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https://forums.elderscrollsonline.com/en/discussion/comment/8098811/#Comment_8098811

Z-Axis Solution

GrumpyDuckling
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Problem: Two skills and a set that move an enemy to your location are unreliable and inconsistent in how they work due to the z-axis restrictions put in place to prevent pulling enemies onto keeps and resources. Specifically, these skills and set are:

- Unrelenting Grip (Dragonknight)
- Frozen Device (Warden)
- Swarm Mother (Undaunted Monster set)

Solution: If possible, please allow z-axis movement for these skills and set and instead place z-axis restriction perimeters around keeps and resources to prevent unwanted vertical movement in those locations. This would allow players consistent and reliable use of the aforementioned skills and set throughout the rest of Cyrodiil without breaking keep and resource walls. It could work similar to the "Reach" passive in the Assault skill line in that z-axis movement is disabled while near a keep. Perhaps you could attach it to the battle spirit buff for constant upkeep?

It's an awful feeling and a game-changing experience when these skills and set don't function as advertised because a player is standing on slightly uneven ground nowhere near a keep or resource. Please consider this change @Wrobel
  • NightbladeMechanics
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    Don't forget every gap closer ever, especially Leap.

    I'm all for your three abilities and gap closers going up resource towers and cliffs. Keep walls I'm still undecided about... It was always fun watching DKs jump onto walls. I liked the variety that brought to keep fights. However, DK squads taking keeps without much warning was broken.

    I always thought ZOS should give inner guards some massive buffs or change the criteria for flagging a keep to prevent that, but they went with the sledge hammer instead of the scalpel, as usual.

    Edit: oh and also don't forget Imperial City spawn platforms. Gap closers are willingly initiated, so I believe those should be able to jump up there.....to your immediate demise (as on live). However, enemy abilities and sets should not be able to pull you up there against your will.
    Edited by NightbladeMechanics on June 4, 2017 2:47AM
    Kena
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  • GrumpyDuckling
    GrumpyDuckling
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    Don't forget every gap closer ever, especially Leap.

    I'm all for your three abilities and gap closers going up resource towers and cliffs. Keep walls I'm still undecided about... It was always fun watching DKs jump onto walls. I liked the variety that brought to keep fights. However, DK squads taking keeps without much warning was broken.

    I always thought ZOS should give inner guards some massive buffs or change the criteria for flagging a keep to prevent that, but they went with the sledge hammer instead of the scalpel, as usual.

    Edit: oh and also don't forget Imperial City spawn platforms. Gap closers are willingly initiated, so I believe those should be able to jump up there.....to your immediate demise (as on live). However, enemy abilities and sets should not be able to pull you up there against your will.

    Good call with gap closer skills too, I didn't even think of that. I think within the time since you originally posted I read about a fix in place for IC spawn platform problems.
  • paulsimonps
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    Never seen swarm mother not work, its the only thing that always works, as far as I have been able to tell and my DK has run that set in PvP for a long time. And when I tested the Frozen Gate in PvP it was working just fine in terms of restrictions. It was very consistant, but I know what you mean, you want to be able to pull people of high hills and clifs far from keeps, and I can agree on that.

    One thing though that I tested on PTS when I on purpose tried to use warden skills to get into keeps so I could report it, its why we can't teleport to NPC's or summoned pets anymore, cause I could get in with that. But one of the problems was that if something was at the same elevation as the keep wall was close enough you could teleport someone over. Aka a traitor could bring someone to the inner walls. This is not possible with Swarm mother and Unrelenting grip, cause their range is so short. BUT, the Frozen gate has such a long reach that its reach is further buffed in PvP, which mean, though I won't say where, you can still at certain keeps use a traitor to get into over the first wall with the Frozen Gate. I suggested they nerf the range on it by 1 or more meters so it would not get buffed in Cyro but that change was never made. And only reason I am saying it here is cause I still belive such a change should be made, to prevent abuse.

    But yea, I like the idea, if restrictions are to be had, have them around keeps. The unrelenting grip still has that horrible bug attached to it while Swarm mother and Frozen gate does not. Why have 2 things that work but 1 that doesn't. Just copy paste some code. It hurts that this kind of restriction hampers us in the open fields and in PvE.
  • NBrookus
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    Having the z axis restrictions removed when out of "reach" range is a clever twist to improve the reliability of these skills.

    I would also like to see the "down" restriction removed from Leap. I see people gap close up rocks nearly as tall as a keep wall, yet I can't Leap halfway down a stairwell?
  • GrumpyDuckling
    GrumpyDuckling
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    @Wrobel

    What do you think? Is it possible?
  • GrumpyDuckling
    GrumpyDuckling
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    @Wrobel

    Just checking in.
  • WaltherCarraway
    WaltherCarraway
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    I'm gonna blame you for that if they gonna do something to Empowering Chain. :(


    JK, insightful for you
    Edited by WaltherCarraway on August 19, 2017 2:33PM
    Back from my last hiatus. 2021 a new start.
  • GrumpyDuckling
    GrumpyDuckling
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    @ZOS_BrianWheeler

    Tossing your tag into this - might be your territory.
  • Juli'St
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    And y axis... when Templars use toppling and just fly out of the map?! LOL
  • NightbladeMechanics
    NightbladeMechanics
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    Never seen swarm mother not work, its the only thing that always works, as far as I have been able to tell and my DK has run that set in PvP for a long time. And when I tested the Frozen Gate in PvP it was working just fine in terms of restrictions. It was very consistant, but I know what you mean, you want to be able to pull people of high hills and clifs far from keeps, and I can agree on that.

    One thing though that I tested on PTS when I on purpose tried to use warden skills to get into keeps so I could report it, its why we can't teleport to NPC's or summoned pets anymore, cause I could get in with that. But one of the problems was that if something was at the same elevation as the keep wall was close enough you could teleport someone over. Aka a traitor could bring someone to the inner walls. This is not possible with Swarm mother and Unrelenting grip, cause their range is so short. BUT, the Frozen gate has such a long reach that its reach is further buffed in PvP, which mean, though I won't say where, you can still at certain keeps use a traitor to get into over the first wall with the Frozen Gate. I suggested they nerf the range on it by 1 or more meters so it would not get buffed in Cyro but that change was never made. And only reason I am saying it here is cause I still belive such a change should be made, to prevent abuse.

    But yea, I like the idea, if restrictions are to be had, have them around keeps. The unrelenting grip still has that horrible bug attached to it while Swarm mother and Frozen gate does not. Why have 2 things that work but 1 that doesn't. Just copy paste some code. It hurts that this kind of restriction hampers us in the open fields and in PvE.

    Pretty much this.
    Kena
    Legion XIII
    Excellence without elitism
    Premier small scale PvP

    Legend
    NA/PC's original dueling and PvP community guild
    Now NA/PC's dueling, BGs, small scale, GvG, and general PvP community. We float just under 500 members. Mail me in game for an invite.


    Apex Predator.

    Here's a great thread collecting community ideas for PvP updates.

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