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
Haashhtaag 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.
Haashhtaag 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.
Haashhtaag 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.
Haashhtaag 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
Haashhtaag wrote: »Haashhtaag 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.
Haashhtaag 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.
What if 10 people are chasing you spamming Flame Reach?
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.
killimandrosb16_ESO wrote: »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.
Haashhtaag 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.
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 alonekillimandrosb16_ESO wrote: »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 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 alonekillimandrosb16_ESO wrote: »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.
Haashhtaag wrote: »Haashhtaag 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
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.
dwemer_paleologist wrote: »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.
.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.
There's also sometimes a problem breaking free from the Reverberating Bash stun.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.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.
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.
dwemer_paleologist wrote: »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.
other than that buggy CC
dwemer_paleologist wrote: »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.