burning my ultimate to get up there.
fun fact... anyone with Werewolf can use the transformation to do this...
vortexman11 wrote: »Leaping through doors at Sej/Nikel/Bleakers is clearly an exploit and is unintended. As far as leaping onto keeps using TakeFlight goes... I do it all the time, and I'll continue to do it until told not to. The skill is called Take Flight for a reason, and theres no real way to prevent it unless they redesign every keep and decrease the range of the skill.
Attorneyatlawl wrote: »ZOS should put in grappling hooks so that all classes can enter keeps without seiging; then Dragonknights being able to waste Ultimate points doing it won't matter.
Then ZOS should go back and readjust Extended Chains so that the slightest elevation discrepancies no longer totally break the skill and Dragonknights can have a decent Class-based gap closer.
"Climb Walls" passive used as a moderate-high Alliance War passive; allows players to climb keep walls at or above 81% of their maximum health by interacting with it and climbing like a ladder. Not functional on resources, outposts, and inner keep walls.
Then we have defenders able to be hurt before breaching the walls, and not able to hide in complete safety during the obligatory wait like we used to have when Extended Chains could pull them down if they were careless, and nightblades' Ambush could bring them up to the enemy if they were silly enough to stick their necks out unprepared. At the 80% or lower health mark, the defenders can begin to hole up and attmept to clear the keep of hostiles that have made it inside, and then the (much more fun and exciting, always) inner keep wall siege begins.