Guys,
Forward Momentum.
Eight.
Seconds.
Of.
Snare/Root.
Immunity.
To be honest, roots are mostly a problem when you're outnumbered. In 1v1/1vX, I can see how multiple builds would just melt without them.
The main benefactor of a root immunity would be the magicka templar, which is already easily the strongest 1v1 class in Dark Brotherhood patch.
For those reasons I really cant get behind a root immunity of any kind.
What I'd like to see though is the ability to turn while rooted. Being unable to turn around & face your enemies is ridiculous and feels clunky.
And BGs/Arenas - as the main problem is getting zerged.
Mag DK are in the same boat. Both suffered through the permaroot and snare meta of TG. Mist form helps a bunch in DB but ultimately it's just a superficial band-aid fix to a huge problem that was never adequately addressed.
Also, 1v1 strongest contenders would go to stam IMO, not magicka.
WillhelmBlack wrote: »To be honest, roots are mostly a problem when you're outnumbered. In 1v1/1vX, I can see how multiple builds would just melt without them.
The main benefactor of a root immunity would be the magicka templar, which is already easily the strongest 1v1 class in Dark Brotherhood patch.
For those reasons I really cant get behind a root immunity of any kind.
What I'd like to see though is the ability to turn while rooted. Being unable to turn around & face your enemies is ridiculous and feels clunky.
And BGs/Arenas - as the main problem is getting zerged.
Mag DK are in the same boat. Both suffered through the permaroot and snare meta of TG. Mist form helps a bunch in DB but ultimately it's just a superficial band-aid fix to a huge problem that was never adequately addressed.
Also, 1v1 strongest contenders would go to stam IMO, not magicka.
Agree with that and yeah, 1v1 is stam NB hands down.
outsideworld76 wrote: »Nothing wrong with bombard. Stop asking for a nerf and L2P.
WillhelmBlack wrote: »To be honest, roots are mostly a problem when you're outnumbered. In 1v1/1vX, I can see how multiple builds would just melt without them.
The main benefactor of a root immunity would be the magicka templar, which is already easily the strongest 1v1 class in Dark Brotherhood patch.
For those reasons I really cant get behind a root immunity of any kind.
What I'd like to see though is the ability to turn while rooted. Being unable to turn around & face your enemies is ridiculous and feels clunky.
And BGs/Arenas - as the main problem is getting zerged.
Mag DK are in the same boat. Both suffered through the permaroot and snare meta of TG. Mist form helps a bunch in DB but ultimately it's just a superficial band-aid fix to a huge problem that was never adequately addressed.
Also, 1v1 strongest contenders would go to stam IMO, not magicka.
Agree with that and yeah, 1v1 is stam NB hands down.
Stamina NBs are only a problem for templars that aren't tanky enough. Rule of thumb: if someone can instagib you, then someone will instagib you.
Solution: don't be instagibbable.
Dueling track record this patch vs stamina NBs: 200-300 wins, 0 losses, 1 draw.
In fact, in EU duel spots atleast 80% of people you see right now are magicka templars and half of them use Malu even for duels... it's kinda sad tbh
WillhelmBlack wrote: »WillhelmBlack wrote: »To be honest, roots are mostly a problem when you're outnumbered. In 1v1/1vX, I can see how multiple builds would just melt without them.
The main benefactor of a root immunity would be the magicka templar, which is already easily the strongest 1v1 class in Dark Brotherhood patch.
For those reasons I really cant get behind a root immunity of any kind.
What I'd like to see though is the ability to turn while rooted. Being unable to turn around & face your enemies is ridiculous and feels clunky.
And BGs/Arenas - as the main problem is getting zerged.
Mag DK are in the same boat. Both suffered through the permaroot and snare meta of TG. Mist form helps a bunch in DB but ultimately it's just a superficial band-aid fix to a huge problem that was never adequately addressed.
Also, 1v1 strongest contenders would go to stam IMO, not magicka.
Agree with that and yeah, 1v1 is stam NB hands down.
Stamina NBs are only a problem for templars that aren't tanky enough. Rule of thumb: if someone can instagib you, then someone will instagib you.
Solution: don't be instagibbable.
Dueling track record this patch vs stamina NBs: 200-300 wins, 0 losses, 1 draw.
In fact, in EU duel spots atleast 80% of people you see right now are magicka templars and half of them use Malu even for duels... it's kinda sad tbh
My Orc stamblade has no trouble dealing with Templars. I'll just leave it at that as I wish discussion was about being constantly rooted in Cyrodiil atm.
To be honest, roots are mostly a problem when you're outnumbered. In 1v1/1vX, I can see how multiple builds would just melt without them.
The main benefactor of a root immunity would be the magicka templar, which is already easily the strongest 1v1 class in Dark Brotherhood patch.
For those reasons I really cant get behind a root immunity of any kind.
What I'd like to see though is the ability to turn while rooted. Being unable to turn around & face your enemies is ridiculous and feels clunky.
And BGs/Arenas - as the main problem is getting zerged.
[snip] but ultimately it's just a superficial band-aid fix to a huge problem that was never adequately addressed. [snip]
WillhelmBlack wrote: »WillhelmBlack wrote: »To be honest, roots are mostly a problem when you're outnumbered. In 1v1/1vX, I can see how multiple builds would just melt without them.
The main benefactor of a root immunity would be the magicka templar, which is already easily the strongest 1v1 class in Dark Brotherhood patch.
For those reasons I really cant get behind a root immunity of any kind.
What I'd like to see though is the ability to turn while rooted. Being unable to turn around & face your enemies is ridiculous and feels clunky.
And BGs/Arenas - as the main problem is getting zerged.
Mag DK are in the same boat. Both suffered through the permaroot and snare meta of TG. Mist form helps a bunch in DB but ultimately it's just a superficial band-aid fix to a huge problem that was never adequately addressed.
Also, 1v1 strongest contenders would go to stam IMO, not magicka.
Agree with that and yeah, 1v1 is stam NB hands down.
Stamina NBs are only a problem for templars that aren't tanky enough. Rule of thumb: if someone can instagib you, then someone will instagib you.
Solution: don't be instagibbable.
Dueling track record this patch vs stamina NBs: 200-300 wins, 0 losses, 1 draw.
In fact, in EU duel spots atleast 80% of people you see right now are magicka templars and half of them use Malu even for duels... it's kinda sad tbh
My Orc stamblade has no trouble dealing with Templars. I'll just leave it at that as I wish discussion was about being constantly rooted in Cyrodiil atm.
It kind of is about getting constantly rooted, as that is the only way certain builds stand even the slightest chance against melee opponents such as magicka templars in 1v1.
It's what currently enables kiting in this game, the only thing that prevents someone from spamming a gap closer at you & just staying in melee range 24/7.
Sure, it's annoying af when getting zerged. But let me tell you something: there's about a dozen other things to complain about when getting zerged - and it all leads down to one problem: getting zerged.
I don't think game should be balanced around 1vX - but ZOS should implement those BGs/Arenas asap so there's an alternative to getting zerged in Cyrodiil.
To be honest, roots are mostly a problem when you're outnumbered. In 1v1/1vX, I can see how multiple builds would just melt without them.
The main benefactor of a root immunity would be the magicka templar, which is already easily the strongest 1v1 class in Dark Brotherhood patch.
For those reasons I really cant get behind a root immunity of any kind.
What I'd like to see though is the ability to turn while rooted. Being unable to turn around & face your enemies is ridiculous and feels clunky.
And BGs/Arenas - as the main problem is getting zerged.
Mag DK are in the same boat. Both suffered through the permaroot and snare meta of TG. Mist form helps a bunch in DB but ultimately it's just a superficial band-aid fix to a huge problem that was never adequately addressed.
Also, 1v1 strongest contenders would go to stam IMO, not magicka.
Guys,
Forward Momentum.
Eight.
Seconds.
Of.
Snare/Root.
Immunity.
Guys,
Forward Momentum.
Eight.
Seconds.
Of.
Snare/Root.
Immunity.
Khajiit's been using this for months even before the update made it twice as good.
Having a buddy with retreating manouevers is also handy.
If you're as night blade you can just use Teleport strike or its morphs. Sorcerors have streak.
Templars have radiant newb beams and javelins. It's kind of hard to use bombard when you're knock over, stunned, and melting.
They also think that anyone who thinks bombard is 'to good' should actually try hitting a mobile opponent in PVP with it sometime.
Especially if said opponent is running a MASSIVE circular AOe, stuns, gap closers, shuffle, knock downs, etc, etc which are all far easier to use and aren't as effected by height differences like cone based AOEs are.
And if you're trying to smack just one person with it in any form of lag...well Telel thinks that hitting one time out of ten tries does not exacly make things 'to good'.
WillhelmBlack wrote: »Guys,
Forward Momentum.
Eight.
Seconds.
Of.
Snare/Root.
Immunity.
That's not gonna help a magicka build. There's also Shuffle to remove snares. I know stamina is the meta but some of us stick to a main, mine happens to be a Templar so he has a good remedy to snares and roots but it still grinds on you, over and over. It's sapping the fun out of PvP.
Princess_Asgari wrote: »Encase and talons are not an issue, however bombard is. Bombard needs like a .3 cast time in order to reduce the spam from it by the large groups. Its far too easy to use and soft cc many targets without having to be in the actual fight.
hammayolettuce wrote: »Princess_Asgari wrote: »Encase and talons are not an issue, however bombard is. Bombard needs like a .3 cast time in order to reduce the spam from it by the large groups. Its far too easy to use and soft cc many targets without having to be in the actual fight.
no cast time! give it the streak treatment!
outsideworld76 wrote: »Nothing wrong with bombard. Stop asking for a nerf and L2P.
The_Outsider wrote: »WillhelmBlack wrote: »Guys,
Forward Momentum.
Eight.
Seconds.
Of.
Snare/Root.
Immunity.
That's not gonna help a magicka build. There's also Shuffle to remove snares. I know stamina is the meta but some of us stick to a main, mine happens to be a Templar so he has a good remedy to snares and roots but it still grinds on you, over and over. It's sapping the fun out of PvP.
Mistform = Magicka Shuffle
Bombard sucks but with 70% of the Cyrodiil running shuffle, and some running mistform/purge/pots/(apparently forward momentum), one realizes how many tools we actually do have against roots. As a long time bow user, I hate running bombard. I find it un-fun.
Guys,
Forward Momentum.
Eight.
Seconds.
Of.
Snare/Root.
Immunity.
Khajiit's been using this for months even before the update made it twice as good.
Having a buddy with retreating manouevers is also handy.
If you're as night blade you can just use Teleport strike or its morphs. Sorcerors have streak.
Templars have radiant newb beams and javelins. It's kind of hard to use bombard when you're knock over, stunned, and melting.
They also think that anyone who thinks bombard is 'to good' should actually try hitting a mobile opponent in PVP with it sometime.
Especially if said opponent is running a MASSIVE circular AOe, stuns, gap closers, shuffle, knock downs, etc, etc which are all far easier to use and aren't as effected by height differences like cone based AOEs are.
And if you're trying to smack just one person with it in any form of lag...well Telel thinks that hitting one time out of ten tries does not exacly make things 'to good'.
Telel, when I made a stamplar on yellow and it was still a baby before the DB patch removed vet levels, I pretty much became a bombard spammer for 2-3 days of pvp. It was absurdly easy to do, absurdly effective, and the terrain issues you constantly talked about seemed to be the opposite for me. There was one time I was taking a resource, fired a bombard at the tower door on the ground and was able to bombard the mage guard on the 2nd floor.
You can take someone completely lacking in any pvp skill, put them on bombard spam, and as long as they're running with/near a group/obscene zerg they'll be almost as effective as top notch pvp'ers. It's silly. It needs to be reworked. I feel guilty asking one of our skilled stam players to bombard spam. It's too effective not to use it, but it's just... so... dumb.
Guys,
Forward Momentum.
Eight.
Seconds.
Of.
Snare/Root.
Immunity.
Khajiit's been using this for months even before the update made it twice as good.
Having a buddy with retreating manouevers is also handy.
If you're as night blade you can just use Teleport strike or its morphs. Sorcerors have streak.
Templars have radiant newb beams and javelins. It's kind of hard to use bombard when you're knock over, stunned, and melting.
They also think that anyone who thinks bombard is 'to good' should actually try hitting a mobile opponent in PVP with it sometime.
Especially if said opponent is running a MASSIVE circular AOe, stuns, gap closers, shuffle, knock downs, etc, etc which are all far easier to use and aren't as effected by height differences like cone based AOEs are.
And if you're trying to smack just one person with it in any form of lag...well Telel thinks that hitting one time out of ten tries does not exacly make things 'to good'.
Telel, when I made a stamplar on yellow and it was still a baby before the DB patch removed vet levels, I pretty much became a bombard spammer for 2-3 days of pvp. It was absurdly easy to do, absurdly effective, and the terrain issues you constantly talked about seemed to be the opposite for me. There was one time I was taking a resource, fired a bombard at the tower door on the ground and was able to bombard the mage guard on the 2nd floor.
You can take someone completely lacking in any pvp skill, put them on bombard spam, and as long as they're running with/near a group/obscene zerg they'll be almost as effective as top notch pvp'ers. It's silly. It needs to be reworked. I feel guilty asking one of our skilled stam players to bombard spam. It's too effective not to use it, but it's just... so... dumb.
Telel did not say it was hard to hit with in PVE or against stationary targets.
Rather khajiit pointed out that against other players whom also have many many many many options it is nowhere near as easy to use as many man...you get the idea, options. Options that have fewer counters.
In fact this one is still being run over by the 'old' prox blobs spamming shards as they hurtle forwards in an unstoppable tide more often than they encounter a player using bombard.
And then there is of course the newb beam which is undodgable, spammable, has nearly twice the range of bombard, an execute, can heal, AND now breaks a humble sad blade's clock half the time.
@Zheg remember Telel fights organized EP groups a lot and they're like 90% templars...
Now Telel is not going to say Bombard should never ever ever be changed or diminished. However for them to think that it is indeed problematic we would first have to see about dealing with the far worse issues and skills that promote blobbing, mindless skill spamming of super efficient AOEs, and of course...all those newb beams.
Then once the need for a quick and handy rooting mechanism is gone one can turn their attention to the thing that is the hard counter to so many potato strategies employed by the 'got guds'.
hammayolettuce wrote: »Princess_Asgari wrote: »Encase and talons are not an issue, however bombard is. Bombard needs like a .3 cast time in order to reduce the spam from it by the large groups. Its far too easy to use and soft cc many targets without having to be in the actual fight.
no cast time! give it the streak treatment!