Well they saw DK had a cool ability, then buffed it like hell and gave it to sorcs, not surprised.
Okay, let's end this.
Rune Cage IS NOT Fossilize. Fossilize also ROOTS, a significant advantage.
The nerf to Fossilize range was a bit unnecessary, IMO. But when it lands, it works perfectly in tandem with all the stamina pressure DKs have.
Rune cage is literally petrify reskinned and buffed to hell. We saw that from the death recaps.
The root from fossilize is cool, but lets be real everyone would trade that for 28m range and extra damage, talons exists.
Old Rune Cage was way 1vX rewarding than the new one. It would still go through block but disorient for 30 seconds and only break on direct damage.
You could kill people with Alchemy poisons, Soul Assault, Elemental blockade, Destro Ulti, Curse and Mage's Wrath to finish (doesnt matter if it breaks the stun). There are so many other strong DOTs in this game.
Only downsides were your team had to be careful not to break the stun so you can kill with DOTs and it was dodgable but that meant as a counterplay.
As for the cost: Rune Cage comes out at around 3,200 magicka after passives. Destro Reach is around 2,100 if you use a master staff (like practically everyone who uses Reach or Clench). If not for the wonky animation and the general problems with CC breaking Reach would be the clear winner every time.
As for the cost: Rune Cage comes out at around 3,200 magicka after passives. Destro Reach is around 2,100 if you use a master staff (like practically everyone who uses Reach or Clench). If not for the wonky animation and the general problems with CC breaking Reach would be the clear winner every time.
Syncronaut wrote: »I havent seen many people use it offensive at all. They mostly use Defensive rune.
Super anoying then you do a stealth attack as nightblade.
Sometimes break free just wont work and it can backfire pretty badly.
Well they saw DK had a cool ability, then buffed it like hell and gave it to sorcs, not surprised.
Okay, let's end this.
Rune Cage IS NOT Fossilize. Fossilize also ROOTS, a significant advantage.
The nerf to Fossilize range was a bit unnecessary, IMO. But when it lands, it works perfectly in tandem with all the stamina pressure DKs have.
Rune cage is literally petrify reskinned and buffed to hell. We saw that from the death recaps.
The root from fossilize is cool, but lets be real everyone would trade that for 28m range and extra damage, talons exists.
If that were true, why is no one picking the off-balance morph?
Granted, Petrify's old range was okay, but ignoring the root for argument's sake is very biased.
Well they saw DK had a cool ability, then buffed it like hell and gave it to sorcs, not surprised.
Okay, let's end this.
Rune Cage IS NOT Fossilize. Fossilize also ROOTS, a significant advantage.
The nerf to Fossilize range was a bit unnecessary, IMO. But when it lands, it works perfectly in tandem with all the stamina pressure DKs have.
Rune cage is literally petrify reskinned and buffed to hell. We saw that from the death recaps.
The root from fossilize is cool, but lets be real everyone would trade that for 28m range and extra damage, talons exists.
If that were true, why is no one picking the off-balance morph?
Granted, Petrify's old range was okay, but ignoring the root for argument's sake is very biased.
it only takes 2 seconds for a sorc to burst you from 100 -0I think its a PVE change - making it useful to CC one mob while you focus on another.
Lets face it, in PVP, the duration doesn't really matter since 90% of the time it's broken-free from immediately anyway.. When it isn't, it usually only takes 2-3 seconds for them to recov enough stam to break free.. So you don't really get the full duration anyway.
Hence I think the duration increase is aimed at mobs.
NyPetiwowp wrote: »Have you guys heard of BREAK FREE, I'll help, right and left click, or bound it to a button, most of CCs are breakable immediatly, and there are some, for some unknown reason, which are not, like this Rune Prison or the Psijic's time stop, they are breakable after 1s or so, which is quite annoying tbo, that is what it is.
Shokasegambit1 wrote: »Look im cotton pickin tired of this ! If I die to something i need it nerfed asap ! And clearly its over preforming and cheap, ultimately this will take my reputation of being a good player away from the community of players I never met in real life.
If I kill somebody surely it was my professional Esports skills that did it and obviously it's a l2p issue with them. Clearly I'm the best player in the world. Hahahaha
It honestly baffles me that people defend it with "Hurr durr you always want stuff nerfed because you die to it!". Not just from you, but many others in the thread.
Why are you incapable of looking at things objectively? Rune Prison being the longest stun in the entire game is a fact. Rune Prison being one of the longest ranged skills in the game is a fact. Rune prison being cheap compared to similar ranged attacks is a fact.
In your mind, what should decide if something should be nerfed or buffed? It bafles me you cannot see how Rune Prison is unbalanced.
Is it the 5 seconds that makes it unbalanced? Is it that you cannot break it that makes it unbalanced or is it because you could 1) Die if it's cast at you or 2) Not be able to kill you opponent immediately because they're defending themselves. Why is it unbalanced?
Is it the 5 seconds that makes it unbalanced? Is it that you cannot break it that makes it unbalanced or is it because you could 1) Die if it's cast at you or 2) Not be able to kill you opponent immediately because they're defending themselves. Why is it unbalanced?
In my opinion, the three things that make it unbalanced are the range, the stun duration, and the bug that causes breaking free to be clunky with this specific ability.
Ranged stuns tend to be shorter than melee stuns in this game. The reasoning for it is quite clear: If you put yourself in danger by getting in melee range, you should be rewarded. This is why stuns like Aurora Javelin or Destructive reach are relatively short (1.8s and 2.5s) while stuns like the Surprise Attack sneak effect or Shield Charge are relatively long (4s and >3s)
Rune Cage gives you a lot of reward with little to no risk. There is no risk from the range, there is no risk from the cost, and there is no risk in any effects it provides.
It is a dull and uninteresting skill that gives a Sorcerer nothing but power, and the adversaries nothing but frustration. I don't feel I was outplayed when a sorcerer spams Rune Cage at me. I don't feel I can adapt to fight them (in the way I could adapt to fight sneaky nightblades by slotting mage light or revealing flare) nor do I feel I can outsmart them (fooling a DK into charging in melee range to lure him into a trap).
NyPetiwowp wrote: »Have you guys heard of BREAK FREE, I'll help, right and left click, or bound it to a button, most of CCs are breakable immediatly, and there are some, for some unknown reason, which are not, like this Rune Prison or the Psijic's time stop, they are breakable after 1s or so, which is quite annoying tbo, that is what it is.
Honest question. Wish I had anything more to add to the thread, but that really is all there is to it.
Why?
What is the logic and train of thought that lead towards one of the most powerful abilities in the game for one of the most powerful classes in the game to have its effectiveness doubled, despite the fact it was already superior in any conceivable way from other stuns?
Feel free to play devil's advocate in the comments. Because I sure as hell can't think of a way to justify it.
If any developers could also explain this decision, I would appreciate it as well.
Lol to the 'one of the most powerful classes' comment. Where have you been the last six months when Sorcs burst has been like a wet lettuce!!
As for 5 second or 2second its irrelevant. If you aren't breaking free cos ur out of resources ur dead either way.
Sorry, this falls under L2P and L2CounterSorcs
The range and or damage needs a nerf. Instant cast, 45 meter, unblockable, undodgeable stun with a burst component needs a nerf. I say nerf the damage thus allowing sorcerers who want to play range to continue without crippling their ability to cc targets from a distant (why is fossilize only 8 meters? Because dks are a thematically melee class).
We recently just received a ranged able unblockable, undodgeable stun, time stop. It does 0 damage and takes at least 4 seconds before it stuns the targets. I welcome time stop. It was needed in the game for many builds and groups that did not have access to such a CC (warden class, templar class).
But cage does not have any of the draw backs of time stop nor any other the other unblockable, undodgeable stuns in the game while having the damage and range, thus something has to give, and I recommend damage. The damage was the change ZOS was warned about during pts. They did not listen, which was expected.