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Draining Shot

  • JobooAGS
    JobooAGS
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    Xvorg 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.

    Stone fist is a ranged CC. A bad one though

    Stonefist is magicka
  • keevil111
    keevil111
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    Draining shot stays! I need it for my new bowden stamheals.
    PS4 NA
  • JobooAGS
    JobooAGS
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    barshemm wrote: »
    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.

    Incap, bash, dizzying swing are all melee. Streak and cage are magicka. What green balance ability stuns?

    But I do agree, fix the bugs
  • frozywozy
    frozywozy
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    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.
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  • Waffennacht
    Waffennacht
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    frozywozy wrote: »
    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.

    They're just comparing the difficulty in CC breaking

    The difficulty from eclipse isn't a bug, it's the GCD requirement + priority abilities. Because Eclipse doesn't actually prevent you from performing actions, you must halt actions and take a GCD to break free. Casting will prevent the user from being able to break Eclipse in a timely fashion.

    The draining bug issue is the same for all flight time abilities that also have a CC. A different forum user explained it rather well (the symptoms) the greater the flight time, the more messed up the CC becomes (making the answer shorter)
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  • barshemm
    barshemm
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    Why does everyone need a ranged stun other than the people who love to Xv1 chase someone across the map because someone dared to not play their zerg game play style?
  • NuarBlack
    NuarBlack
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    barshemm wrote: »
    Why does everyone need a ranged stun other than the people who love to Xv1 chase someone across the map because someone dared to not play their zerg game play style?

    Cause there also is more game play than cyro and Dbos and spin2win.
  • barshemm
    barshemm
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    NuarBlack wrote: »
    barshemm wrote: »
    Why does everyone need a ranged stun other than the people who love to Xv1 chase someone across the map because someone dared to not play their zerg game play style?

    Cause there also is more game play than cyro and Dbos and spin2win.

    Like stack and zerg or ****bag ball grouping? k
  • jcm2606
    jcm2606
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    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.
    Edited by jcm2606 on January 2, 2019 3:26PM
  • Zeromaz
    Zeromaz
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    jcm2606 wrote: »
    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.
  • jcm2606
    jcm2606
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    Zeromaz wrote: »
    jcm2606 wrote: »
    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.

    Look at @frozywozy's post, dude. Knockback is one of the buggiest forms of CC in the game, as that clip shows.

    Get knocked back, hit the ground, but the CC state of your character doesn't reset, so you're stuck in the knockback state until it naturally wears off, which can easily last 2-3 seconds.

    Get knocked back, hit the ground, slide a few meters back, delaying your break free by a good 5 or so seconds, as what happened to me. Even died in vMA to this one. Last stage, up top clearing the crystals, boss sends a skull my way but I don't notice it, get knocked back towards the outer edge of the platform, but I continue sliding off the edge, plummeting below where a CG was waiting for me.

    Enter tower, random Draining Shot, get knocked back, proceed to slide through a tower wall, through some stairs, where you just drop dead due to buggy CC state preventing you from breaking the stun.
    Edited by jcm2606 on January 2, 2019 3:43PM
  • moosegod
    moosegod
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    The skill itself is fine, what some have said is that the issue is the game itself. The lag in PvP just breaks skills, amongst other things. Yes the stun is annoying but there's other issues that are far worse. It's annoying that now they can throw it from 40m but block and dodge still work so there is some defense against it.
  • Skander
    Skander
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    It should give more cc immunity time, since 2-3 seconds are taken from you to land.
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  • Sy1ph5
    Sy1ph5
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    It's a bad skill for game health when it works properly. There is no reason for this stun to exist except to troll small scalers and enable bowtards to be more frustrating
  • Aedrion
    Aedrion
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    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.
  • jcm2606
    jcm2606
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    Aedrion wrote: »
    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.

    Did you really expect any better from the forums?
  • TheYKcid
    TheYKcid
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    Aedrion wrote: »
    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:

    Circus-Clowns.jpg
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  • JobooAGS
    JobooAGS
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    TheYKcid wrote: »
    Aedrion wrote: »
    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:

    Circus-Clowns.jpg

    And you have those who think that after some bug fixes, draining shot in its current state is fine.
  • TheYKcid
    TheYKcid
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    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.
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  • Zeromaz
    Zeromaz
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    I use Draining Shot and i can get behind being able to break it immediately... i’ll still kill people with it.
  • Sy1ph5
    Sy1ph5
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    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.
  • Zeromaz
    Zeromaz
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    Sy1ph5 wrote: »
    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.

    Can you give us a reason why bow users need the range reduced? I still used this ability before the range was increased and would still even if they reduced it back to its previous state.. however, just because its annoying doesn’t mean it shouldn’t have the range it has, like so many other CC abilities
  • Sy1ph5
    Sy1ph5
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    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.
  • Undefwun
    Undefwun
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    First things first.

    It’s been proven broken, you still using it means you’re a flop. If I die because of it being used , I died. You didn’t beat me, I died. Like fall dmg. You don’t count.

    In BGs it’s tolerable, but I was in cyro for the first time in a while. So bad. Every time I’d engage, some sad flop would put me on time out with a DS while fighting others. That’s enough time to put a stam sorc in medium down or close enough that it almost impossible to get effective heals off.

    My main issue is the people using DS, BECAUSE it’s been proven broken. What is wrong with those people?
    Edited by Undefwun on January 4, 2019 2:53AM
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  • NuarBlack
    NuarBlack
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    Sy1ph5 wrote: »
    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.

    You choose to ignore an entire aspect of the game to defend your play style. Bow users still fight staff users. This gives destructive reach a big advantage over Draining if the range were changed. I already eat bow users easy on my magden cause they usually flop to bird>beatle>reach>bird. Which also fits a load out of high delayed burst plus a ranged CC. No execute but sorcs have that too as they run reach with curse, frags, and wrath so the burst + CC is plenty available on other play styles.

    Last ranged CCs go on CD, gap closers do not or I might agree about the range issue. So long as Spamming gap closers is a thing I have very little sympathy. I'll take a bowblade any day over the brawler stamblade when I'm on a ranged/ kiting build. Like I said bow blades are usually free kills, the melee blade that cloaks>vigors> after/during my range combo then pops out my ass with a gap closer and an incap is much harder to deal with. The gap closer plus beatles and Dbos is also a PIA as chances are you can't combo them down before they are in gap closer range. Warden and DK already hard counter bow users with wings & shimmering shield. I have more sympathy for stam sorcs and stamplars but they are better at keeping bowblades out of stealth once on top of them.

    Last if you want to small scale you better just BG. Cyro was never meant to be about small scale. 1vXing only became a thing because there were no other options and cause the game has had broken balance since they made gear matter in cyro that was exploitable to make it even possible in the first place(1vXing wasn't a thing till CP and gear mattered). ZoS is actually right to try and kill it off in cyro cause it is a mode intended for potatoes that want to RP war. Not pvpers who actually care about competitive game play.

    Inb4 I do think bugs associated with DS should be fixed. If they have to make the skill exactly like reach so be it. Also I'm not opposed to a change to battle spirit in BGs either as the range bonus only makes sense cause of the height of keep walls. A 30m DS vs a 22m gap closer difference like the tooltip says is probably more reasonable for competitive play.
  • jcm2606
    jcm2606
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    All this talk of whether Draining Shot in itself is balanced is pointless while it remains genuinely broken. Fix the knockback+stun, so that people can consistently break the stun, then talk about balancing the skill.
  • JobooAGS
    JobooAGS
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    TheYKcid wrote: »
    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.

    I apologize for the lack of clarity. Yes I am refering to those who wish to revert the range change or nerf it to the ground whose voices are loud. However, you do have a point overall. I want the bugs on all skills including draining shot to be fixed as much as the next guy.
  • TheYKcid
    TheYKcid
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    Gotcha, no offence taken. Personally I'm also of the opinion that Draining would be tolerable after/if the bugs are fixed.
    Edited by TheYKcid on January 4, 2019 7:09AM
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  • del9
    del9
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    Defending draining shot in 2019
    PCNA

  • Malamar1229
    Malamar1229
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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.

    Problem is vivec specifically does not allow for counterplay. I understand you might like that archer archetype, but it's not fun on the other end when you suddenly cant move or break free and your health goes instantly to dead...even with 16k stamina.
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