Valen_Byte wrote: »Range on Rune cage should be the same as the range on Petrify. That would bring it in line I think.
Thestephenmcraeub17_ESO wrote: »Valen_Byte wrote: »Range on Rune cage should be the same as the range on Petrify. That would bring it in line I think.
Or maybe petrify should have the same range as rune cage...
I kid, of course. That wouldn't even be useful to DKs who deal most damage in melee range. But by the same token, magsorcs typically work best at range, so I at least understand the idea behind the rune cage range. However, since it's long range, I believe that as a tradeoff (and given that the most comparable skill to RC is petrify in the game, which deals damage but is only castable at close range), RC should deal no damage. The infinte range hard CC is powerful enough and a worthy addition to any magsorc's toolkit. The added damage is overkill (sometimes literally) and should be removed as a balancing tradeoff with a skill like petrify
Oreyn_Bearclaw wrote: »Thestephenmcraeub17_ESO wrote: »Valen_Byte wrote: »Range on Rune cage should be the same as the range on Petrify. That would bring it in line I think.
Or maybe petrify should have the same range as rune cage...
I kid, of course. That wouldn't even be useful to DKs who deal most damage in melee range. But by the same token, magsorcs typically work best at range, so I at least understand the idea behind the rune cage range. However, since it's long range, I believe that as a tradeoff (and given that the most comparable skill to RC is petrify in the game, which deals damage but is only castable at close range), RC should deal no damage. The infinte range hard CC is powerful enough and a worthy addition to any magsorc's toolkit. The added damage is overkill (sometimes literally) and should be removed as a balancing tradeoff with a skill like petrify
Fossilize both damages and Immobilizes. Rune Cage has more range and does damage. Obviously the range is very helpful, but if just comparing a soft CC to a small amount of damage, I would take the soft CC any day, especially against a good opponent. Fossilize is an extremely powerful skill that fits well into the DK toolkit.
WaltherCarraway wrote: »Permablocking
hahahahahahahahahahahahahahahahaha
OP you're just funny, much funnier than those wanabe-MLG pros
The_Brosteen wrote: »WaltherCarraway wrote: »Permablocking
hahahahahahahahahahahahahahahahaha
OP you're just funny, much funnier than those wanabe-MLG pros
I feel like you think I was complaining about permablocking when all I said was that people on the forums used to complain about permablocking. That wasnt a joke that actually happened, people did in fact used to and sometimes still do complain about permablocking builds.
Im not funny, you're funny
The_Brosteen wrote: »Break free. Immovable skill or potions. Cc immunity. These are all counters to rune cage.
I see alot of people saying rune cage doesnt have counterplay but thats simply not true. In fact, it is the counterplay to permablocking. Remember when it was cool to be upset about "permablocking unkillable tanks" in pvp?
Now you might say the range is too far, which I think is fair. It does get a little ridiculous once you start throwing some passives in there. Getting stunned by someone 40 meters away might be a little silly.
But no counterplay? You'd have to argue the same for the other block dropping ccs in the game. And if those went away entirely then you people would just go back to being upset about those permablocking tanks. If unblockable ccs were dodgeable then everyone would probably complain that stamina classes or just major evasion in general are op.
My suggestion is to decrease the range of runecage by 5-10 meters. I believe that would be a fair nerf.
As for the "but rune cage+meteor combo has no counterplay" crowd, where have you been for the past few years? People have been able to do this with streak, fear, fossilize for a long time now. Just because rune cage is the new hotness currently doesn't mean that this problem is specific to that skill. Again it goes back to a more generic question of if whether or not unblockable ccs should be in the game.
TL;DR: these forums have short memory spans and emotional reasoning. No wonder zos has such a hard time trying to take feedback seriously.
WaltherCarraway wrote: »The_Brosteen wrote: »WaltherCarraway wrote: »Permablocking
hahahahahahahahahahahahahahahahaha
OP you're just funny, much funnier than those wanabe-MLG pros
I feel like you think I was complaining about permablocking when all I said was that people on the forums used to complain about permablocking. That wasnt a joke that actually happened, people did in fact used to and sometimes still do complain about permablocking builds.
Im not funny, you're funny
Oh no, how many permablocking tanks you can name? And tell me how many sorcs are using rune cage which is now too broken to un-CC & counter?
About the "permablocking" tank, Why you are unable to ignore them or bust them down with multiple allies? None of your allies carries bleed fear hard cc? You HAVE to use runecage to kill a tank?
Defending rune cage by addressing "permablock" which has been nerfed at least 3 times with tons of other counterplays makes you funny. You don't even know how block cost have changed in latest patches.
And please don't talk about permablocking if your dk toon is no more than a crafter, Thank you. From your language I can conclude you have 0 idea abour blocking mechanics and dragonknight.
People think sorcs are op because there are always some folks like you talks about stuff that make no sense at all.
Joy_Division wrote: »The_Brosteen wrote: »Break free. Immovable skill or potions. Cc immunity. These are all counters to rune cage.
I see alot of people saying rune cage doesnt have counterplay but thats simply not true. In fact, it is the counterplay to permablocking. Remember when it was cool to be upset about "permablocking unkillable tanks" in pvp?
Now you might say the range is too far, which I think is fair. It does get a little ridiculous once you start throwing some passives in there. Getting stunned by someone 40 meters away might be a little silly.
But no counterplay? You'd have to argue the same for the other block dropping ccs in the game. And if those went away entirely then you people would just go back to being upset about those permablocking tanks. If unblockable ccs were dodgeable then everyone would probably complain that stamina classes or just major evasion in general are op.
My suggestion is to decrease the range of runecage by 5-10 meters. I believe that would be a fair nerf.
As for the "but rune cage+meteor combo has no counterplay" crowd, where have you been for the past few years? People have been able to do this with streak, fear, fossilize for a long time now. Just because rune cage is the new hotness currently doesn't mean that this problem is specific to that skill. Again it goes back to a more generic question of if whether or not unblockable ccs should be in the game.
TL;DR: these forums have short memory spans and emotional reasoning. No wonder zos has such a hard time trying to take feedback seriously.
The past few years, I have been enjoying playing with and against sorcerers with a very good ability whose counter-play consisted more of drink this really expensive potion so you can "counter" Rune Cage 11 seconds out of 45. Also, I have been blocking their streak so not getting metered. NBs have to come within melee range to Fear me and they don;t have 2 accompanying delayed burst skills so I didn't mind too much those ones who tried. Fossilize is also skill with dubious mechanics, but at least it belongs to a class that cant just pew-pew 40+ meters away with delayed burst skills or an execute.
My memory is long and accurate and my criticisms toward Rune Cage have been rational, not emotional.
The_Brosteen wrote: »WaltherCarraway wrote: »The_Brosteen wrote: »WaltherCarraway wrote: »Permablocking
hahahahahahahahahahahahahahahahaha
OP you're just funny, much funnier than those wanabe-MLG pros
I feel like you think I was complaining about permablocking when all I said was that people on the forums used to complain about permablocking. That wasnt a joke that actually happened, people did in fact used to and sometimes still do complain about permablocking builds.
Im not funny, you're funny
Oh no, how many permablocking tanks you can name? And tell me how many sorcs are using rune cage which is now too broken to un-CC & counter?
About the "permablocking" tank, Why you are unable to ignore them or bust them down with multiple allies? None of your allies carries bleed fear hard cc? You HAVE to use runecage to kill a tank?
Defending rune cage by addressing "permablock" which has been nerfed at least 3 times with tons of other counterplays makes you funny. You don't even know how block cost have changed in latest patches.
And please don't talk about permablocking if your dk toon is no more than a crafter, Thank you. From your language I can conclude you have 0 idea abour blocking mechanics and dragonknight.
People think sorcs are op because there are always some folks like you talks about stuff that make no sense at all.
Ok. Learn how to read please.
TequilaFire wrote: »If only the counters worked reliably and there wasn't multiple sorcs spamming RC over and over.
Just as people keep telling to use detection potions or innerlight to counter cloak, why not use immovable and mist form against rune cage?
GlorphNoldorin wrote: »10 sec of unreliable immovable potion (being not nearly long enough to dent shield stacking ) with cc immunity and break free that barely work is part of why there is so much concern about rune cage.
Ragnaroek93 wrote: »Increased the Movement Speed of all Monsters summoned from your abilities and Item Sets by 25%.
Who cares about Runecage? Scamp ftw. Embrace the next duel meta.
visionality wrote: »TequilaFire wrote: »If only the counters worked reliably and there wasn't multiple sorcs spamming RC over and over.
The 3 seconds cc immunity prevents any "spamming" of the skill onto the same player. Not by one player, not by multiple players. A cc-immune person cannot be runecaged.
Thestephenmcraeub17_ESO wrote: »Oreyn_Bearclaw wrote: »Thestephenmcraeub17_ESO wrote: »Valen_Byte wrote: »Range on Rune cage should be the same as the range on Petrify. That would bring it in line I think.
Or maybe petrify should have the same range as rune cage...
I kid, of course. That wouldn't even be useful to DKs who deal most damage in melee range. But by the same token, magsorcs typically work best at range, so I at least understand the idea behind the rune cage range. However, since it's long range, I believe that as a tradeoff (and given that the most comparable skill to RC is petrify in the game, which deals damage but is only castable at close range), RC should deal no damage. The infinte range hard CC is powerful enough and a worthy addition to any magsorc's toolkit. The added damage is overkill (sometimes literally) and should be removed as a balancing tradeoff with a skill like petrify
Fossilize both damages and Immobilizes. Rune Cage has more range and does damage. Obviously the range is very helpful, but if just comparing a soft CC to a small amount of damage, I would take the soft CC any day, especially against a good opponent. Fossilize is an extremely powerful skill that fits well into the DK toolkit.
Right. I'm not saying that Fossilize is underperforming. In fact, I love fossilize and use it frequently in battlegrounds. My point is just that Rune Cage is an all-around better skill with no trade-off. Rune Cage has long range, unblockable hard CC, and damage.
Actually wait, I think I get where you're coming from. The immobilizing effect in Fossilize is the advantage that it has over Rune Cage, yes? Making up for the need to cast it at short range. If that is your argument, then I agree with you (for some reason, I thought Rune Cage had the same immobilizing effect of Fossilize, which after double-checking, I found it in fact does not). With that in mind, I suppose that's balanced enough. Sorcs with small stamina pools are basically empty when hit with a fossilize (as a dodge roll is needed to break the immobilize), and a good DK can capitalize on that, and that's a good enough counter to RC for me.
Thestephenmcraeub17_ESO wrote: »Valen_Byte wrote: »Range on Rune cage should be the same as the range on Petrify. That would bring it in line I think.
Or maybe petrify should have the same range as rune cage...
I kid, of course. That wouldn't even be useful to DKs who deal most damage in melee range. But by the same token, magsorcs typically work best at range, so I at least understand the idea behind the rune cage range. However, since it's long range, I believe that as a tradeoff (and given that the most comparable skill to RC is petrify in the game, which deals damage but is only castable at close range), RC should deal no damage. The infinte range hard CC is powerful enough and a worthy addition to any magsorc's toolkit. The added damage is overkill (sometimes literally) and should be removed as a balancing tradeoff with a skill like petrify
Oreyn_Bearclaw wrote: »and I would much rather be hit with a rune cage than a fossilize for two reasons.
Oreyn_Bearclaw wrote: »and I would much rather be hit with a rune cage than a fossilize for two reasons.
I would much rather be hit with fossilize, also for two reasons:
1, curse
2, fury
Neither will hit you at the exactly same time as the meteor that drops on your head if it is a fossilize that you are breaking free from.
Valen_Byte wrote: »Range on Rune cage should be the same as the range on Petrify. That would bring it in line I think.
The_Brosteen wrote: »Break free. Immovable skill or potions. Cc immunity. These are all counters to rune cage.
I see alot of people saying rune cage doesnt have counterplay but thats simply not true. In fact, it is the counterplay to permablocking. Remember when it was cool to be upset about "permablocking unkillable tanks" in pvp?
Now you might say the range is too far, which I think is fair. It does get a little ridiculous once you start throwing some passives in there. Getting stunned by someone 40 meters away might be a little silly.
But no counterplay? You'd have to argue the same for the other block dropping ccs in the game. And if those went away entirely then you people would just go back to being upset about those permablocking tanks. If unblockable ccs were dodgeable then everyone would probably complain that stamina classes or just major evasion in general are op.
My suggestion is to decrease the range of runecage by 5-10 meters. I believe that would be a fair nerf.
As for the "but rune cage+meteor combo has no counterplay" crowd, where have you been for the past few years? People have been able to do this with streak, fear, fossilize for a long time now. Just because rune cage is the new hotness currently doesn't mean that this problem is specific to that skill. Again it goes back to a more generic question of if whether or not unblockable ccs should be in the game.
TL;DR: these forums have short memory spans and emotional reasoning. No wonder zos has such a hard time trying to take feedback seriously.
[Edited title]
Immovable pots are common in Cyrodiil. In fact I should use them more often myself.
I still don't get all the crying about Rune Cage, even after the nerf.
Yes my main, and only toon is a magsorc, and there's plenty of instances where I couldn't root someone with rc because of immovable skill/potion...
visionality wrote: »The concern about runecage is because sorcs actually started using it. You really think sorcs like the perma-stuns, snares and cc's they get any more? They are just very, very used to it and stopped whining years ago. (And admittedly its very gratifying to deal back some CC to the usual CC-spammers)
Valen_Byte wrote: »Range on Rune cage should be the same as the range on Petrify. That would bring it in line I think.
No, magdk is primarily melee based so it makes sense for petrify to have a short range. Magsorc is all range so why would it make sense for rune cage to have a melee range to it. I agree something needs to be done to runecage but that is not the answer.