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.
Stone fist is a ranged CC. A bad one though
As for Stam and stuns
Reverb bash
Dizzy swing
Streak/cage
The warden heal
Incap
Javelin
Haven't had coffee so I'm sure I'm missing a few. But heck draining shot is a legit stub option for bow builds. Just fix the broken knock back part.
Why are people comparing Draining Shot with Eclipse?
Since when Eclipse make you rubberband back and die instantly? Hello??
Watch the video again. https://clips.twitch.tv/RenownedFilthyHeronFreakinStinkin
This happens on a daily basis.
Fix the damn break free, fix all the bugs associated with knockback. Draining Shot treats the knockback and hard stun as two separate CC states. You cannot break the stun until the knockback finishes, which, with how buggy knockback is, can literally delay your break free by 2-3 seconds just from the knockback.
Nobody gives a crap about the fact that it's a ranged stun, rather it's the only ranged stun that consistently and frustratingly knocks you out of the fight for several seconds, without the ability to break it. Still vividly remember the time where I got hit with 1 Draining Shot, only to be knocked on my ass, slid back a good 8-10 meters, all the while being unable to break the stun for upwards of 5 seconds, thanks to the buggy POS that is knockback.
Fix the damn break free, fix all the bugs associated with knockback. Draining Shot treats the knockback and hard stun as two separate CC states. You cannot break the stun until the knockback finishes, which, with how buggy knockback is, can literally delay your break free by 2-3 seconds just from the knockback.
Nobody gives a crap about the fact that it's a ranged stun, rather it's the only ranged stun that consistently and frustratingly knocks you out of the fight for several seconds, without the ability to break it. Still vividly remember the time where I got hit with 1 Draining Shot, only to be knocked on my ass, slid back a good 8-10 meters, all the while being unable to break the stun for upwards of 5 seconds, thanks to the buggy POS that is knockback.
Its not 2-3 seconds.... come on now.
5 pages discussing this?
Draining shot's only problem is that break free doesn't reliably function on it.
The skill first throws you back 6 meters (during which you have no real control over your character) for about 1 second.
Then after you land, sometimes with a 0.5 sec delay, it'll stun you for 1.5 secs.
If it worked like Destructive Reach and permitted instant CC break the moment it hit, then it would be alright.
5 pages discussing this?
5 pages discussing this?
@Aedrion I wouldn't call it 5 pages of discussion, per se.
On one hand, you have the anti-Draining camp listing the various issues with the skill, providing substantiation for their claims, and explaining why this is an unhealthy state of affairs for gameplay.
On the other, you have the pro-Draining individuals doing this:
Idk there are a lot of problems with draining shot existing as the ranged stun for bow. Bow doesn't need it at that range. They do need a way to kite back when pressured.
Having a cc at range coupled with a delayed landing high damage ability with defile and a dot execute. That Puts the bow in a uniquely powerful position with the ability to lock down and burst without the reliance on stealth stun.
Beyond that though I think it makes the interaction with bow builds less interesting for both the bow user and the melee opponent. The dynamic of gap closing is gone because there no longer is the smaller threat range where they can stun you and kite and the melee player is aware of this and so can block or roll upon entering draining shot range. The ranged player can then attempt to mind game the block or roll by rolling early and using expedition from the bow tree or using bombard.
On principle I don't think ranged stuns should outrage gapclosers. Which is a whole different deal that basically boils down to a ranged players ability to combo should put them in some semblance of threat range. If it doesn't then for there to be counter play then the ranged player must be essentially immobile. Since ranged players in this game aren't turrets that leaves us with the other option.
Draining Shot after bug fixes would no longer be in its current state, so your statement doesn't even make sense.
I doubt you'll find very many—if any—of the Draining opponents in here asking for the skill to be deleted outright. If we had some kind of issue with max ranged stuns in general, we'd be complaining about Destructive Reach, too—but we don't.
(ironically the only people comparing Draining to Reach are the Draining abusers disingenuously trying to draw a false equivalence between the two)
Most of us understand that the bugs are what's breaking the skill. Hell, the bugs are specifically what we complain about and ask to be addressed. I don't understand why you'd suggest otherwise.
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.