BlackMadara wrote: »Speed and snare immunity are powerful buffs. They should be locked to shorter durations. This seen in many other games as well, for a reason.
The popularity of these buffs in the past invalidated other means of control for other players. Example, I play mDK. I didn't see a point in running talons if a player i was fighting could have almost permanent root and snare immunity. Now, i am testing it out on my bar. Talons is costly, and you should have to pay to be immune to them.
Now this dynamic changes in the face of zergs. I agree that facing a large group alone or in small man shouldn't have any other disadvantages. There are indeed an overabundance of snares on random skills which should probably be rebalance for a healthy game. Despite that, a coordinated zergs will always find a way to run a permanent snare or rooter. That is the power of numbers.
Against any number of opponents, a short term snare immunity and speed buff is still very effective for repositioning. If you are caught out in the open against a group you can take down, you should probably die. If you have smart positioning, speed can still help on kiting and funneling players. You shouldn't be able to freely run around at the speed of sound, long term, with a long snare immunity open field.
Chilly-McFreeze wrote: »BlackMadara wrote: »Speed and snare immunity are powerful buffs. They should be locked to shorter durations. This seen in many other games as well, for a reason.
The popularity of these buffs in the past invalidated other means of control for other players. Example, I play mDK. I didn't see a point in running talons if a player i was fighting could have almost permanent root and snare immunity. Now, i am testing it out on my bar. Talons is costly, and you should have to pay to be immune to them.
Now this dynamic changes in the face of zergs. I agree that facing a large group alone or in small man shouldn't have any other disadvantages. There are indeed an overabundance of snares on random skills which should probably be rebalance for a healthy game. Despite that, a coordinated zergs will always find a way to run a permanent snare or rooter. That is the power of numbers.
Against any number of opponents, a short term snare immunity and speed buff is still very effective for repositioning. If you are caught out in the open against a group you can take down, you should probably die. If you have smart positioning, speed can still help on kiting and funneling players. You shouldn't be able to freely run around at the speed of sound, long term, with a long snare immunity open field.
Point is, large groups can still run around freely at the speed of sound, long term, with spammed snare immunity in open field. That is what bothers most.
But on the solo side, to reposition is a lot more cumbersome now. 1st GCD is for the maj Exp (4s), 2nd is for the snare removal (4s), leaves me with how many seconds to actually reposition and how many resources used to effectively kite for how long?
BlackMadara wrote: »Chilly-McFreeze wrote: »BlackMadara wrote: »Speed and snare immunity are powerful buffs. They should be locked to shorter durations. This seen in many other games as well, for a reason.
The popularity of these buffs in the past invalidated other means of control for other players. Example, I play mDK. I didn't see a point in running talons if a player i was fighting could have almost permanent root and snare immunity. Now, i am testing it out on my bar. Talons is costly, and you should have to pay to be immune to them.
Now this dynamic changes in the face of zergs. I agree that facing a large group alone or in small man shouldn't have any other disadvantages. There are indeed an overabundance of snares on random skills which should probably be rebalance for a healthy game. Despite that, a coordinated zergs will always find a way to run a permanent snare or rooter. That is the power of numbers.
Against any number of opponents, a short term snare immunity and speed buff is still very effective for repositioning. If you are caught out in the open against a group you can take down, you should probably die. If you have smart positioning, speed can still help on kiting and funneling players. You shouldn't be able to freely run around at the speed of sound, long term, with a long snare immunity open field.
Point is, large groups can still run around freely at the speed of sound, long term, with spammed snare immunity in open field. That is what bothers most.
But on the solo side, to reposition is a lot more cumbersome now. 1st GCD is for the maj Exp (4s), 2nd is for the snare removal (4s), leaves me with how many seconds to actually reposition and how many resources used to effectively kite for how long?
The potency of rapids for large groups may be too much. But from another view point, Cyro is AvAvA. How would nerfing that skill affect the large group vs group dynamic and meta? You can just blindly nerf it without considering that aspect of the game. And even with rapids, the rapid spammer is one less person you have to worry about doing damage, can be considered a high priority target, AND smart positioning makes them useless anyway
So as I see it 95% of the people against uptime on speed are the zerglings who couldn't catch the solos/smallscalers and are mad about it because they expect everything to die to their superior numbers. OMEGALUL.
The 5% is the solo magicka players who never had and don't currently have access to major expedition uptime and were helpless against the snare/cc spam and I'm personally on their side and they have every right to want the same thing or complain about speed.
The swift nerf is something we all agree on but whoever argues against 100% uptime with the current swift and a reduced major expedition value is beyond clueless and 99% a zergling.
Toc de Malsvi wrote: »So as I see it 95% of the people against uptime on speed are the zerglings who couldn't catch the solos/smallscalers and are mad about it because they expect everything to die to their superior numbers. OMEGALUL.
The 5% is the solo magicka players who never had and don't currently have access to major expedition uptime and were helpless against the snare/cc spam and I'm personally on their side and they have every right to want the same thing or complain about speed.
The swift nerf is something we all agree on but whoever argues against 100% uptime with the current swift and a reduced major expedition value is beyond clueless and 99% a zergling.
In essence: Everyone who disagrees with me is bad, clueless, and I hate them.
Fine, Bows should rule Cyrodiil. I should be able to one shot Snipe players with impunity. If you disagree with me its cause you need to L2P.
Toc de Malsvi wrote: »So as I see it 95% of the people against uptime on speed are the zerglings who couldn't catch the solos/smallscalers and are mad about it because they expect everything to die to their superior numbers. OMEGALUL.
The 5% is the solo magicka players who never had and don't currently have access to major expedition uptime and were helpless against the snare/cc spam and I'm personally on their side and they have every right to want the same thing or complain about speed.
The swift nerf is something we all agree on but whoever argues against 100% uptime with the current swift and a reduced major expedition value is beyond clueless and 99% a zergling.
In essence: Everyone who disagrees with me is bad, clueless, and I hate them.
Fine, Bows should rule Cyrodiil. I should be able to one shot Snipe players with impunity. If you disagree with me its cause you need to L2P.
Only I've provided info about how things are in cyrodiil atm and so have many other people in this thread. I did not propose something op in any way. If this is what you understand from what I said, then that tells me that you either haven't read the thread at all or you just replied this way because you didn't like the boldness of my words.
Toc de Malsvi wrote: »Speed pots offered far more for mobility than skills/weapons. Defensive pots offer far less for defense than skills/weapons.
The combination of speed pots and defensive skills/weapons far outperformed every other setup. While still offering highly versatile combat applications.
With speed pots a player with S&B is as mobile or more mobile than a player with a Bow despite the Bow skill line having a passive supposedly designed to increase mobility. Either the player with the bow runs a speed pot and degates a passive entirely, or doesn't and is significantly less mobile. Speed pots were a trump card to be as or more mobile than all opponents. The same comparison holds true for speedpots versus classes designed with specific mobility skills.
The above paragraph is significant because of how significant mobility is to combat. Mobility is a primary determining factor in a wide range of fights and game types.
As far as Rapids goes, all they would need to do is cap it at say 6 players max. Then have recasts of the skill replace/cancel old buffs. So spamming rapids would in effect only rotate who has the buff and not spread the buff out over a larger group.
So as I see it 95% of the people against uptime on speed are the zerglings who couldn't catch the solos/smallscalers and are mad about it because they expect everything to die to their superior numbers. OMEGALUL.
The 5% is the solo magicka players who never had and don't currently have access to major expedition uptime and were helpless against the snare/cc spam and I'm personally on their side and they have every right to want the same thing or complain about speed.
The swift nerf is something we all agree on but whoever argues against 100% uptime with the current swift and a reduced major expedition value is beyond clueless and 99% a zergling.
So as I see it 95% of the people against uptime on speed are the zerglings who couldn't catch the solos/smallscalers and are mad about it because they expect everything to die to their superior numbers. OMEGALUL.
The 5% is the solo magicka players who never had and don't currently have access to major expedition uptime and were helpless against the snare/cc spam and I'm personally on their side and they have every right to want the same thing or complain about speed.
The swift nerf is something we all agree on but whoever argues against 100% uptime with the current swift and a reduced major expedition value is beyond clueless and 99% a zergling.
That's funny, I remember speed cap builds being most used by "small mans" "small scalers," or whatever garbage they want to call themselves to pretend their not as bad as a zerg, to chase one person and run around in circles taking full advantage of the buggy targeting system. Usually doing this and dropping DBoS + executioner + stacking bleeds at the same time because with speed they couldn't do anything alone to anyone that was remotely tanky, that could block, or roll.
These same "small man" guys usually ran in groups of 6-12+ as well with a healbot or two. Get real. You know that most people using swift never actually played alone because they couldn't. You can keep pretending that you were a lone player fighting 20+, but if you were there is no way you would be doing that off a mag class or without SnB - both of which would lower your damage tremendously running swift in 1vX situations and make it near-impossible to "solo" any group or even a duo that were competent with at least one healer, or if they were tanky.
Now that your speed is gone and you and your buddies cannot just speed away taking no damage because of a buggy targeting system, build ult, and try again once your DBoS stack fails, there's a problem and speed needs to be buffed? Wait, it's not gone, it's just that you would be required to further sacrifice and you want to keep your power like before in your "small man."
Yeah, no. Keep parading for it, I hope ZOS has already set themselves to filter your comments out by now because they have no substance except to continue to "showboat" and I'm surprised this hasn't been closed yet. I guess someone at ZOS wants to collect teardrops or something or maybe they are like me at the things being stated in this thread.
Chilly-McFreeze wrote: »So as I see it 95% of the people against uptime on speed are the zerglings who couldn't catch the solos/smallscalers and are mad about it because they expect everything to die to their superior numbers. OMEGALUL.
The 5% is the solo magicka players who never had and don't currently have access to major expedition uptime and were helpless against the snare/cc spam and I'm personally on their side and they have every right to want the same thing or complain about speed.
The swift nerf is something we all agree on but whoever argues against 100% uptime with the current swift and a reduced major expedition value is beyond clueless and 99% a zergling.
That's funny, I remember speed cap builds being most used by "small mans" "small scalers," or whatever garbage they want to call themselves to pretend their not as bad as a zerg, to chase one person and run around in circles taking full advantage of the buggy targeting system. Usually doing this and dropping DBoS + executioner + stacking bleeds at the same time because with speed they couldn't do anything alone to anyone that was remotely tanky, that could block, or roll.
These same "small man" guys usually ran in groups of 6-12+ as well with a healbot or two. Get real. You know that most people using swift never actually played alone because they couldn't. You can keep pretending that you were a lone player fighting 20+, but if you were there is no way you would be doing that off a mag class or without SnB - both of which would lower your damage tremendously running swift in 1vX situations and make it near-impossible to "solo" any group or even a duo that were competent with at least one healer, or if they were tanky.
Now that your speed is gone and you and your buddies cannot just speed away taking no damage because of a buggy targeting system, build ult, and try again once your DBoS stack fails, there's a problem and speed needs to be buffed? Wait, it's not gone, it's just that you would be required to further sacrifice and you want to keep your power like before in your "small man."
Yeah, no. Keep parading for it, I hope ZOS has already set themselves to filter your comments out by now because they have no substance except to continue to "showboat" and I'm surprised this hasn't been closed yet. I guess someone at ZOS wants to collect teardrops or something or maybe they are like me at the things being stated in this thread.
Did your salt cellar tipped over this morning?
So as I see it 95% of the people against uptime on speed are the zerglings who couldn't catch the solos/smallscalers and are mad about it because they expect everything to die to their superior numbers. OMEGALUL.
The 5% is the solo magicka players who never had and don't currently have access to major expedition uptime and were helpless against the snare/cc spam and I'm personally on their side and they have every right to want the same thing or complain about speed.
The swift nerf is something we all agree on but whoever argues against 100% uptime with the current swift and a reduced major expedition value is beyond clueless and 99% a zergling.
That's funny, I remember speed cap builds being most used by "small mans" "small scalers," or whatever garbage they want to call themselves to pretend their not as bad as a zerg, to chase one person and run around in circles taking full advantage of the buggy targeting system. Usually doing this and dropping DBoS + executioner + stacking bleeds at the same time because with speed they couldn't do anything alone to anyone that was remotely tanky, that could block, or roll.
These same "small man" guys usually ran in groups of 6-12+ as well with a healbot or two. Get real. You know that most people using swift never actually played alone because they couldn't. You can keep pretending that you were a lone player fighting 20+, but if you were there is no way you would be doing that off a mag class or without SnB - both of which would lower your damage tremendously running swift in 1vX situations and make it near-impossible to "solo" any group or even a duo that were competent with at least one healer, or if they were tanky.
Now that your speed is gone and you and your buddies cannot just speed away taking no damage because of a buggy targeting system, build ult, and try again once your DBoS stack fails, there's a problem and speed needs to be buffed? Wait, it's not gone, it's just that you would be required to further sacrifice and you want to keep your power like before in your "small man."
Yeah, no. Keep parading for it, I hope ZOS has already set themselves to filter your comments out by now because they have no substance except to continue to "showboat" and I'm surprised this hasn't been closed yet. I guess someone at ZOS wants to collect teardrops or something or maybe they are like me at the things being stated in this thread.
So as I see it 95% of the people against uptime on speed are the zerglings who couldn't catch the solos/smallscalers and are mad about it because they expect everything to die to their superior numbers. OMEGALUL.
The 5% is the solo magicka players who never had and don't currently have access to major expedition uptime and were helpless against the snare/cc spam and I'm personally on their side and they have every right to want the same thing or complain about speed.
The swift nerf is something we all agree on but whoever argues against 100% uptime with the current swift and a reduced major expedition value is beyond clueless and 99% a zergling.
That's funny, I remember speed cap builds being most used by "small mans" "small scalers," or whatever garbage they want to call themselves to pretend their not as bad as a zerg, to chase one person and run around in circles taking full advantage of the buggy targeting system. Usually doing this and dropping DBoS + executioner + stacking bleeds at the same time because with speed they couldn't do anything alone to anyone that was remotely tanky, that could block, or roll.
These same "small man" guys usually ran in groups of 6-12+ as well with a healbot or two. Get real. You know that most people using swift never actually played alone because they couldn't. You can keep pretending that you were a lone player fighting 20+, but if you were there is no way you would be doing that off a mag class or without SnB - both of which would lower your damage tremendously running swift in 1vX situations and make it near-impossible to "solo" any group or even a duo that were competent with at least one healer, or if they were tanky.
Now that your speed is gone and you and your buddies cannot just speed away taking no damage because of a buggy targeting system, build ult, and try again once your DBoS stack fails, there's a problem and speed needs to be buffed? Wait, it's not gone, it's just that you would be required to further sacrifice and you want to keep your power like before in your "small man."
Yeah, no. Keep parading for it, I hope ZOS has already set themselves to filter your comments out by now because they have no substance except to continue to "showboat" and I'm surprised this hasn't been closed yet. I guess someone at ZOS wants to collect teardrops or something or maybe they are like me at the things being stated in this thread.
So as I see it 95% of the people against uptime on speed are the zerglings who couldn't catch the solos/smallscalers and are mad about it because they expect everything to die to their superior numbers. OMEGALUL.
The 5% is the solo magicka players who never had and don't currently have access to major expedition uptime and were helpless against the snare/cc spam and I'm personally on their side and they have every right to want the same thing or complain about speed.
The swift nerf is something we all agree on but whoever argues against 100% uptime with the current swift and a reduced major expedition value is beyond clueless and 99% a zergling.
That's funny, I remember speed cap builds being most used by "small mans" "small scalers," or whatever garbage they want to call themselves to pretend their not as bad as a zerg, to chase one person and run around in circles taking full advantage of the buggy targeting system. Usually doing this and dropping DBoS + executioner + stacking bleeds at the same time because with speed they couldn't do anything alone to anyone that was remotely tanky, that could block, or roll.
These same "small man" guys usually ran in groups of 6-12+ as well with a healbot or two. Get real. You know that most people using swift never actually played alone because they couldn't. You can keep pretending that you were a lone player fighting 20+, but if you were there is no way you would be doing that off a mag class or without SnB - both of which would lower your damage tremendously running swift in 1vX situations and make it near-impossible to "solo" any group or even a duo that were competent with at least one healer, or if they were tanky.
Now that your speed is gone and you and your buddies cannot just speed away taking no damage because of a buggy targeting system, build ult, and try again once your DBoS stack fails, there's a problem and speed needs to be buffed? Wait, it's not gone, it's just that you would be required to further sacrifice and you want to keep your power like before in your "small man."
Yeah, no. Keep parading for it, I hope ZOS has already set themselves to filter your comments out by now because they have no substance except to continue to "showboat" and I'm surprised this hasn't been closed yet. I guess someone at ZOS wants to collect teardrops or something or maybe they are like me at the things being stated in this thread.
I've never used swift and yeah I am a lone player for the most part and the groups i play with dont exceed 4 players and I 1vX daily. I'm not pretending to fight 20 people because I usually do and they zerg me down and I never thought i should win vs that. You come to sotha EU and i'll give you some live footage of me being a solo player + some salt-free chips.
EDIT: Actually don't come cause you'll get 1vXed and become more salty.
Chilly-McFreeze wrote: »IZZEFlameLash wrote: »1. 100% Major Expedition uptime for stam characters is imbalanced. It means they dont need to run gap closers and allows heavy to be too strong. Medium to heavy speed difference is much larger now because of the sprint passives. Heavy is more of a choice to be slow but tanky.
2. Attacking a Ranged magicka player is harder because the time to cover 40 meters is longer. After that gap is closed, stam players have a massive advantage now that shields take crits.
I ran heavy last patch, but I'm not now because of this speed change. Medium is much harder without passive dodge but doable. Only my magblade is in light and its debatable how well that works right now because of the swift nerf. But the root issue there has more to do with magblade being an antique from a different age of ESO when they were building a stealthy high damage melee range class and all class skills were magicka. They achieved their goals via stamina morphs and now with stamblade have forgot about furthering the magblade PvP identity. It's either a knockoff stamblade, a knockoff sorc, or a bomber.
It is still unfair that zergs can easily run over smaller groupa by having someone spam rapids.
Do you not play as a small group against larger groups to have fun and challenge? If not, then, I am afraid you are playing a wrong game.
The big groups already have strength in numbers to do damage, heal or resurrect more easily. No reason to give them the edge in mobility over smaller groups as well. If that's your definition of a balanced game, well, then I am afraid you got this wrong.
How can one enjoy a 'challenge' against a big group when the one counter they had (being outmaneuvered) is taken away, yet THEY get to keep their speed and mobility to completely swarm you and wreck you with snares and roots. The current game is a *** drag! It's not fun at all anymore. I hope ZOS is happy now that complete and utter zergling trash players have become empowered enough to compete against people who have evolved past spamming light attacks and mutagen.IZZEFlameLash wrote: »1. 100% Major Expedition uptime for stam characters is imbalanced. It means they dont need to run gap closers and allows heavy to be too strong. Medium to heavy speed difference is much larger now because of the sprint passives. Heavy is more of a choice to be slow but tanky.
2. Attacking a Ranged magicka player is harder because the time to cover 40 meters is longer. After that gap is closed, stam players have a massive advantage now that shields take crits.
I ran heavy last patch, but I'm not now because of this speed change. Medium is much harder without passive dodge but doable. Only my magblade is in light and its debatable how well that works right now because of the swift nerf. But the root issue there has more to do with magblade being an antique from a different age of ESO when they were building a stealthy high damage melee range class and all class skills were magicka. They achieved their goals via stamina morphs and now with stamblade have forgot about furthering the magblade PvP identity. It's either a knockoff stamblade, a knockoff sorc, or a bomber.
It is still unfair that zergs can easily run over smaller groupa by having someone spam rapids.
Do you not play as a small group against larger groups to have fun and challenge? If not, then, I am afraid you are playing a wrong game.
Crixus8000 wrote: »I am taking a break from the game. I played for fun but this patch has completely taken the fun out of the game for me. I loved my class, even with it's flaws but since stamsorcs are supposed to be fast and their gameplay is based on that yet in 99% of fights I can't even move I don't see the point in playing. Getting into a fight and being rooted to a stop, only able to land 1-2 attacks between having to spam forward and being unable to los is terrible.