The skill is fine and working just properly. There are elements in the skill and in your counter play that are bugged.
Most of this is a L2P/lag problem, but lemme explain what isn't;
1) The stun on incap is not a stun. It is a Knock down, similar to a knock back (like flame clench), which means your body has a travel time in which you cannot do anything at all including CC break. This window is very short but makes a difference. This is why you feel as if the stun is buggy
2) The roll animation does not properly telegraph the window in which you are actually dodging. So you may see your stamina drain as your character begins to move, but it takes a little bit of time for the roll to actually go off, this is not a latency issues. It's an issue with the game. So it's not that are are "still within melee range" but it is more the fact the roll hasn't actually gone off yet.
Now quit it with the nightblade hate I'm getting really tired of it. lets complain about the game's mechanics being buggy not nightblades being OP. We know stamblade is over preforming, we get it
Incap regularly hits through dodgeroll or even shields.
The times i´ve died to incap/killer's blade with an active ward/through rolldodge isn´t funny. Both have the same issue with being prioritized over anything else with the server for some weird reason.
The skill is fine and working just properly. There are elements in the skill and in your counter play that are bugged.
Most of this is a L2P/lag problem, but lemme explain what isn't;
1) The stun on incap is not a stun. It is a Knock down, similar to a knock back (like flame clench), which means your body has a travel time in which you cannot do anything at all including CC break. This window is very short but makes a difference. This is why you feel as if the stun is buggy
2) The roll animation does not properly telegraph the window in which you are actually dodging. So you may see your stamina drain as your character begins to move, but it takes a little bit of time for the roll to actually go off, this is not a latency issues. It's an issue with the game. So it's not that are are "still within melee range" but it is more the fact the roll hasn't actually gone off yet.
Now quit it with the nightblade hate I'm getting really tired of it. lets complain about the game's mechanics being buggy not nightblades being OP. We know stamblade is over preforming, we get it
The skill is fine and working just properly. There are elements in the skill and in your counter play that are bugged.
Most of this is a L2P/lag problem, but lemme explain what isn't;
1) The stun on incap is not a stun. It is a Knock down, similar to a knock back (like flame clench), which means your body has a travel time in which you cannot do anything at all including CC break. This window is very short but makes a difference. This is why you feel as if the stun is buggy
2) The roll animation does not properly telegraph the window in which you are actually dodging. So you may see your stamina drain as your character begins to move, but it takes a little bit of time for the roll to actually go off, this is not a latency issues. It's an issue with the game. So it's not that are are "still within melee range" but it is more the fact the roll hasn't actually gone off yet.
Now quit it with the nightblade hate I'm getting really tired of it. lets complain about the game's mechanics being buggy not nightblades being OP. We know stamblade is over preforming, we get it
But when sorc has multiple threads complaining about skills that aren’t even an issue on a Class that isn’t over performing, it’s fine, and you add to it.
[Edit to remove bait.]
Incap regularly hits through dodgeroll or even shields.
The times i´ve died to incap/killer's blade with an active ward/through rolldodge isn´t funny. Both have the same issue with being prioritized over anything else with the server for some weird reason.
Executioner does it, as well.
I think this has to do with the inconsistency between he dodge roll animation and the actual dodge window. They don’t go through block, but due to latency and whatnot it looks like they do on your screen. I’m sure the one that killed through block didn’t see it that way on his screen.
I don´t think it has much to do with that. Apart from dodgeroll animation on screen being disconnected from the server which is horrible in itself.
It happens regularly that i lie dead on the ground with a healing ward showing on my empty hp bar against enemies not utilizing oblivion dmg + the last dmg in my combatlog being Incap/melee finisher.
With the log showing sth like:
19.125 you heal yourself with grand healing 1800 (the healing ward heal - which also applys the shield)
19.578 yxz hits you with random melee ability 7800 crit
You ded.
It happens also with other shields (namely hardened) - but is much harder to track down due to only being traceable with screenshots (which i admit i´m always too triggered too make when it happens again bc *** this - as the shield still hast it´s 6s duration).
Healingward clearly shows due to the heal connected to the shield though.
Yeah, point is though that the player doing it is never aware of that on his screen. I for one can’t seem to recall ever visibly killing someone with incap through dodge roll on my end, but I know that people often told me that I actually killed them through it. This leads me to believe it has to be a server issue or something along the lines of animation/ability priority like you and Thogard mentioned.
I´ve hit people through rolldodge on my screen and @Ragnaroek93 also sometimes sees it when he hit me through dodge.
runningtings wrote: »My Incap hits for about 3 or 4k, its not OP.
Ragnarock41 wrote: »runningtings wrote: »My Incap hits for about 3 or 4k, its not OP.
that may have to do with your build being bad. 3k incap? come on lol.
Ragnarock41 wrote: »runningtings wrote: »My Incap hits for about 3 or 4k, its not OP.
that may have to do with your build being bad. 3k incap? come on lol.
On a blocking target maybe, lol.
rfennell_ESO wrote: »Generally speaking the skills that "seem" to penetrate dodge roll (executioner, incap etc) don't if they are used without animation cancelling them.
However, when they are instantly (and no doubt, in some cases, mechanically) animation cancelled they often go right through and hit you in the middle of a dodge roll.
It's lame and it's been abused by certain people for a while now. I guess the best way to explain it is the "pro" animation cancellers that are doing it instantly (as soon as you can cancel it basically) are forcing the skill to hit earlier than it would if the animation played out (or played at all) and for whatever reason it seems to ignore your state and even distance. It's one of the reasons (if not the main reason) they do it.
Fact is, an Incap strike with it's animation actually being played is relatively trivial to avoid. You can literally react to the animation of it beginning and dodge roll right through it. Though sometimes, it is just broken...
rfennell_ESO wrote: »Generally speaking the skills that "seem" to penetrate dodge roll (executioner, incap etc) don't if they are used without animation cancelling them.
However, when they are instantly (and no doubt, in some cases, mechanically) animation cancelled they often go right through and hit you in the middle of a dodge roll.
It's lame and it's been abused by certain people for a while now. I guess the best way to explain it is the "pro" animation cancellers that are doing it instantly (as soon as you can cancel it basically) are forcing the skill to hit earlier than it would if the animation played out (or played at all) and for whatever reason it seems to ignore your state and even distance. It's one of the reasons (if not the main reason) they do it.
Fact is, an Incap strike with it's animation actually being played is relatively trivial to avoid. You can literally react to the animation of it beginning and dodge roll right through it. Though sometimes, it is just broken...
Yes. Animation canceling and lag is why there's 1 pvp camp left. Could have been such a great game!

Thunderknuckles wrote: »I feel like I get very similar results from Templars. Honestly I couldn't even tell you exactly which skill it is, but piercing javelin (for one, I believe) just...seems to lock me down. Can't break free at all. So...I'm just totally stun locked for about 3 seconds while I die.
Edited for typo.

Incap regularly hits through dodgeroll or even shields.
The times i´ve died to incap/killer's blade with an active ward/through rolldodge isn´t funny. Both have the same issue with being prioritized over anything else with the server for some weird reason.
MetalHead4x4 wrote: »Hardened Ward seems like a long animation too, unless you animation cancel (which I don't) that follow up concealed weapon hit is gona get through and gonna be stronger (next NB strike is 20% stronger after Incap) before you can get that other shield cast off. Even running both shields they are almost instantly gone if I try and do anything but spam them. NB's seem to eat damage like tanks now and hardly anything in the Sorc arsenal (at least that I have) seems to do any damage.
I see Sorcs in small man groups literally jumping around shields up all the time and eating damage like crazy and I don't know how they are doing it. I can CC them and unload everything I have and they walk free unscathed. They seem like they don't have a care in the world about taking damage.
I heard people talking about 48K-50k + builds but how the hell do you even get magicka that high? With my gear setup if I don't run inner light and Bound Aegis I can barely get over 40k. Gear just doesn't offer that much.
runningtings wrote: »My Incap hits for about 3 or 4k, its not OP.
IZZEFlameLash wrote: »runningtings wrote: »My Incap hits for about 3 or 4k, its not OP.
You must be doing something very wrong if it only hits for that much... dayum.