Interrupting player-cast abilities should be bash only. Freaking spammable abilities like Crushing Shock and Venom Arrow should not interrupt players IMO.
I would like if they turned some stuff interruptable again, including heavy attacks and Soul Assault. The only thing I would like to become uninterruptable that afaik still isn't would be Overload heavy attacks.Interrupting player-cast abilities should be bash only. Freaking spammable abilities like Crushing Shock and Venom Arrow should not interrupt players IMO.
I think it is good that there are ranged interrupts. Maybe on spammables it's not so great, but it should be cheap and a secondary effect to make it worth running.
I would like if they turned some stuff interruptable again, including heavy attacks and Soul Assault. The only thing I would like to become uninterruptable that afaik still isn't would be Overload heavy attacks.Interrupting player-cast abilities should be bash only. Freaking spammable abilities like Crushing Shock and Venom Arrow should not interrupt players IMO.
I think it is good that there are ranged interrupts. Maybe on spammables it's not so great, but it should be cheap and a secondary effect to make it worth running.
Sure, ranged interrupts would be fine if that were the primary purpose of the ability and as long as there were no incentive whatsoever to using that ability unless trying to interrupt. There could even be a nice buff/debuff/proc effect granted for a successful interrupt.
I also agree that everything with a cast/channel should be interruptable but only after passive interrupts are removed from all the spammables.
I would like if they turned some stuff interruptable again, including heavy attacks and Soul Assault. The only thing I would like to become uninterruptable that afaik still isn't would be Overload heavy attacks.Interrupting player-cast abilities should be bash only. Freaking spammable abilities like Crushing Shock and Venom Arrow should not interrupt players IMO.
I think it is good that there are ranged interrupts. Maybe on spammables it's not so great, but it should be cheap and a secondary effect to make it worth running.
Sure, ranged interrupts would be fine if that were the primary purpose of the ability and as long as there were no incentive whatsoever to using that ability unless trying to interrupt. There could even be a nice buff/debuff/proc effect granted for a successful interrupt.
I also agree that everything with a cast/channel should be interruptable but only after passive interrupts are removed from all the spammables.
I think you misunderstood a little. I mean it's a good thing that the ranged interrupts are not the primary function of their respective skills, though they don't have to be attached to spammables for that. With the limited bar space in this game, I suspect that if ranged interrupts were only available on skills that don't offer much beside them, they would either be too situational and thus not worth slotting or - if more things were made interruptable and being interrupted by them would have more repercussions - mandatory. Neither outcome would be desirable.
Uninterruptible Dark Deal and Conversion, Jesus Beam, Dark Flare, etc. I don't know whether that's a good idea. And what would be the point of having a bash or interrupt mechanic at all? To stop rezzes? Yeah...
Bring back interruptible Heavy Attacks.
Interrupting player-cast abilities should be bash only. Freaking spammable abilities like Crushing Shock and Venom Arrow should not interrupt players IMO.
It might be a neat idea to change Crushing Shock to have differing ancillary effects based on staff type - frost gets the interrupt and fire/lightning get something else, for example fire deals 10% more damage to burning targets and lightning deals splash damage.
I want the other way around. Interruptable but undodgeable, unreflectable, and stagger blockers. Then make dive a cast. Only exception I would make would be melee attacks. They would still be uninterruptable.
I want the other way around. Interruptable but undodgeable, unreflectable, and stagger blockers. Then make dive a cast. Only exception I would make would be melee attacks. They would still be uninterruptable.
I don't think dodge roll or Dragon Scales need any more counters than already exist.
The problem at TESO is, that this abilities with casttime or channeled ones are not powerful. Most of them are less powerful then similar ones without casttime! They should be much stronger, then i could accept this point of interupt..
The problem at TESO is, that this abilities with casttime or channeled ones are not powerful. Most of them are less powerful then similar ones without casttime! They should be much stronger, then i could accept this point of interupt..
Well, some of them are much stronger, but that's not enough. For example, Dark Flare has twice the base damage of Force Pulse (never mind Crushing Shock) and it also has an 6" AoE Defile and Empowers the next attack. Hard to argue that's not much much stronger.
Yet Crushing Shock/Force Pulse sees use in PvP, but Dark Flare doesn't. The risk of interruption is too high so barely anyone uses it. And apart from that, the casting time is a long warning to everyone that doesn't have a ranged interrupt to either block or dodge or shield up. Same as with any other cast-time ranged attack.
And obviously any interruptable cast-time ability, cannot even be attempted at melee range due to bash interrupt, so that excludes near 100% of the fights in PvP. And that's not even a completely *** statistic. There are 5 classes with 2 different configurations (mag/stam) so 10 different types of enemies that you'll meet. From these, only mag Sorcs are truly ranged and maybe half of the mag NBs (the others will use Concealed Weapon, Fear, Soul Harvest and stay in melee range). The chance that in every fight there will be at least one melee build in opposition that will get in your face as soon as they realise you're a magplar (i.e. strong healer) is near on 100%. So why slot a skill that you can't use in combat?
The problem at TESO is, that this abilities with casttime or channeled ones are not powerful. Most of them are less powerful then similar ones without casttime! They should be much stronger, then i could accept this point of interupt..
Well, some of them are much stronger, but that's not enough. For example, Dark Flare has twice the base damage of Force Pulse (never mind Crushing Shock) and it also has an 6" AoE Defile and Empowers the next attack. Hard to argue that's not much much stronger.
Yet Crushing Shock/Force Pulse sees use in PvP, but Dark Flare doesn't. The risk of interruption is too high so barely anyone uses it. And apart from that, the casting time is a long warning to everyone that doesn't have a ranged interrupt to either block or dodge or shield up. Same as with any other cast-time ranged attack.
And obviously any interruptable cast-time ability, cannot even be attempted at melee range due to bash interrupt, so that excludes near 100% of the fights in PvP. And that's not even a completely *** statistic. There are 5 classes with 2 different configurations (mag/stam) so 10 different types of enemies that you'll meet. From these, only mag Sorcs are truly ranged and maybe half of the mag NBs (the others will use Concealed Weapon, Fear, Soul Harvest and stay in melee range). The chance that in every fight there will be at least one melee build in opposition that will get in your face as soon as they realise you're a magplar (i.e. strong healer) is near on 100%. So why slot a skill that you can't use in combat?
As ive said before the issue with dark flare isnt the cast time or being uninteruptable...its that it can be dodged blocked so friggin easy...wait a second...dark flare takes skill, the right situation, the right timeframe to be used. Only the best make great use of it as a main spammable in 1v1 situations. Sure the more friendlies you have the easier it is to land on a unsuspecting target in a sea of enemies. Which is why so many magplars use it from behind friendlies.
I do not want to see this skill changed...at all...the damage potential feels amazing. I dont want to lose that. If you lack the skill to figure out how to use it 1v1 than dont use it. Leave it to those who can. Ive done plenty of open world duels 1v1 where the enemy thinks that because im just spam casting flare i must not know what im doing, its sustained burst potebtial that im throwing down, im expecting you to try and block, try and dodge roll or reflect (which is for me...the worst counter for me to deal with...). Im expecting you to charge into me...then get thrown up by volcanic rune, get smacked by one or two flares and thats all it takes. Its accually very hard to counter 100% of the time if its being spam casted on you, only wardens with the absorb, and dks with wings give me really hard times in duels. Sorcs are cannon fodder, nightblades....can be difficult, magplars dont know what to do with me, and stamina builds get wrecked, unless shuffle saves them