Lieblingsjunge wrote: »Bombard is a pain. If I didn't have my mistform, I would be a rip templar. This would be solved if they implemented some sort of cooldown for snares. Like you had two seconds of Snare-immunity or something. Cus atm bombard-spammers are just ripping groups apart, by snaring everything.
Then you would just have to dodge roll or mist form every 2 seconds...basically like now. You can't stand there and wait out the root duration, even if it were one little second long. You'd get run over.
A ranged non-ult ability simply shouldn't apply a root.
Lieblingsjunge wrote: »Bombard is a pain. If I didn't have my mistform, I would be a rip templar.
I think this is mostly fine. We should be forced to pick between different types of counters. The only problem I have is the lack of Magicka counters that include brief immunity for snares and roots.
Lieblingsjunge wrote: »Lieblingsjunge wrote: »Bombard is a pain. If I didn't have my mistform, I would be a rip templar.
I think this is mostly fine. We should be forced to pick between different types of counters. The only problem I have is the lack of Magicka counters that include brief immunity for snares and roots.
It's got nothing to do about counters. It's more about the fact that you can stand on one side of the map and spam bombard and snare someone at the other side of the map.
Ive been nostalgic for gw2's dodge system for a long while. 2 dodges, before a long cd, though certain builds could tweak that a bit. No need for perma rollers, no need for perma roots, far more focused on actual tactics and synergies imo.
If only pvp balance had been a priority and done with a steady hand. Maybe it could have happened if performance back in the day was more playable like today. Oh well.
Ive been nostalgic for gw2's dodge system for a long while. 2 dodges, before a long cd, though certain builds could tweak that a bit. No need for perma rollers, no need for perma roots, far more focused on actual tactics and synergies imo.
If only pvp balance had been a priority and done with a steady hand. Maybe it could have happened if performance back in the day was more playable like today. Oh well.
Hmm; are we talking small scale in GW2; because if not its guild Vs guild was an even bigger *** mess then the zergballs in this game. Down right utter ***, you could also dodge like crazy in GW2 depending on if you were a thief or ranger for example. Hell right now in GW2 there is a perma dodge roller setup for thief.
Lieblingsjunge wrote: »Lieblingsjunge wrote: »Bombard is a pain. If I didn't have my mistform, I would be a rip templar.
I think this is mostly fine. We should be forced to pick between different types of counters. The only problem I have is the lack of Magicka counters that include brief immunity for snares and roots.
It's got nothing to do about counters. It's more about the fact that you can stand on one side of the map and spam bombard and snare someone at the other side of the map.
20 meters is not the other side of the map. Regardless, if it can be properly countered, it is not an issue. Bombard spam is largely irrelevant to players with Elusive Mist, Shuffle or Forward Momentum slotted because those are counters. The same was true for entire groups when all snares and roots were trivially countered by Rapid Maneuvers.
This game is full of abilities players complain about because they are unwilling to slot counters. I think it's silly that the only real counter for Magicka builds relies on Vampirism, but aside from that it's not that difficult to deal with.
Ive been nostalgic for gw2's dodge system for a long while. 2 dodges, before a long cd, though certain builds could tweak that a bit. No need for perma rollers, no need for perma roots, far more focused on actual tactics and synergies imo.
If only pvp balance had been a priority and done with a steady hand. Maybe it could have happened if performance back in the day was more playable like today. Oh well.
Hmm; are we talking small scale in GW2; because if not its guild Vs guild was an even bigger *** mess then the zergballs in this game. Down right utter ***, you could also dodge like crazy in GW2 depending on if you were a thief or ranger for example. Hell right now in GW2 there is a perma dodge roller setup for thief.
Yes, spvp 5v5. Maybe they broke dodge with some ESO inspiration, but back when i played there was no such thing as permadodge. You could get quicker recovery with a combo or passive, but it was never spammable and it was something you had to make sacrifices to have.
KisoValley wrote: »Lieblingsjunge wrote: »Lieblingsjunge wrote: »Bombard is a pain. If I didn't have my mistform, I would be a rip templar.
I think this is mostly fine. We should be forced to pick between different types of counters. The only problem I have is the lack of Magicka counters that include brief immunity for snares and roots.
It's got nothing to do about counters. It's more about the fact that you can stand on one side of the map and spam bombard and snare someone at the other side of the map.
20 meters is not the other side of the map. Regardless, if it can be properly countered, it is not an issue. Bombard spam is largely irrelevant to players with Elusive Mist, Shuffle or Forward Momentum slotted because those are counters. The same was true for entire groups when all snares and roots were trivially countered by Rapid Maneuvers.
This game is full of abilities players complain about because they are unwilling to slot counters. I think it's silly that the only real counter for Magicka builds relies on Vampirism, but aside from that it's not that difficult to deal with.
I'll just go and play 2h on every build because that is a counter to bombard even though I prefer to not play 2h, but because of 1 single ability that is a cancer to this game everyone has to play 2h because it is the only viable counter.
Or hey, I'll just go and kill my stamina pool by spamming shuffle to get away from bombard spam instead so I don't have to play 2h. But that just means I run out of stamina quickly and die anyway.
/s
Daggerfall_Bones wrote: »Ive been nostalgic for gw2's dodge system for a long while. 2 dodges, before a long cd, though certain builds could tweak that a bit. No need for perma rollers, no need for perma roots, far more focused on actual tactics and synergies imo.
If only pvp balance had been a priority and done with a steady hand. Maybe it could have happened if performance back in the day was more playable like today. Oh well.
Hmm; are we talking small scale in GW2; because if not its guild Vs guild was an even bigger *** mess then the zergballs in this game. Down right utter ***, you could also dodge like crazy in GW2 depending on if you were a thief or ranger for example. Hell right now in GW2 there is a perma dodge roller setup for thief.
Yes, spvp 5v5. Maybe they broke dodge with some ESO inspiration, but back when i played there was no such thing as permadodge. You could get quicker recovery with a combo or passive, but it was never spammable and it was something you had to make sacrifices to have.
Oh the irony. "Something you had to make sacrifices to have". Like I dunno, movement. It's not "set up proxy det for a choke" maneuvers, nor "hide behind a tree until I can get full Heath" maneuvers. It is Retreating Maneuvers.
You now have to make sacrifices to continuously avoid a fight. Mist you gain mobility but lose the ability to cast. You can go 2H but then you lose some spell damage slotting something that doesn't allow you to have all the things. Retreating maneuvers you actually have to retreat now or it loses its effectiveness.
Why don't you offer up some means of retreating that actually makes a sacrifice? A one button snare immunity for individual players. No speed. Something magicka based where you could still cast but then you suffer from 50% more damage from the back. Something where you actually have to make a scarfice for retreating? You have to take up a slot, take more damage, and have to slot something else for speed. Or go back to no forward camps. With forward camps you have to chase down the other players. It takes forever as it is.
Is it really just bombard or is it all roots? I get bombard being high damage with utility - could definitely use some changes here. But are we not long overdue for some kind of changes to how roots are working? Eternal hunt rollers and malutalon tanks are pretty lame too. It doesnt need to be 6 seconds but like... can we try 2 or 3 or something?? Coming out of a dodge roll and landing rooted is laughable gameplay. I dont even feel bad for my magical templars getting left to die anymore, its just a part of life - its inevitable if they arent vampires.
Is it really just bombard or is it all roots? I get bombard being high damage with utility - could definitely use some changes here. But are we not long overdue for some kind of changes to how roots are working? Eternal hunt rollers and malutalon tanks are pretty lame too. It doesnt need to be 6 seconds but like... can we try 2 or 3 or something?? Coming out of a dodge roll and landing rooted is laughable gameplay. I dont even feel bad for my magical templars getting left to die anymore, its just a part of life - its inevitable if they arent vampires.
Great idea, lets nerf talons.
I realized the other day that in all our bickering about other things, this most pressing of PvP balance issues has no thread. We wouldn't want ZOS thinking we don't care about it just because we all quietly accept it as a given that THIS MESS IS BROKEN AF.
As a dedicated little forum zerg poster, I feel it is my duty to bring this to light.
To elaborate on the exact issue, little zerglings a can bow up and sit back spamming Bombard, rooting entire groups in place. With enough bombardlings, as I hereby christen them, you can "permaroot" groups in place, preventing even dodge rolling out. Your stam only goes so far -- there is no escape!!
Will a big group player from TF please oblige me with some videos? Alas, I am posting from my phone, making hunting down and organizing such things cumbersome.
Also anyone more educated on the exact stacking mechanics of roots and snares than myself, please feel free to bring us all up to speed.
TLDR: as much as I like permaroots in a sea of standards negates and novas, I don't.
Assorted suggested fixes that I've seen around:
- multiplicative snare stacking
- brief root immunity separate from cc immunity
- Reworking roots so they are only available to up close and risky play styles, such as DK talons
- Permabanning all stamina users
I personally like option 3.
Honestly this is a BS thread, just give talons the same range as radiant and we're done here @KenaPKK
KisoValley wrote: »Lieblingsjunge wrote: »Lieblingsjunge wrote: »Bombard is a pain. If I didn't have my mistform, I would be a rip templar.
I think this is mostly fine. We should be forced to pick between different types of counters. The only problem I have is the lack of Magicka counters that include brief immunity for snares and roots.
It's got nothing to do about counters. It's more about the fact that you can stand on one side of the map and spam bombard and snare someone at the other side of the map.
20 meters is not the other side of the map. Regardless, if it can be properly countered, it is not an issue. Bombard spam is largely irrelevant to players with Elusive Mist, Shuffle or Forward Momentum slotted because those are counters. The same was true for entire groups when all snares and roots were trivially countered by Rapid Maneuvers.
This game is full of abilities players complain about because they are unwilling to slot counters. I think it's silly that the only real counter for Magicka builds relies on Vampirism, but aside from that it's not that difficult to deal with.
I'll just go and play 2h on every build because that is a counter to bombard even though I prefer to not play 2h, but because of 1 single ability that is a cancer to this game everyone has to play 2h because it is the only viable counter.
Or hey, I'll just go and kill my stamina pool by spamming shuffle to get away from bombard spam instead so I don't have to play 2h. But that just means I run out of stamina quickly and die anyway.
/s
From the new pts patch notesZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
- Bow
- Bombard (Arrow Spray morph): This morph no longer applies its immobilize effect to targets that are already snared.
From the new pts patch notesZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
- Bow
- Bombard (Arrow Spray morph): This morph no longer applies its immobilize effect to targets that are already snared.
From the new pts patch notesZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
- Bow
- Bombard (Arrow Spray morph): This morph no longer applies its immobilize effect to targets that are already snared.
Its a shame theyre 6 months late on that. It should have been on the TG pts patch notes back when we first warned them it would become a clustereff following the rapids nerf.
I think what we need to start doing is hitting up miss cleo so we can predict what terrible decisions they will make 6 months in advance so that we can complain early enough for them to fix it in a reasonable amount of time.
From the new pts patch notesZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
- Bow
- Bombard (Arrow Spray morph): This morph no longer applies its immobilize effect to targets that are already snared.
Its a shame theyre 6 months late on that. It should have been on the TG pts patch notes back when we first warned them it would become a clustereff following the rapids nerf.
I think what we need to start doing is hitting up miss cleo so we can predict what terrible decisions they will make 6 months in advance so that we can complain early enough for them to fix it in a reasonable amount of time.
Since my time traveling skills aren't what I wish they would be all I can say is "Better late than never"
I think what we need to start doing is hitting up miss cleo so we can predict what terrible decisions they will make 6 months in advance so that we can complain early enough for them to fix it in a reasonable amount of time.
Daggerfall_Bones wrote: »Ive been nostalgic for gw2's dodge system for a long while. 2 dodges, before a long cd, though certain builds could tweak that a bit. No need for perma rollers, no need for perma roots, far more focused on actual tactics and synergies imo.
If only pvp balance had been a priority and done with a steady hand. Maybe it could have happened if performance back in the day was more playable like today. Oh well.
Hmm; are we talking small scale in GW2; because if not its guild Vs guild was an even bigger *** mess then the zergballs in this game. Down right utter ***, you could also dodge like crazy in GW2 depending on if you were a thief or ranger for example. Hell right now in GW2 there is a perma dodge roller setup for thief.
Yes, spvp 5v5. Maybe they broke dodge with some ESO inspiration, but back when i played there was no such thing as permadodge. You could get quicker recovery with a combo or passive, but it was never spammable and it was something you had to make sacrifices to have.
Oh the irony. "Something you had to make sacrifices to have". Like I dunno, movement. It's not "set up proxy det for a choke" maneuvers, nor "hide behind a tree until I can get full Heath" maneuvers. It is Retreating Maneuvers.
You now have to make sacrifices to continuously avoid a fight. Mist you gain mobility but lose the ability to cast. You can go 2H but then you lose some spell damage slotting something that doesn't allow you to have all the things. Retreating maneuvers you actually have to retreat now or it loses its effectiveness.
Why don't you offer up some means of retreating that actually makes a sacrifice? A one button snare immunity for individual players. No speed. Something magicka based where you could still cast but then you suffer from 50% more damage from the back. Something where you actually have to make a scarfice for retreating? You have to take up a slot, take more damage, and have to slot something else for speed. Or go back to no forward camps. With forward camps you have to chase down the other players. It takes forever as it is.
Categorically false. Rapids is almost useless as a 'retreat' because there isnt a single skill i can cast as a templar that doesnt break it. Heals, cleanse, shield, it all breaks it. Rapids is used for max expedition while on a horse, i dont even pay attention when i have it on me in combat because anything i do will remove it, particularly if im trying to help someone on the back line stay alive. Damage is too high to be able to 'retreat' without having to cleanse/heal yourself or an ally in a super majority of engagements. That functionality does not work with the current combat system.
Permaroot isnt healthy pvp in ANY game. Other mmos have learnt that. Same goes for perma CC. It doesnt matter if you have a gripe about how groups function in ESO, you dont solve one problem by introducing a problem thats far worse.
asneakybanana wrote: »The problem with maneuvers is that it was double nerfed. Not only nerfed by not getting it from non group members and they made it so maneuvers are booty and like insta break when you cast literally anything. I think just making it so you cant get maneuvers from people outside your group was enough and they didn't need to go breaking the entire skill. Would still rather see maneuvers fixed than perma snare.
ZOS_GinaBruno wrote: »
Weapon
- Bow
- Bombard (Arrow Spray morph): This morph no longer applies its immobilize effect to targets that are already snared.
Bones, good for you. Im glad you are able to always optimally steer your group into ideal locales. For the rest of us, when surrounded by 60+ under siege and bombard spam, we're able to identify broken mechanics. Rapids worked with heals for farrrrrr longer than it did without. It wasnt until a misguided attempt to eliminate ball groups 6 months ago that permaroot even became an issue. You could still catch people on back lines back in the day, you just couldnt take full movement away.
Mist form is and has been in my bars for a very long time, but when 90+% of the population is or feels pressure to become a vampire, thats hardly balance now is it? Stop defending the broken mechanic. Its akin to defending the broken CC chains that made you lose control of your character. Could you counter with immovable and immov pots? Yes, but that doesnt mean it was ok to defend that garbage mechanic.
Daggerfall_Bones wrote: »Bones, good for you. Im glad you are able to always optimally steer your group into ideal locales. For the rest of us, when surrounded by 60+ under siege and bombard spam, we're able to identify broken mechanics. Rapids worked with heals for farrrrrr longer than it did without. It wasnt until a misguided attempt to eliminate ball groups 6 months ago that permaroot even became an issue. You could still catch people on back lines back in the day, you just couldnt take full movement away.
Mist form is and has been in my bars for a very long time, but when 90+% of the population is or feels pressure to become a vampire, thats hardly balance now is it? Stop defending the broken mechanic. Its akin to defending the broken CC chains that made you lose control of your character. Could you counter with immovable and immov pots? Yes, but that doesnt mean it was ok to defend that garbage mechanic.
I'm with you on vampire, with the changes to the fighters guild there is little to no consequences anymore. I don't like it but I'm a vampire in PvP.
If we didn't have bombard in his heavy armor meta there was be no killing the backline. All retreating maneuvers would be used for is to attack with proxy det, retreat for 8 secs and det again, heal up and det again. We would be forced not into just vampire. We'd all be forced into heavy armor, vicious death and proxy det. Who ever got the jump would be the winner.
You've got to pay a penalty for retreating. Is Bombard ideal? No. I'm sure they'll eventually figure something out.