NPC's throwing snare daggers >:(

Tapio75
Tapio75
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Why does over half of the enemies have to throw that dagger that snares you? It makes no sense, it does not make those NPC´s any more dangerous than they "are". They have to take few backsteps, the whole process of throwing that snare dagger takes couple of seconds and the whole thing that makes them less dangerous.

I would understand this as a mechanic to stop players who want to just ride past those enemies in hurry, but it does not work, the whole process of throwing snare dagger just takes too long to have any effect.

All it does is annoying people fighting those mobs.

It would be nice to get the amount of those NPC snares reduced a bit.

Also, the new glow from rangers/scout/hunter traps should be removable, it makes no sense to have traps that are clearly marked where they are :P
>>PC-EU Mostly PVE. Played since BETA<<
  • Danksta
    Danksta
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    Interrupt or dodge roll...
    BawKinTackWarDs PS4/NA

  • Knootewoot
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    The entire game is one big snare and root fest. In was annoying in PvP but even in PvE you cannot escape it.
    ٩(͡๏̯͡๏)۶
    "I am a nightblade. Blending the disciplines of the stealthy agent and subtle wizard, I move unseen and undetected, foil locks and traps, and teleport to safety when threatened, or strike like a viper from ambush. The College of Illusion hides me and fuddles or pacifies my opponents. The College of Mysticism detects my object, reflects and dispels enemy spells, and makes good my escape. The key to a nightblade's success is avoidance, by spell or by stealth; with these skills, all things are possible."
  • Prof_Bawbag
    Prof_Bawbag
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    Meh, people complain when npcs just do 1 or 2 actions, they add in another tactic, then we complain that they now cheese it.
  • Chadak
    Chadak
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    Block is your friend.
  • Tapio75
    Tapio75
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    The point in NPC's doing this is not the fact that it can be blocked or interrupted, its totally useless mechanic and feels out of place.

    I mean who would really in midle of swordfight, go few backsteps and throw some dagger gmm? Theres no sense in this as part of normal attack behaviour. If it would be to prevent escapes, then it would make sense but it cant happen when escaping as the ability takes too long to charge and the escapee is out of range when the snaredagger is thrown.

    It should be replaced with something that poses real danger like something fast that makes player stagger for shortwhile for example, not like "Hey you better be prepared because here comes big swing" thing NPC's do but something faster that poses real danger.
    >>PC-EU Mostly PVE. Played since BETA<<
  • srfrogg23
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    Tapio75 wrote: »
    Why does over half of the enemies have to throw that dagger that snares you? It makes no sense, it does not make those NPC´s any more dangerous than they "are". They have to take few backsteps, the whole process of throwing that snare dagger takes couple of seconds and the whole thing that makes them less dangerous.

    I would understand this as a mechanic to stop players who want to just ride past those enemies in hurry, but it does not work, the whole process of throwing snare dagger just takes too long to have any effect.

    All it does is annoying people fighting those mobs.

    It would be nice to get the amount of those NPC snares reduced a bit.

    Also, the new glow from rangers/scout/hunter traps should be removable, it makes no sense to have traps that are clearly marked where they are :P

    It certainly becomes obnoxious and redundant after a while doesn't it? I feel the same way about the Uppercut NPCs.

    It would be nice if Zos would overhaul the AI a bit to make fights more dynamic and to make the NPCs less predictable. They pretty much always use the same abilities in the same order in every fight.

    Maybe even give them more abilities that they can randomly rotate through so you can't always predict how they will react and vary up that aspect of the gameplay a little more.
  • Chilly-McFreeze
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    Tapio75 wrote: »
    The point in NPC's doing this is not the fact that it can be blocked or interrupted, its totally useless mechanic and feels out of place.

    I mean who would really in midle of swordfight, go few backsteps and throw some dagger gmm? Theres no sense in this as part of normal attack behaviour. If it would be to prevent escapes, then it would make sense but it cant happen when escaping as the ability takes too long to charge and the escapee is out of range when the snaredagger is thrown.

    It should be replaced with something that poses real danger like something fast that makes player stagger for shortwhile for example, not like "Hey you better be prepared because here comes big swing" thing NPC's do but something faster that poses real danger.

    Wouldn't it be even more annoying if your are constantly staggered (or knocked back, like the 2h guys with their uppercuts)? It's annoying to be snared and it's useless to prevent escape. All it does is testing my patience. Granted. But rather this instead of a hard cc. The AI needs an overhaul nonetheless.
  • BRogueNZ
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    throwing knives and bows.. everywhere.. and 2H's with 100 yard range, so annoying. It's like having to stop to swat a fly
    Edited by BRogueNZ on February 24, 2017 4:17PM
  • AcadianPaladin
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    Just want to make sure I fully understand the counters. I don't slot any skills that interrupt a casting target. I understand that bash will only work if they are in melee range? Block counters the effect and half the damage I think. Dodge-roll can avoid all of it but has to be timed right. Do I pretty much have the right of it?
    PC NA(no Steam), PvE, mostly solo
  • Tapio75
    Tapio75
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    @AcadianPaladin
    Pretty much that.

    Anyway, at least the heavy swings make more sense in tactical point of wiev, even if they are funny how they really make it clear that they are going to do it, the dagger thrown does not make sense and the constant traps dont that much either especially the glow on traps..

    There are right ways and wrong ways to annoy people, those heavy swings that send me flying are one of the right ways to annoy a player plus while annoying, it can also be quite funny. I remember countless fights with numerous 2 handers there and all i do since my first block failed is tp fly from place to place.. I mean i get extremely angry at the mobs doing it but at the same time i often laugh so hard i cant play anymore due being a flying hero is fun XD

    All the thrown dagger does is like -.- Not again, why?

    Overall though, while combat AI needs some more random unpredictable patterns, it still is very good compared to some other games i played.
    >>PC-EU Mostly PVE. Played since BETA<<
  • hmsdragonfly
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    I never tell people to "git gud", but it's the perfect reply to your thread, OP.

    Cleanse. If you don't have cleanse slotted, dodge roll or block when they are charging heavy attacks. Or just don't give a **** and kill them.

    I mean, enemies are supposed to annoy you, you, as a player, have one job: to overcome your enemies. Are you going as far as complaining that enemies hurt you? Come on? It's boring if the all enemies do 1 or 2 actions.
    Tapio75 wrote: »
    The point in NPC's doing this is not the fact that it can be blocked or interrupted, its totally useless mechanic and feels out of place.

    This makes no sense whatsoever.
    Edited by hmsdragonfly on February 24, 2017 5:13PM
    Aldmeri Dominion Loyalist. For the Queen!
  • raj72616a
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    Retreating Maneuver, gives you half minute of 40% speed buff, and removes all snare on you, and make you immune to snare and immobilization for half minute. problem solved.
  • Tryxus
    Tryxus
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    81e3d6dec977eb427f7e6783ef533593e2b9270c4004f4c03b135287e4c235fa.jpg
    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
  • crashen17b14_ESO
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    I feel like some people arent understanding OP's point in this thread. It isnt that the dagger throw is especially dangerous, hard to counter, or crippling. It is kind of the opposite.

    It is that for what it does, it is utterly pointless and the NPCs use it at weird times. Enemies will break off from a fight to back up, "charge" a dagger throw (that does mininal damage and only gives a slight slow) and then walk back into melee to engage again. Completely throwing off the flow of combat.

    It might make sense (but be annoying) if the npc, on reaching low health, dodge rolled away, quickly flung the dagger (snaring the player) and tried to escape. It would still be annoying but at least it would make more sense than gaining distance, slowing their enemy, then closing in again.

    Honestly the AI is very predictable, overly telegraphed, obvious and routine. 1h sword fighter charges thrown dagger, slowly approaches snared target, readies downward slash for small damage, fast attack, throws down oil slick ("Light em up!" "Set em ablaze!") regardless of archer's presence. Archer summons animal companion or readies arrow spray, quick attack, launches fire arrow igniting oil slick. Dual wield melee "sharpens swords" and flips over player in slow motion for 0 damage ("Left!"). 2h uppercuts player, knocking them out of flaming oil and slow motion jump. 1h melee readies thrown dagger...

    That is 90% of the fights in eso, in that order.
  • Tapio75
    Tapio75
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    @crashen17b14_ESO
    You get it why i am complaining about the dagger snare in mid fight, it just makes no sense in the way it is done.

    It would be more interesting if low health enemies would do this, then try to escape/get help and overwhelm the player or if its a ranged doinf it to gain distance for bow.. Or if it is used for escaping player to prevent escape.

    But its just odd how its right now, many other predictable stuff just makes more sense and as i said earlier, annoy the right way like the uppercuts they do at times or when they block my heavy attack, thats the right way to annoy a player too :) Battle needs to promote some feeling to make it feel more tense.
    >>PC-EU Mostly PVE. Played since BETA<<
  • crashen17b14_ESO
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    Agreed. I do actually enjoy the combat when i am low level meleeing, against three enemies (usually a couple 2h users and a shield) where i block one target, interrupt another and knock the third down in rapid succession. Unfortunately that only really happens at lower levels, because once you have two full skill bars you can pretty much ignore most mechanics and spam your attacks while light attack weaving.
  • Tapio75
    Tapio75
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    @crashen17b14_ESO
    I usually use builds that make it necessary to not ignore anything they do because its not fun for me when i can totally own them :D
    >>PC-EU Mostly PVE. Played since BETA<<
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