Shadowshire wrote: »@ZOS_WrobelHow can a sorcerer player identify which prospective targets are currently immune to "crowd control"? It is a waste of time and effort to "discover" that by casting the spell.ZOS_GinaBruno wrote: »Sorcerer
- Dark Magic
- Defensive Rune (Rune Prison morph): The buff applied by this morph will no longer be consumed when you are attacked by a crowd-control immune enemy.
- Rune Prison: This ability and its morphs can no longer be cast on a crowd-control immune enemy.
There are very clear white swirls around the feet of a player that has CC immunity. NPCs as well.
Well that's the point, the rewards just aren't worth the time and aggravation, otherwise I would do it. I like the challenge of them, but there's no real incentive to doing so once you have all the motifs and achievements, you're putting in all that time and care for a blue armor to decon and maybe a motif to sell for a pittance. A single stone for a flawless crime would be all the reward I, and it seems others, would need. Because they're fun, but if the choice is fun thing A, which has a good reward, and fun thing B, which is essentially unrewarding, A beats B every time.
Thank-you for your comments. Of course, whether magicka is expended when a cast attempt "fails" or it is "interrupted" depends upon the game design. Ordinarily, Magicka is expended when the cast succeeds, but a target can perhaps block, dodge, or reflect a "projectile". Also, a target might be only partially susceptible to damage, and/or be immune to other effects, such as "status effects".Mystrius_Archaion wrote: »Shadowshire wrote: »@ZOS_WrobelHow can a sorcerer player identify which prospective targets are currently immune to "crowd control"? It is a waste of time and effort to "discover" that by casting the spell.ZOS_GinaBruno wrote: »Sorcerer
- Dark Magic
- Defensive Rune (Rune Prison morph): The buff applied by this morph will no longer be consumed when you are attacked by a crowd-control immune enemy.
- Rune Prison: This ability and its morphs can no longer be cast on a crowd-control immune enemy.
There are very clear white swirls around the feet of a player that has CC immunity. NPCs as well.
Also, these skills will now fail to activate and fail to animate because of targeting an immune target, which will let you know that something is wrong with the skill.
This is the only currently available way they could make it not just be a wasted cast that drains magicka for no benefit.
Shadowshire wrote: »Mystrius_Archaion wrote: »Shadowshire wrote: »@ZOS_WrobelHow can a sorcerer player identify which prospective targets are currently immune to "crowd control"? It is a waste of time and effort to "discover" that by casting the spell.ZOS_GinaBruno wrote: »Sorcerer
- Dark Magic
- Defensive Rune (Rune Prison morph): The buff applied by this morph will no longer be consumed when you are attacked by a crowd-control immune enemy.
- Rune Prison: This ability and its morphs can no longer be cast on a crowd-control immune enemy.
There are very clear white swirls around the feet of a player that has CC immunity. NPCs as well.
Also, these skills will now fail to activate and fail to animate because of targeting an immune target, which will let you know that something is wrong with the skill.
This is the only currently available way they could make it not just be a wasted cast that drains magicka for no benefit.
For what it is worth, the Select Target feature (which can be key-bound) doesn't skip potential targets which are currently (or permanently) immune to CC because, if it did, it would never select a PvE dungeon boss as the target. That is to say, simply because a PC, a NPC or a MOB is immune to CC doesn't make it immune to each and every possible attack against it.
Mystrius_Archaion wrote: »Narvuntien wrote: »"Clever Alchemist: This item set’s proc now requires that you are in combat for it to function."
You destroied my chatacter.
Now I can no longer play thanks
I hate you.
How about you just have the buff leave when you take off the gear instead of removing my ability to play the game.
LOL
That's the point. The bombers remove the gear and put on another set after triggering the proc. This eliminates that problem.
Of course, now you can't stay in that set, which is sub-par to do so, and bomb gank, but that was never fair to the other side to have a fighting chance.
"Immune" means that the target is exempt from some harm or effect that is ordinarily inflicted by the ability. It can apply to damage as well as to "debuffs". Just read the Combat Recap after your Sorcerer has been killed. Sometimes it will tell you that the creatures your PC fought are "immune" to fire damage, to ice damage, or to shock damage, or to some other type of damage (though I haven't seen a message stating that any NPC or MOB is immune to Magic damage). But the recap might also state that my foes suffered some damage, such as 25% of the damage that they would otherwise have suffered.Mystrius_Archaion wrote: »Shadowshire wrote: »Mystrius_Archaion wrote: »Shadowshire wrote: »@ZOS_WrobelHow can a sorcerer player identify which prospective targets are currently immune to "crowd control"? It is a waste of time and effort to "discover" that by casting the spell.ZOS_GinaBruno wrote: »Sorcerer
- Dark Magic
- Defensive Rune (Rune Prison morph): The buff applied by this morph will no longer be consumed when you are attacked by a crowd-control immune enemy.
- Rune Prison: This ability and its morphs can no longer be cast on a crowd-control immune enemy.
There are very clear white swirls around the feet of a player that has CC immunity. NPCs as well.
Also, these skills will now fail to activate and fail to animate because of targeting an immune target, which will let you know that something is wrong with the skill.
This is the only currently available way they could make it not just be a wasted cast that drains magicka for no benefit.
For what it is worth, the Select Target feature (which can be key-bound) doesn't skip potential targets which are currently (or permanently) immune to CC because, if it did, it would never select a PvE dungeon boss as the target. That is to say, simply because a PC, a NPC or a MOB is immune to CC doesn't make it immune to each and every possible attack against it.
FYI, that's what "immune" always meant. It wasn't immune to damage or healing. It was always immune to a debuff, which CC is a debuff. In this case, players are rarely if ever immune to a debuff but can be immune to CC very often.
Their message should tell you right away what happened when it matters unless you're already spamming that CC over and over and over and over, whether you know it works first time or not. That sounds like you just don't know how to use it or do any sort of rotation.
Thanks for pointing that out, and, yes, if "CC immunity" is not handled correctly, that does cause problems.Mystrius_Archaion wrote: »Also, @Cinbri did point out that it seems to still animate and waste magicka, if their testing was correct. That would mean a bug counters my above argument that it fails to animate. That does cause a problem.
xenowarrior92eb17_ESO wrote: »
Shadowshire wrote: »"Immune" means that the target is exempt from some harm or effect that is ordinarily inflicted by the ability. It can apply to damage as well as to "debuffs". Just read the Combat Recap after your Sorcerer has been killed. Sometimes it will tell you that the creatures your PC fought are "immune" to fire damage, to ice damage, or to shock damage, or to some other type of damage (though I haven't seen a message stating that any NPC or MOB is immune to Magic damage). But the recap might also state that my foes suffered some damage, such as 25% of the damage that they would otherwise have suffered.Mystrius_Archaion wrote: »Shadowshire wrote: »Mystrius_Archaion wrote: »Shadowshire wrote: »@ZOS_WrobelHow can a sorcerer player identify which prospective targets are currently immune to "crowd control"? It is a waste of time and effort to "discover" that by casting the spell.ZOS_GinaBruno wrote: »Sorcerer
- Dark Magic
- Defensive Rune (Rune Prison morph): The buff applied by this morph will no longer be consumed when you are attacked by a crowd-control immune enemy.
- Rune Prison: This ability and its morphs can no longer be cast on a crowd-control immune enemy.
There are very clear white swirls around the feet of a player that has CC immunity. NPCs as well.
Also, these skills will now fail to activate and fail to animate because of targeting an immune target, which will let you know that something is wrong with the skill.
This is the only currently available way they could make it not just be a wasted cast that drains magicka for no benefit.
For what it is worth, the Select Target feature (which can be key-bound) doesn't skip potential targets which are currently (or permanently) immune to CC because, if it did, it would never select a PvE dungeon boss as the target. That is to say, simply because a PC, a NPC or a MOB is immune to CC doesn't make it immune to each and every possible attack against it.
FYI, that's what "immune" always meant. It wasn't immune to damage or healing. It was always immune to a debuff, which CC is a debuff. In this case, players are rarely if ever immune to a debuff but can be immune to CC very often.
Their message should tell you right away what happened when it matters unless you're already spamming that CC over and over and over and over, whether you know it works first time or not. That sounds like you just don't know how to use it or do any sort of rotation.
Narvuntien wrote: »Mystrius_Archaion wrote: »Narvuntien wrote: »"Clever Alchemist: This item set’s proc now requires that you are in combat for it to function."
You destroied my chatacter.
Now I can no longer play thanks
I hate you.
How about you just have the buff leave when you take off the gear instead of removing my ability to play the game.
LOL
That's the point. The bombers remove the gear and put on another set after triggering the proc. This eliminates that problem.
Of course, now you can't stay in that set, which is sub-par to do so, and bomb gank, but that was never fair to the other side to have a fighting chance.
I am a stamblade not a bomber.
More specifically I am a stealth archer. I.e I am never in combat.
strebor2095 wrote: »@Dow_phoenix1ub17_ESO , if you guys don't play that often why are your friends concerned with retraiting? It's not like changing 1 or 2 pieces to divines will magically let you clear vet dungeons if you weren't doing them before.
Transmutation is basically there to give people an end to the grind.
And to answer your question, Daily Random queue (vet or normal) will drop geodes
strebor2095 wrote: »@Mystrius_Archaion I never claimed his friends are not entitled to use Retraiting? Please state where I said " some people are not" with regards to using Retraiting? I just wanted to know why people who only play a few hours a week care about BiS gear.
The goal of transmutation is as I said, to give people a final goal on gear grind. That's literally the stated design goal. I'm not excluding anyone, they are welcome to get their 5 crystals a week doing 1 dungeon and wait 2.5 months to change a single item.
Mystrius_Archaion wrote: »Narvuntien wrote: »Mystrius_Archaion wrote: »Narvuntien wrote: »"Clever Alchemist: This item set’s proc now requires that you are in combat for it to function."
You destroied my chatacter.
Now I can no longer play thanks
I hate you.
How about you just have the buff leave when you take off the gear instead of removing my ability to play the game.
LOL
That's the point. The bombers remove the gear and put on another set after triggering the proc. This eliminates that problem.
Of course, now you can't stay in that set, which is sub-par to do so, and bomb gank, but that was never fair to the other side to have a fighting chance.
I am a stamblade not a bomber.
More specifically I am a stealth archer. I.e I am never in combat.
Bomber, ganker, it's all the same with the same problems. They want to get rid of that.
LonePirate wrote: »This patch note has convinced me there is a gear cap increase coming in either the Q1 2018 or Q2 2018 updates.
SidewalkChalk5 wrote: »LonePirate wrote: »This patch note has convinced me there is a gear cap increase coming in either the Q1 2018 or Q2 2018 updates.
If this occurs, ESO dies. It will be completely and totally over for the majority of players who have BiS golded cp160 gear on multiple toons. Raising the gear cap is 100% completely unnecessary and meaningless because the game scales everything to the gear cap! This would be nothing more than the devhammer smacking down players who have already invested their time and effort into perfecting their cp160 gear. They would lose 10% or more of their subscribers overnight for such a thoughtless action. I don't think the devs are deliberately trying to lose subs (although all the people unsubbing due to the egregious lack of class balance is evidence that I may be wrong, idk).
strebor2095 wrote: »@Mystrius_Archaion yes they should not be "concerned" with it. It has been implemented as a grindy system.