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Leveling in veteran ranks isn't what's annoying, what's annoying is..

Knaxia
Knaxia
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..that every single freaking humanoid mob in this game tries to spread each 2 seconds and CC/slow you each 1 second instead of actually trying to kill you. Now that you can't even block stuff like Agony and other it's just a freaking pain to have to run or try to target anything that tries to CC and interrupt it instead of actually trying to live and kill stuff. Getting ranged? agony or that twirly thing I forgot the name of, getting close? nope slowed down. Start to attack a small group in melee, they spread and runs backward for 5 seconds while you chase then go right away with CC.

It's not hard, it's not long, it's just so annoying it removes all the fun. I have to stop playing after a while because I get so pissed at all those. It's like each time I play there's a little guy next to me that pokes me with a stick each 5 seconds. Doesn't matter if you're a caster, ranged, melee, tank etc. half of them will just *** you off because it's too dumb just to make them try to actually kill you, they just want to make sure you quit over annoyance instead of actually fighting.

</rant>
  • Knaxia
    Knaxia
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    Oh and to add up: don't get me started on the harvesters stuck in small corridors that leech away from you but the balls spawn right on them with no actually hope to do anything to prevent them from healing to full and even now you can't shoot once at them to destroy them. So much fun as ranged or caster to try to take them all down before it reaches ....
  • zeuseason
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    Nah, it's just vet levels period.
  • Shadesofkin
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    Yeah....I'm still going to say Veteran Ranks are annoying and need to go.
    @shadesofkin -NA Server.
    Tier 2 Player.
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  • Catblade
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    INB4 whatever replaces vet ranks is way worse.
  • Jennifur_Vultee
    Jennifur_Vultee
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    Catblade wrote: »
    INB4 whatever replaces vet ranks is way worse.

    Honestly....with Zenimax's track record on changes, it may well be worse.

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  • Necrelios
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    This game has the second most annoying AI abilities I've ever seen. Everytime I hear "Spread out!" or "Heal me!" or something like that I'm going "Noooo! You're supposed to just die already!"
    Edited by Necrelios on November 8, 2015 9:24PM
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  • daemonios
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    Knaxia wrote: »
    ..that every single freaking humanoid mob in this game tries to spread each 2 seconds and CC/slow you each 1 second instead of actually trying to kill you. Now that you can't even block stuff like Agony and other it's just a freaking pain to have to run or try to target anything that tries to CC and interrupt it instead of actually trying to live and kill stuff. Getting ranged? agony or that twirly thing I forgot the name of, getting close? nope slowed down. Start to attack a small group in melee, they spread and runs backward for 5 seconds while you chase then go right away with CC.

    It's not hard, it's not long, it's just so annoying it removes all the fun. I have to stop playing after a while because I get so pissed at all those. It's like each time I play there's a little guy next to me that pokes me with a stick each 5 seconds. Doesn't matter if you're a caster, ranged, melee, tank etc. half of them will just *** you off because it's too dumb just to make them try to actually kill you, they just want to make sure you quit over annoyance instead of actually fighting.

    </rant>

    While I do understand your feeling, I think the alternative (having all enemy NPCs just stand there for you to mash into a pulp) would be worse. If you look at it, it generally makes sense: the ones that pull away are ranged fighters, and they go down faster in melee range.

    As for VR, I've never seen a problem with them. I feel the game actually loses when people are able to level to max in a few weeks. Raise your hand if you've ever encountered VR players who, for instance, didn't know what a "taunt" ability is! *raiseshand*

    The problem of alts could be solved in a different way, e.g. a player with at least 1 max-level character could create other max-level characters (though they'd still have to farm the skyshards and quests for non-level skill points).
  • snackrat
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    Ahh yes, and supported by loading screen tips:

    "Don't forget, if you find a fight too difficult, you can always run away and try again later!"
    *knockback-stun-stun-knockback-snare-STUNLOCK*
    "...PSYCH."
  • Knaxia
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    @daemonios , of course I'm not for simply standing still and both sides only attacking, I just think not all those mobs should have a CC. When every single mobs you fight has a starting move that is always a slowing debuff or stun and that they always use it at the start and every 5 seconds in the fight, along with the 2 other guys in the same pack...

    All I'm saying if they all need to have different styles or abilities other than all of the same type. For example: One with a shield buff to protect himself and/or raise his defence/attack , one with a knockback that can be dodges but not blocked/interrupted, same for casters that could simply apply an attack debuff on you that simply lowers your attack/spell power. Instead they went ahead with the "everything they can do to you will either slow you down to a snail or stun you for 2-3 seconds".

    Edited by Knaxia on November 8, 2015 10:56PM
  • RAGUNAnoOne
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    Knaxia wrote: »
    Oh and to add up: don't get me started on the harvesters stuck in small corridors that leech away from you but the balls spawn right on them with no actually hope to do anything to prevent them from healing to full and even now you can't shoot once at them to destroy them. So much fun as ranged or caster to try to take them all down before it reaches ....

    Biggest reason why I HATE harvesters more than anything in this game!

    also why does EVERYTHING have to snare you, even unarmed civilians snare you what the hell. light attack snare heavy attack snare bite snare I mean come on things like low slash I can live with as it is supposed to snare but basic attacks that is bull!
    PS4 NA
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  • BlackguardBob
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    snackrat wrote: »
    Ahh yes, and supported by loading screen tips:

    "Don't forget, if you find a fight too difficult, you can always run away and try again later!"
    *knockback-stun-stun-knockback-snare-STUNLOCK*
    "...PSYCH."


    Running away from fight with mobs = Death for you, Imo

  • RAGUNAnoOne
    RAGUNAnoOne
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    snackrat wrote: »
    Ahh yes, and supported by loading screen tips:

    "Don't forget, if you find a fight too difficult, you can always run away and try again later!"
    *knockback-stun-stun-knockback-snare-STUNLOCK*
    "...PSYCH."


    Running away from fight with mobs = Death for you, Imo

    You also forgot to mention that they are almost as persistent as the guards in Oblivion.
    PS4 NA
    Argonian Master Race

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    Support Tail armor and tail ribbons: http://forums.elderscrollsonline.com/en/discussion/236333/concept-tail-armor-for-beast-races#latest
    http://forums.elderscrollsonline.com/en/discussion/246134/request-dyeable-tail-ribbons
  • Phinix1
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    daemonios wrote: »
    While I do understand your feeling, I think the alternative (having all enemy NPCs just stand there for you to mash into a pulp) would be worse. If you look at it, it generally makes sense: the ones that pull away are ranged fighters, and they go down faster in melee range.

    I second this. This game is designed to make combat engaging, to make killing mobs part of the content, not something you rush through as a chore to get to the "real" content.

    The best way to approach this, is to embrace it.
    1. Slot abilities on your bar that help you counter these annoying abilities when you are going to be killing a lot of them. There is nothing wrong with changing abilities to suit the encounter area.
    2. For CC abilities that can't be dodged, learn what triggers them and allow them to hit you. Then use Break Free for the 5 sec CC immunity and save your burst for right after you do so they can't CC you mid-rotation.
    3. Slot abilities that let you take annoying NPC's out of the fight (long-duration stun/mez), and memorize the name of which are the annoying ones and what they do.

    For me, the learning and adaptation is what makes ESO's combat shine.
  • daemonios
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    Running away from fight with mobs = Death for you, Imo

    Not unless you're running from one group just to pull 2-3 additional groups. Even then, that should only really happen pre-VR levels. With the nerfs to VR mobs, any player with an adequate build should be able to deal with 2-3 groups of mobs.
    You also forgot to mention that they are almost as persistent as the guards in Oblivion.

    Actually the mobs give up pretty easily. It may seem like a lot when you just want to get on your horse again (tip: it's faster if you just stop and kill the chasers) but the distance until they lose interest is really small.
  • Knaxia
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    @Phinix1 I've been playing this game since it's been out (well, a week before due to pre-order) and my 1st character that ran veteran didn't have any of those kind of issues, even if everything was harder and took longer, this wasn't a problem. I'm not sure when or why did ZoS add this kind of thing (where half the stuff can't be blocked) but at this point it's just discouraging me more to level than anything.

    as a caster, I have nearly no stamina so just blocking and roll-dodging once almost empties my stamina and then I can't do anything (also because of that stupid roll dodge fatigue debuff).

    Also because of the game's stupid targeting system, most of the time the one that I need to interrupt or knock down always ends up behind the others so the game takes those in front as priority so no time to actually do it correctly most of the time (not counting stupid critters also taking priority)

    They keep adding or changing stuff because of people whining in PvP then it gets carried over PvE without even thinking about the consequences.
    Edited by Knaxia on November 9, 2015 3:35AM
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