ZOS_GinaBruno wrote: »I haven't tested yet, what's the problem exactly ? The pathfinding bug (not able to launch the gap closer), the little cooldown (impossible to use the gapcloser a second time in a short period of time) or the huge lockdown (impossible to do something except move and drink a potion during ten to twenty second) ?
If it's the second point, that's the best change in this entire maj !
Yes, this is information we need. If someone could either detail out exactly what the issue is, or post a video, that would help a lot in identifying what may be potentially broken. Thanks!
bikerangelo wrote: »ZOS_GinaBruno wrote: »I haven't tested yet, what's the problem exactly ? The pathfinding bug (not able to launch the gap closer), the little cooldown (impossible to use the gapcloser a second time in a short period of time) or the huge lockdown (impossible to do something except move and drink a potion during ten to twenty second) ?
If it's the second point, that's the best change in this entire maj !
Yes, this is information we need. If someone could either detail out exactly what the issue is, or post a video, that would help a lot in identifying what may be potentially broken. Thanks!
You can "fix" the ability by consuming a potion, which allows the gap closer to function. Toppling Charge has had the exact same issue for ages.
ZOS_GinaBruno wrote: »I haven't tested yet, what's the problem exactly ? The pathfinding bug (not able to launch the gap closer), the little cooldown (impossible to use the gapcloser a second time in a short period of time) or the huge lockdown (impossible to do something except move and drink a potion during ten to twenty second) ?
If it's the second point, that's the best change in this entire maj !
Yes, this is information we need. If someone could either detail out exactly what the issue is, or post a video, that would help a lot in identifying what may be potentially broken. Thanks!
Doing a video shortly willl post! TY Gina, damn its crazy not more ppl have reported this more.
ZOS_GinaBruno wrote: »I haven't tested yet, what's the problem exactly ? The pathfinding bug (not able to launch the gap closer), the little cooldown (impossible to use the gapcloser a second time in a short period of time) or the huge lockdown (impossible to do something except move and drink a potion during ten to twenty second) ?
If it's the second point, that's the best change in this entire maj !
Yes, this is information we need. If someone could either detail out exactly what the issue is, or post a video, that would help a lot in identifying what may be potentially broken. Thanks!
RinaldoGandolphi wrote: »I don't think its a bug.....
I finally am no longer mini-negated, unable to weapon swap and perma stunned by gap closer spam anymore....
Gap closers were far too much of a DPS ability and thats not what they were designed for, they were designed to close distance.
Considering Stampede gets a Snare, Crit Rush more damage, and Toppling Charge an guaranteed knockdown and stun, it makes sense for these skills to have a small cooldown window on them. When you compare Gap closers vs Streak, Streak has a stacking 50% cost increase and it only ports like 8 meters compared to gap closers reaching 22m...it was so horribly unbalanced and lopsided before.
Simply put, you will no longer be able to spam gap closers on someone as a main form of DPS and lock them out of their bars. This is a welcome change. Look at Templar's like Blabafat, he uses Toppling Charge + Sweeps to wreck people all the time, even with the delay on Charge its still fully viable. Being able to weave Suprise Attack or other such skills right after a Crit rush with no delay on top of the target being mini-negated, rooted, it was simply unfair.
I was one of the biggest people on here complaining about this nonsense and gave a lot of feedback about this issue along with guys like Sypher and others...99% of the community was sick of this gap closer nonsense...this is the 1 thing ZOS has actually gotten right.....there should be a small delay after landing a gap closer, your still get a huge snare and hindering your targets ability to move...it has to be balanced.
If Templars like Blab and others can make Toppling Charge + Sweeps work as well as they do, the other gap closers with this change can work too, it will just take some time to get used to a small delay which actually makes them balanced.
Has anyone else had wider LoS issues than just the charge attacks?
I have found that both destruction stave heavy attacks and meteor ultimate will not lunch correctly up/down slopes/stairs now. I will fire the attacks, or consume the ultimate and the animation/sounds will start then just cut as if the attack was cancelled.
ZOS_GinaBruno wrote: »I haven't tested yet, what's the problem exactly ? The pathfinding bug (not able to launch the gap closer), the little cooldown (impossible to use the gapcloser a second time in a short period of time) or the huge lockdown (impossible to do something except move and drink a potion during ten to twenty second) ?
If it's the second point, that's the best change in this entire maj !
Yes, this is information we need. If someone could either detail out exactly what the issue is, or post a video, that would help a lot in identifying what may be potentially broken. Thanks!
Can't post video but with 2h and snb gap-closers now happening same what with templar charge on pts that i showed. It auto-cancelling.https://www.youtube.com/watch?v=p_a9gKVP3UE
I was experiencing both the pathfinding bug (can't launch the gap closer - note that this was on level ground and from a distance of just under the maximum range of the ability, with no intervening terrain), and the huge lockdown (impossible to do anything but move - I didn't try to drink a potion to see if I could do that, but I couldn't use any abilities or light or heavy attacks) when using the sword & shield gap closer on my DK tank on Monday night.I haven't tested yet, what's the problem exactly ? The pathfinding bug (not able to launch the gap closer), the little cooldown (impossible to use the gapcloser a second time in a short period of time) or the huge lockdown (impossible to do something except move and drink a potion during ten to twenty second) ?
If it's the second point, that's the best change in this entire maj !
I noticed that happen with my meteor last night. It used up my ultimate, the animation & sound started, but it didn't go off. My target was uphill from me.Has anyone else had wider LoS issues than just the charge attacks?
I have found that both destruction stave heavy attacks and meteor ultimate will not lunch correctly up/down slopes/stairs now. I will fire the attacks, or consume the ultimate and the animation/sounds will start then just cut as if the attack was cancelled.
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Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
I was experiencing both the pathfinding bug (can't launch the gap closer - note that this was on level ground and from a distance of just under the maximum range of the ability, with no intervening terrain), and the huge lockdown (impossible to do anything but move - I didn't try to drink a potion to see if I could do that, but I couldn't use any abilities or light or heavy attacks) when using the sword & shield gap closer on my DK tank on Monday night.I haven't tested yet, what's the problem exactly ? The pathfinding bug (not able to launch the gap closer), the little cooldown (impossible to use the gapcloser a second time in a short period of time) or the huge lockdown (impossible to do something except move and drink a potion during ten to twenty second) ?
If it's the second point, that's the best change in this entire maj !
They claim to have fixed this bug in Toppling Charge. Maybe the moved it. Mix it around a little. Nice.
It behaves the exact same way as the Toppling Charge bug. When it happens, you can't use the skill again until you do a light/heavy attack on the enemy. For whatever reason, that seems to fix it short term. But yeah, now my Stamina Templar is just as broken as my Magicka Templar was before...This bug is so annoying. I was next to player that Crit Rushed an enemy while I just did that until he killed them and then I caught up. I don't see how his elevation was any different then mine. We were on the same surface which was flat (walk ways inside a keep walls.)