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Draining Shot

  • Haashhtaag
    Haashhtaag
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    JobooAGS wrote: »
    Rilis wrote: »
    Lmfao love how ppl in here white knight this totally bugged skill.
    Remember ppl whine about rune cage?
    Remember ppl whine about frag stun?
    Remember ppl constantly whine for dk fossilize nerf?
    But this buggy-ass bow skill, which should have NEVER gotten a range increase is defended by those very same ppl who complain about any other CC that could hurt them but they cant use themself cause most of those ppl play Stamblades...

    The range increase was long overdue. Then again, so are the bug fixes

    It didn’t need a range increase it’s a defensive skill used to separate yourself from an opponent to get away or to heal yourself. The range increase turned it into an offensive skill used by zerglings to run down smaller groups.
  • React
    React
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    The further range a skill is used from, the worse the knockback related bugs become. For example, I've posted multiple threads about the "knockback bugs" from flame reach, javelin, meteor, etc demonstrating exactly what happens when you are hit with a knockback from range while moving. Your character registers the CC as it is used on you and you become locked out of abilities as you are when CC'd, but breaking the CC immediately results in the animation/projectile (which seems to have a slower travel time than the actual CC) hitting you after you've broken free, resulting in your character being forcibly pulled or slid back to where you got CC'd initially. This essentially causes you to lose 2-5 seconds of ability usage every time you get hit by a ranged knockback while moving.

    Draining shot has become the worst cause of this bug. I think it is largely due to the animation being so long, which allows for the severity of the "slide" to increase. When you're being chased down and someone is spamming this ability on you, 9/10 times you're going to be locked out of abilities and slid back when you get CC'd by the first one.

    Apart from the knockback issues, which have been present for OVER a year and have been reported numerous times, draining shot itself if bugged in multiple ways. If the caster is CC'd, LoS's you, or moves out of max range while you are physically within the knockback animation, you will not get CC immunity. This results in you being able to be immediately CC'd by anything else. In addition, for some reason the CC frequently becomes unbreakable, more often than any other CC in the game (fossilize and fear being the usual causes of this).

    Look at the threads below for several videos demonstrating the knockback bug. Consider that this bug has been present on xbox for over a year. In the past year, every single javelin, meteor, flamereach, and draining shot that has hit me while I was sprinting away from the caster has caused this bug to happen. I have experienced it well over 1,000 times.

    https://forums.elderscrollsonline.com/en/discussion/432344/videos-the-two-most-game-breaking-bugs-on-xb-na-currently-sprint-lock-and-knockback-bugs#latest

    https://forums.elderscrollsonline.com/en/discussion/426668/video-severe-combat-bug-knockbacks-causing-delayed-ccs-sliding-with-100-consistency#latest



    @ReactSlower - PC/NA - 2000+ CP
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  • JobooAGS
    JobooAGS
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    Haashhtaag wrote: »
    JobooAGS wrote: »
    Rilis wrote: »
    Lmfao love how ppl in here white knight this totally bugged skill.
    Remember ppl whine about rune cage?
    Remember ppl whine about frag stun?
    Remember ppl constantly whine for dk fossilize nerf?
    But this buggy-ass bow skill, which should have NEVER gotten a range increase is defended by those very same ppl who complain about any other CC that could hurt them but they cant use themself cause most of those ppl play Stamblades...

    The range increase was long overdue. Then again, so are the bug fixes

    It didn’t need a range increase it’s a defensive skill used to separate yourself from an opponent to get away or to heal yourself. The range increase turned it into an offensive skill used by zerglings to run down smaller groups.

    No, it is the skill line's cc. Other than templar, stam has no ranged ccs. Make destructive reach and other ranged ccs 10m max if you are going to revert the change. The better move is to code it like destructive reach and have the morph proc effects proc when the target is sucessfully stunned/knocked back.
  • del9
    del9
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    JobooAGS wrote: »
    Haashhtaag wrote: »
    JobooAGS wrote: »
    Rilis wrote: »
    Lmfao love how ppl in here white knight this totally bugged skill.
    Remember ppl whine about rune cage?
    Remember ppl whine about frag stun?
    Remember ppl constantly whine for dk fossilize nerf?
    But this buggy-ass bow skill, which should have NEVER gotten a range increase is defended by those very same ppl who complain about any other CC that could hurt them but they cant use themself cause most of those ppl play Stamblades...

    The range increase was long overdue. Then again, so are the bug fixes

    It didn’t need a range increase it’s a defensive skill used to separate yourself from an opponent to get away or to heal yourself. The range increase turned it into an offensive skill used by zerglings to run down smaller groups.

    No, it is the skill line's cc. Other than templar, stam has no ranged ccs. Make destructive reach and other ranged ccs 10m max if you are going to revert the change. The better move is to code it like destructive reach and have the morph proc effects proc when the target is sucessfully stunned/knocked back.

    Mag is generally designed around range, and stam around melee. Theres no reason that there should be a stam counterpart for every mag ability, and vice versa.

    Also, @Haashhtaag is right that it is now an offensive skill that is most effective Xv1.
    PCNA

  • JobooAGS
    JobooAGS
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    del9 wrote: »
    JobooAGS wrote: »
    Haashhtaag wrote: »
    JobooAGS wrote: »
    Rilis wrote: »
    Lmfao love how ppl in here white knight this totally bugged skill.
    Remember ppl whine about rune cage?
    Remember ppl whine about frag stun?
    Remember ppl constantly whine for dk fossilize nerf?
    But this buggy-ass bow skill, which should have NEVER gotten a range increase is defended by those very same ppl who complain about any other CC that could hurt them but they cant use themself cause most of those ppl play Stamblades...

    The range increase was long overdue. Then again, so are the bug fixes

    It didn’t need a range increase it’s a defensive skill used to separate yourself from an opponent to get away or to heal yourself. The range increase turned it into an offensive skill used by zerglings to run down smaller groups.

    No, it is the skill line's cc. Other than templar, stam has no ranged ccs. Make destructive reach and other ranged ccs 10m max if you are going to revert the change. The better move is to code it like destructive reach and have the morph proc effects proc when the target is sucessfully stunned/knocked back.

    Mag is generally designed around range, and stam around melee. Theres no reason that there should be a stam counterpart for every mag ability, and vice versa.

    Also, @Haashhtaag is right that it is now an offensive skill that is most effective Xv1.

    Tell that to mag dks (melee) and stam warden skill morphs are based around range.

    If this is the case, delete mag dk and bow. Stop pigeon holing classes to roles
    Edited by JobooAGS on December 13, 2018 5:59PM
  • Haashhtaag
    Haashhtaag
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    JobooAGS wrote: »
    del9 wrote: »
    JobooAGS wrote: »
    Haashhtaag wrote: »
    JobooAGS wrote: »
    Rilis wrote: »
    Lmfao love how ppl in here white knight this totally bugged skill.
    Remember ppl whine about rune cage?
    Remember ppl whine about frag stun?
    Remember ppl constantly whine for dk fossilize nerf?
    But this buggy-ass bow skill, which should have NEVER gotten a range increase is defended by those very same ppl who complain about any other CC that could hurt them but they cant use themself cause most of those ppl play Stamblades...

    The range increase was long overdue. Then again, so are the bug fixes

    It didn’t need a range increase it’s a defensive skill used to separate yourself from an opponent to get away or to heal yourself. The range increase turned it into an offensive skill used by zerglings to run down smaller groups.

    No, it is the skill line's cc. Other than templar, stam has no ranged ccs. Make destructive reach and other ranged ccs 10m max if you are going to revert the change. The better move is to code it like destructive reach and have the morph proc effects proc when the target is sucessfully stunned/knocked back.

    Mag is generally designed around range, and stam around melee. Theres no reason that there should be a stam counterpart for every mag ability, and vice versa.

    Also, @Haashhtaag is right that it is now an offensive skill that is most effective Xv1.

    Tell that to mag dks (melee) and stam warden skill morphs are based around range.

    If this is the case, delete mag dk and bow. Stop pigeon holing classes to roles

    Stop being a zergling and really thinking there are a million ways to play. Every class is pigeon holed to a specific playstyle and about a handful of various builds to reach max effectiveness. It’s because ZOS has failed in balancing and has added many sets that over compensate for things.

    The base of draining shot skill and other morphs was designed as a defensive skill for BIS users to create separation. To dispute that is asinine and ignorant. The range increase changed it to offensive skill used by weaker plAyers.

    You can play ranged magDK using force pulse if you’d like it’s not strictly melee. As for stam wardens to truly get your burst you have to be in melee range with your shalks and DB to be effective.
    Edited by Haashhtaag on December 13, 2018 6:24PM
  • JobooAGS
    JobooAGS
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    Haashhtaag wrote: »
    JobooAGS wrote: »
    del9 wrote: »
    JobooAGS wrote: »
    Haashhtaag wrote: »
    JobooAGS wrote: »
    Rilis wrote: »
    Lmfao love how ppl in here white knight this totally bugged skill.
    Remember ppl whine about rune cage?
    Remember ppl whine about frag stun?
    Remember ppl constantly whine for dk fossilize nerf?
    But this buggy-ass bow skill, which should have NEVER gotten a range increase is defended by those very same ppl who complain about any other CC that could hurt them but they cant use themself cause most of those ppl play Stamblades...

    The range increase was long overdue. Then again, so are the bug fixes

    It didn’t need a range increase it’s a defensive skill used to separate yourself from an opponent to get away or to heal yourself. The range increase turned it into an offensive skill used by zerglings to run down smaller groups.

    No, it is the skill line's cc. Other than templar, stam has no ranged ccs. Make destructive reach and other ranged ccs 10m max if you are going to revert the change. The better move is to code it like destructive reach and have the morph proc effects proc when the target is sucessfully stunned/knocked back.

    Mag is generally designed around range, and stam around melee. Theres no reason that there should be a stam counterpart for every mag ability, and vice versa.

    Also, @Haashhtaag is right that it is now an offensive skill that is most effective Xv1.

    Tell that to mag dks (melee) and stam warden skill morphs are based around range.

    If this is the case, delete mag dk and bow. Stop pigeon holing classes to roles

    Stop being a zergling and really thinking there are a million ways to play. Every class is pigeon holed to a specific playstyle and about a handful of various builds to reach max effectiveness. It’s because ZOS has failed in balancing and has added many sets that over compensate for things.

    The base of draining shot skill and other morphs was designed as a defensive skill for BIS users to create separation. To dispute that is asinine and ignorant. The range increase changed it to offensive skill used by weaker plAyers.

    You can play ranged magDK using force pulse if you’d like it’s not strictly melee. As for stam wardens to truly get your burst you have to be in melee range with your shalks and DB to be effective.

    Lol if you think there is one way to play each class, you are more of a zergling than anyone will ever be.

    It is kind of silly to have a ranged skill line with passives that encourge a ranged playstyle to have a cc at melee range -_-. About as idiotic as a cc that knocks your target out if your range (mag javelin), oblivion damage in general, performance issues in the main pvp arena and hp desyncs

    Shalks has a 20 m range and you can equally replace db with snipe + asylum bow bombard.

    Magplar can play ranged with elemental weapon and mag javelin which still knocksback.

    Magblade can play ranged and melee with their toolkit.


    Meta changes, skills change. Once upon a time there were no stam morphs and mag dks facerolled everything with ease. Should we have only magicka builds now? Also look at jabs, frags, rune cage, blinding flashes, shuffle, and more. Maybe we should go back to 1.2.
  • Haashhtaag
    Haashhtaag
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    Good dps magplars in pvp aren’t using javelin lol. That is for zergling who sit to the side and spam it. A smart magplar is using total dark over javelin. And in the sense if a healer is using it it knocks a guy off of you. It’s why stamina morph was changed to a knock down because stamplars actually use it in a viable way as part of their CC rotation.

    Equally trying to land a snipe with a shalks at the same time is only possible via zergling. Impossible solo as the channel from snipe when in your face would make you either bash or dodge roll the snipe thus taking you out of the shalk AoE.


    Melee magblade is a dead playstyle even more dead now because of the change to healing ward.
  • NuarBlack
    NuarBlack
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    Haashhtaag wrote: »
    JobooAGS wrote: »
    Rilis wrote: »
    Lmfao love how ppl in here white knight this totally bugged skill.
    Remember ppl whine about rune cage?
    Remember ppl whine about frag stun?
    Remember ppl constantly whine for dk fossilize nerf?
    But this buggy-ass bow skill, which should have NEVER gotten a range increase is defended by those very same ppl who complain about any other CC that could hurt them but they cant use themself cause most of those ppl play Stamblades...

    The range increase was long overdue. Then again, so are the bug fixes

    It didn’t need a range increase it’s a defensive skill used to separate yourself from an opponent to get away or to heal yourself. The range increase turned it into an offensive skill used by zerglings to run down smaller groups.

    Yeah it did. Without the range it places bow at a significant disadvantage against staff users in ranged battles. Staff user can use destructive reach or use a number of other mag CCs at range. There is much more to the game than dbos spin2win but based on all the nerf bow threads and the nerf sorc threads in the past my guess is no one wants dynamic game play just a melee brawl game.
  • killimandrosb16_ESO
    killimandrosb16_ESO
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    The biggest problem with this skill, is the cc and how it is bugged. You can discuss ALL you want wether or not it is a viable skill IN THEORY, but in real combat you get TWO powerful skills for ONE; You get the single most powerful CC in game at the moment, because of how badly designed the skill is, and you get the cc with the longest snare time in game, also because of how badly designed it is. All from range. Let me remind you the last time we had a similar situation; runecage. Make it work as intended, then we can discuss it. As it is now it needs a total overhault. Id start by just making it the equivalent of a stamplars javelin. Throw down.
    Edited by killimandrosb16_ESO on December 13, 2018 7:42PM
  • NyassaV
    NyassaV
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    Royaji wrote: »
    What if 10 people are chasing you spamming Flame Reach?

    You can break flame reach AND flame reach doesn't have a "snipe like" skill in the same damned skilline
    Flawless Conqueror ~ Grand Overlord
    She/Her ~ PC/NA | I record things for fun and for info
  • Synapsis123
    Synapsis123
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    Bring back rune cage going through dodge roll and doing as much damage as a haunting curse on a delay that allows you to line up burst if you're okay with the current iteration of draining shot.
  • JobooAGS
    JobooAGS
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    Haashhtaag wrote: »
    Good dps magplars in pvp aren’t using javelin lol. That is for zergling who sit to the side and spam it. A smart magplar is using total dark over javelin. And in the sense if a healer is using it it knocks a guy off of you. It’s why stamina morph was changed to a knock down because stamplars actually use it in a viable way as part of their CC rotation.

    Equally trying to land a snipe with a shalks at the same time is only possible via zergling. Impossible solo as the channel from snipe when in your face would make you either bash or dodge roll the snipe thus taking you out of the shalk AoE.


    Melee magblade is a dead playstyle even more dead now because of the change to healing ward.

    If you cannot time snipe + bombard with shalks at range, it seems like an l2p issue. If they dodge your snipe, they still got hit with the bombard and shalks and therefore you can still hit them with a poison injection or a draining shot for 45-50% more damage and repeat. An entire nb's burst is dodgeable and sorc's too minus curse. Dk whip is dodgeable, force pulse, clench and ele weapon (light attacks in fact) are all dodgeable. Shalks is also heavily telegraphed


    Total dark gives free cc immunity and you can still dodge block heal, buff etc with it on, though on someone who doesnt know how to break free from it it can be devasting.

    Healing ward didnt deserve the nerf and should have been left alone
    The biggest problem with this skill, is the cc and how it is bugged. You can discuss ALL you want wether or not it is a viable skill IN THEORY, but in real combat you get TWO powerful skills for ONE; You get the single most powerful CC in game at the moment, because of how badly designed the skill is, and you get the cc with the longest snare time in game, also because of how badly designed it is. All from range. Let me remind you the last time we had a similar situation; runecage. Make it work as intended, then we can discuss it. As it is now it needs a total overhault. Id start by just making it the equivalent of a stamplars javelin. Throw down.

    I agree fix the bugs and the skill will be fine.
  • Haashhtaag
    Haashhtaag
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    NuarBlack wrote: »
    Haashhtaag wrote: »
    JobooAGS wrote: »
    Rilis wrote: »
    Lmfao love how ppl in here white knight this totally bugged skill.
    Remember ppl whine about rune cage?
    Remember ppl whine about frag stun?
    Remember ppl constantly whine for dk fossilize nerf?
    But this buggy-ass bow skill, which should have NEVER gotten a range increase is defended by those very same ppl who complain about any other CC that could hurt them but they cant use themself cause most of those ppl play Stamblades...

    The range increase was long overdue. Then again, so are the bug fixes

    It didn’t need a range increase it’s a defensive skill used to separate yourself from an opponent to get away or to heal yourself. The range increase turned it into an offensive skill used by zerglings to run down smaller groups.

    Yeah it did. Without the range it places bow at a significant disadvantage against staff users in ranged battles. Staff user can use destructive reach or use a number of other mag CCs at range. There is much more to the game than dbos spin2win but based on all the nerf bow threads and the nerf sorc threads in the past my guess is no one wants dynamic game play just a melee brawl game.

    If you’re a bow user trying to go toe to toe with a staff user you’ve already lost 1v1
  • Haashhtaag
    Haashhtaag
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    JobooAGS wrote: »
    Haashhtaag wrote: »
    Good dps magplars in pvp aren’t using javelin lol. That is for zergling who sit to the side and spam it. A smart magplar is using total dark over javelin. And in the sense if a healer is using it it knocks a guy off of you. It’s why stamina morph was changed to a knock down because stamplars actually use it in a viable way as part of their CC rotation.

    Equally trying to land a snipe with a shalks at the same time is only possible via zergling. Impossible solo as the channel from snipe when in your face would make you either bash or dodge roll the snipe thus taking you out of the shalk AoE.


    Melee magblade is a dead playstyle even more dead now because of the change to healing ward.

    If you cannot time snipe + bombard with shalks at range, it seems like an l2p issue. If they dodge your snipe, they still got hit with the bombard and shalks and therefore you can still hit them with a poison injection or a draining shot for 45-50% more damage and repeat. An entire nb's burst is dodgeable and sorc's too minus curse. Dk whip is dodgeable, force pulse, clench and ele weapon (light attacks in fact) are all dodgeable. Shalks is also heavily telegraphed


    Total dark gives free cc immunity and you can still dodge block heal, buff etc with it on, though on someone who doesnt know how to break free from it it can be devasting.

    Healing ward didnt deserve the nerf and should have been left alone
    The biggest problem with this skill, is the cc and how it is bugged. You can discuss ALL you want wether or not it is a viable skill IN THEORY, but in real combat you get TWO powerful skills for ONE; You get the single most powerful CC in game at the moment, because of how badly designed the skill is, and you get the cc with the longest snare time in game, also because of how badly designed it is. All from range. Let me remind you the last time we had a similar situation; runecage. Make it work as intended, then we can discuss it. As it is now it needs a total overhault. Id start by just making it the equivalent of a stamplars javelin. Throw down.

    I agree fix the bugs and the skill will be fine.

    If I see a stamden using bow and shalks in same bar he’s getting targeted first. It’s a bad playstyle and you should feel bad.
  • JobooAGS
    JobooAGS
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    Haashhtaag wrote: »
    JobooAGS wrote: »
    Haashhtaag wrote: »
    Good dps magplars in pvp aren’t using javelin lol. That is for zergling who sit to the side and spam it. A smart magplar is using total dark over javelin. And in the sense if a healer is using it it knocks a guy off of you. It’s why stamina morph was changed to a knock down because stamplars actually use it in a viable way as part of their CC rotation.

    Equally trying to land a snipe with a shalks at the same time is only possible via zergling. Impossible solo as the channel from snipe when in your face would make you either bash or dodge roll the snipe thus taking you out of the shalk AoE.


    Melee magblade is a dead playstyle even more dead now because of the change to healing ward.

    If you cannot time snipe + bombard with shalks at range, it seems like an l2p issue. If they dodge your snipe, they still got hit with the bombard and shalks and therefore you can still hit them with a poison injection or a draining shot for 45-50% more damage and repeat. An entire nb's burst is dodgeable and sorc's too minus curse. Dk whip is dodgeable, force pulse, clench and ele weapon (light attacks in fact) are all dodgeable. Shalks is also heavily telegraphed


    Total dark gives free cc immunity and you can still dodge block heal, buff etc with it on, though on someone who doesnt know how to break free from it it can be devasting.

    Healing ward didnt deserve the nerf and should have been left alone
    The biggest problem with this skill, is the cc and how it is bugged. You can discuss ALL you want wether or not it is a viable skill IN THEORY, but in real combat you get TWO powerful skills for ONE; You get the single most powerful CC in game at the moment, because of how badly designed the skill is, and you get the cc with the longest snare time in game, also because of how badly designed it is. All from range. Let me remind you the last time we had a similar situation; runecage. Make it work as intended, then we can discuss it. As it is now it needs a total overhault. Id start by just making it the equivalent of a stamplars javelin. Throw down.

    I agree fix the bugs and the skill will be fine.

    If I see a stamden using bow and shalks in same bar he’s getting targeted first. It’s a bad playstyle and you should feel bad.

    No worse a playstyle than bleeds, spin2win and permaslows
  • NuarBlack
    NuarBlack
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    Haashhtaag wrote: »
    NuarBlack wrote: »
    Haashhtaag wrote: »
    JobooAGS wrote: »
    Rilis wrote: »
    Lmfao love how ppl in here white knight this totally bugged skill.
    Remember ppl whine about rune cage?
    Remember ppl whine about frag stun?
    Remember ppl constantly whine for dk fossilize nerf?
    But this buggy-ass bow skill, which should have NEVER gotten a range increase is defended by those very same ppl who complain about any other CC that could hurt them but they cant use themself cause most of those ppl play Stamblades...

    The range increase was long overdue. Then again, so are the bug fixes

    It didn’t need a range increase it’s a defensive skill used to separate yourself from an opponent to get away or to heal yourself. The range increase turned it into an offensive skill used by zerglings to run down smaller groups.

    Yeah it did. Without the range it places bow at a significant disadvantage against staff users in ranged battles. Staff user can use destructive reach or use a number of other mag CCs at range. There is much more to the game than dbos spin2win but based on all the nerf bow threads and the nerf sorc threads in the past my guess is no one wants dynamic game play just a melee brawl game.

    If you’re a bow user trying to go toe to toe with a staff user you’ve already lost 1v1

    And why should that be the case? Second not true especially with the range increase. A ranged magdk and magden have an advantage cause of wings and crystal slabs but against a NB, templar or sorc a good bow user can play very well against even without cloak. Running medium gives you the ability to dodge more than a staff user and if you are more than a brain dead snipe spammer and reserve draining shot to land burst after you have chewed through their shields they flop pretty easy.
  • NuarBlack
    NuarBlack
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    NyassaV wrote: »
    Royaji wrote: »
    What if 10 people are chasing you spamming Flame Reach?

    You can break flame reach AND flame reach doesn't have a "snipe like" skill in the same damned skilline

    Except reach is or can be paired with class skills of similar burst nature too. Sorc can hit you with reach then curse+frags+wrath combo. MagNB can hit you with Assassins will after a reach. MagWarden will catch you in Beatles+birds. Hell it can even give templar a better chance to land dark flare if they are running the setup, granted aura javelin does that for them already.

    So the draining shot + snipe combo isn't unique. Fix the bugs of course but without them it doesn't offer anything more than other play styles.
  • usmcjdking
    usmcjdking
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    The CC should be outright removed from the base skill and draining shot. There is no reason that in 2019 we are going to have a skill that still is a gigantic buggy mess. Magnum shot can keep it.
    0331
    0602
  • Solariken
    Solariken
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    .
    usmcjdking wrote: »
    The CC should be outright removed from the base skill and draining shot. There is no reason that in 2019 we are going to have a skill that still is a gigantic buggy mess. Magnum shot can keep it.

    This would be a terrible and unjustified change IMO.

    However if you want to talk about removing the knockback from DShot but keeping the stun, that would be ok with me as long as there were compensation such as more strike damage and/or making the heal less conditional.
  • bardx86
    bardx86
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    the skill is fine, that break free slow part is from lagg. nothing new.
    and by the way "it is not spammable, once you are hit with it we cant repeat untill that swirling thing is no longer on you, and that takes a while. its not spammable.

    us archers and ranged playstyle players need a way to keep you at a distance so we have a chance to survive instead of killing us so fast.
    allows us a chance at survival. and gives us a chance to perform long range distance like we are built for.

    the complaint your talking about, is from lagg, all the CC's and crowd controls in eso have allways been prone to lagg problems and this draining shot is just the same as the rest of them.

    ya ya we said the same thing about rune cage, give us that back then.
    Edited by bardx86 on December 17, 2018 4:32AM
  • usmcjdking
    usmcjdking
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    Solariken wrote: »
    .
    usmcjdking wrote: »
    The CC should be outright removed from the base skill and draining shot. There is no reason that in 2019 we are going to have a skill that still is a gigantic buggy mess. Magnum shot can keep it.

    This would be a terrible and unjustified change IMO.

    However if you want to talk about removing the knockback from DShot but keeping the stun, that would be ok with me as long as there were compensation such as more strike damage and/or making the heal less conditional.

    Why would this be terrible and unjustified.

    The skill has TWO crowd control effects associated with it AND a heal. Losing one CC isn't going to break the skill or even make it so useless it will see no use.
    0331
    0602
  • Dovahmiim
    Dovahmiim
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    To all the people implying the CC from Draining shot is no different to any other, you are entirely incorrect. Perhaps on paper yes, but in practice, you can not break free from the draining shot most of the time, or if you can, it usually takes roughly 2-3 seconds. This is minimum 2-3 seconds where you are hard CC'd, unable to do anything, similar to if you had no stamina to break free. Every other CC in the game can be broken free of as soon as you are CC'd, this and perhaps Eclipse (also buggy) are the two exceptions.

    Anybody arguing that the skill would be OP even if the skill behaved as intended is imo wrong, on paper the skill is fine.
    Anybody arguing that the 2-3 unbreakable stun is fair game, is 100% an Xv1 player, likely crutching on the skill to kill players far better than them.
    I'm better.
  • wheem_ESO
    wheem_ESO
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    Dovahmiim wrote: »
    To all the people implying the CC from Draining shot is no different to any other, you are entirely incorrect. Perhaps on paper yes, but in practice, you can not break free from the draining shot most of the time, or if you can, it usually takes roughly 2-3 seconds. This is minimum 2-3 seconds where you are hard CC'd, unable to do anything, similar to if you had no stamina to break free. Every other CC in the game can be broken free of as soon as you are CC'd, this and perhaps Eclipse (also buggy) are the two exceptions.

    Anybody arguing that the skill would be OP even if the skill behaved as intended is imo wrong, on paper the skill is fine.
    Anybody arguing that the 2-3 unbreakable stun is fair game, is 100% an Xv1 player, likely crutching on the skill to kill players far better than them.
    There's also sometimes a problem breaking free from the Reverberating Bash stun.

    While lag/bugs can cause break free to fail with any CC in the game, it seems to be much less of an issue than it used to be, except with the aforementioned abilities; Draining Shot and Reverberating Bash for hard CC.
  • Dovahmiim
    Dovahmiim
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    wheem_ESO wrote: »
    Dovahmiim wrote: »
    To all the people implying the CC from Draining shot is no different to any other, you are entirely incorrect. Perhaps on paper yes, but in practice, you can not break free from the draining shot most of the time, or if you can, it usually takes roughly 2-3 seconds. This is minimum 2-3 seconds where you are hard CC'd, unable to do anything, similar to if you had no stamina to break free. Every other CC in the game can be broken free of as soon as you are CC'd, this and perhaps Eclipse (also buggy) are the two exceptions.

    Anybody arguing that the skill would be OP even if the skill behaved as intended is imo wrong, on paper the skill is fine.
    Anybody arguing that the 2-3 unbreakable stun is fair game, is 100% an Xv1 player, likely crutching on the skill to kill players far better than them.
    There's also sometimes a problem breaking free from the Reverberating Bash stun.

    While lag/bugs can cause break free to fail with any CC in the game, it seems to be much less of an issue than it used to be, except with the aforementioned abilities; Draining Shot and Reverberating Bash for hard CC.

    I'll have a look in to testing reverb as well then, in my experience its still far easier to break free from than Draining shot. It's got the point where in an outnumbered fight, I start praying I get CCd by something other than draining shot, so I can get draining shot immunity...
    I'm better.
  • Drako_Ei
    Drako_Ei
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    the skill is fine, that break free slow part is from lagg. nothing new.
    and by the way "it is not spammable, once you are hit with it we cant repeat untill that swirling thing is no longer on you, and that takes a while. its not spammable.

    us archers and ranged playstyle players need a way to keep you at a distance so we have a chance to survive instead of killing us so fast.
    allows us a chance at survival. and gives us a chance to perform long range distance like we are built for.

    the complaint your talking about, is from lagg, all the CC's and crowd controls in eso have allways been prone to lagg problems and this draining shot is just the same as the rest of them.

    Its not the lag, they made it so you cant break free until you hit the ground, they should just make it exactly the same as flame reach, if you actually have the stamina, you should be able to break free and not wait for the animation, other than that buggy CC the skill is fine
    Edited by Drako_Ei on December 19, 2018 3:01PM
  • wheem_ESO
    wheem_ESO
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    The issue with Reverberating Bash might be animation related, and possibly the same problem that I've experienced before with Dawnbreaker. You'll see the other player's animation go off, but your own character just sort of freezes in place for a second before having their own animation happen. Break free is unresponsive during that freeze, so you have to eat whatever followup is coming. This used to happen to me quasi-frequently with Dawnbreaker, but not so much since I came back to the game just before Murkmire. I've still experienced it with Reverberating Bash, but there aren't a huge number of people running that right now in Battlegrounds.
  • Undefwun
    Undefwun
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    Drako_Ei wrote: »
    other than that buggy CC

    My issues that most of the bowtards are slotting it BECAUSE it is buggy... not because the skill itself is great.
    Drank Sinatra Sr - PvP Magblade - DC
    Juggathot - PvP Mag Sorc - DC
    Jedi Mind Crits - PvP A-Hole Bowblade - DC
    Dollar Store Thor - PvP Stamplar - DC
    The Bone Sumpremacy - baby Stamcro - DC
    Wârden Freeman - PvP Stamden - DC (on hold)
    Lauryn Heal - PvE Magplar DPS - DC

    Lil Orc Chop - PvP Stam Sorc - EP
    Hamuel L Jackson - PvE DPS & PvP Stam DK - EP
    Chandler Bling - PvP Magden - EP

    Mahalia Lightborn - exiled crafting toon - cos you know, she's AD
  • Gilvoth
    Gilvoth
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    .

    Edited by Gilvoth on January 23, 2019 5:59PM
  • Aliyavana
    Aliyavana
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    stop trying to destroy draining shot.
    stop trying to destroy our ranged playstyle every single day making request threads to destroy archer playstyle.
    nothing wrong with what we have, its been here since 5+ years.
    this is really childish and selfish.

    The arguement can go both ways
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