GrumpyDuckling wrote: »DocFrost72 wrote: »Ice
Staff
How has no one mentioned this thus far?
I see where you're going, but consider this. Not at all tanks run sword and board + ice staff. Ice staff means committing to an entire weapon skill line to try to achieve what a PVE tank uses Time Stop (one skill) to achieve.
I do think the cost increase to Time Stop is short-sighted and devalues the PVE experience of the skill.
DocFrost72 wrote: »Ice
Staff
How has no one mentioned this thus far?
It doesn't have a reliable AoE snare, so it's irrelevant to the issue at hand.
Maybe if the circly dps thingie that applies minor (or was it major?) mangle that nobody uses was reworked to instead (or additionally) snare targets for 4+ seconds, it would be a good argument. But that is not on the radar.
DocFrost72 wrote: »GrumpyDuckling wrote: »DocFrost72 wrote: »Ice
Staff
How has no one mentioned this thus far?
I see where you're going, but consider this. Not at all tanks run sword and board + ice staff. Ice staff means committing to an entire weapon skill line to try to achieve what a PVE tank uses Time Stop (one skill) to achieve.
I do think the cost increase to Time Stop is short-sighted and devalues the PVE experience of the skill.
You are entirely correct. A tank with no ice staff cannot use ice staff skills, but at least the ice staff line isn't pay gated. And for the record, there's a lot more that goes into using a staff than you give credit to. Time Stop doesn't aoe maim, for example, through the chilled status effect. Time Stop doesn't allow for free ranged taunts that restore resources on some fights. Come next update, staves will not be affected by the enchant nerf meaning back barring a staff doubles the effect of the new crusher 1h.DocFrost72 wrote: »Ice
Staff
How has no one mentioned this thus far?
It doesn't have a reliable AoE snare, so it's irrelevant to the issue at hand.
Maybe if the circly dps thingie that applies minor (or was it major?) mangle that nobody uses was reworked to instead (or additionally) snare targets for 4+ seconds, it would be a good argument. But that is not on the radar.
Wut. Just wut. It has a 60% snare.
And btw you meant pulsar.
DocFrost72 wrote: »GrumpyDuckling wrote: »DocFrost72 wrote: »Ice
Staff
How has no one mentioned this thus far?
I see where you're going, but consider this. Not at all tanks run sword and board + ice staff. Ice staff means committing to an entire weapon skill line to try to achieve what a PVE tank uses Time Stop (one skill) to achieve.
I do think the cost increase to Time Stop is short-sighted and devalues the PVE experience of the skill.
You are entirely correct. A tank with no ice staff cannot use ice staff skills, but at least the ice staff line isn't pay gated. And for the record, there's a lot more that goes into using a staff than you give credit to. Time Stop doesn't aoe maim, for example, through the chilled status effect. Time Stop doesn't allow for free ranged taunts that restore resources on some fights. Come next update, staves will not be affected by the enchant nerf meaning back barring a staff doubles the effect of the new crusher 1h.DocFrost72 wrote: »Ice
Staff
How has no one mentioned this thus far?
It doesn't have a reliable AoE snare, so it's irrelevant to the issue at hand.
Maybe if the circly dps thingie that applies minor (or was it major?) mangle that nobody uses was reworked to instead (or additionally) snare targets for 4+ seconds, it would be a good argument. But that is not on the radar.
Wut. Just wut. It has a 60% snare.
And btw you meant pulsar.
Have you actually tried using it? Because if you did, you'd know it's not good enough. If the adds aren't rooted in place, it doesn't make a difference. At all.
Just a question: what did you all do before time stop existed? Just curious.
DocFrost72 wrote: »GrumpyDuckling wrote: »DocFrost72 wrote: »Ice
Staff
How has no one mentioned this thus far?
I see where you're going, but consider this. Not at all tanks run sword and board + ice staff. Ice staff means committing to an entire weapon skill line to try to achieve what a PVE tank uses Time Stop (one skill) to achieve.
I do think the cost increase to Time Stop is short-sighted and devalues the PVE experience of the skill.
You are entirely correct. A tank with no ice staff cannot use ice staff skills, but at least the ice staff line isn't pay gated. And for the record, there's a lot more that goes into using a staff than you give credit to. Time Stop doesn't aoe maim, for example, through the chilled status effect. Time Stop doesn't allow for free ranged taunts that restore resources on some fights. Come next update, staves will not be affected by the enchant nerf meaning back barring a staff doubles the effect of the new crusher 1h.DocFrost72 wrote: »Ice
Staff
How has no one mentioned this thus far?
It doesn't have a reliable AoE snare, so it's irrelevant to the issue at hand.
Maybe if the circly dps thingie that applies minor (or was it major?) mangle that nobody uses was reworked to instead (or additionally) snare targets for 4+ seconds, it would be a good argument. But that is not on the radar.
Wut. Just wut. It has a 60% snare.
And btw you meant pulsar.
Psijic Order
Time Stop: Increased the base cost of this ability to 8100 from 4590. Keep in mind that this is before the passive cost reduction from the skill line, or the passive cost reduction from the ability rank up.
Developer Comment:
Time Stop is an incredibly powerful ability that allows large areas to be controlled by the caster, and we’ve noticed that a core contributing factor to the ability’s strength is the low cost and high uptime a single user can have. With this change, we want to ensure Time Stop is still powerful, but incurs a high risk of loss of resources to prevent it from being used too often. The cost is based off our other PvP-based abilities such as Purge or Rapid Maneuvers, as this ability is primarily best suited for PvP environments. We will continue to monitor the performance overall to determine if additional changes are needed in the future.
I am sorcerer tank using Time Stop to control trash groups as Talons do on DK. Except DKs sorcerers (not sure about other classes) have no other such good mob-cc tool, and even this one requires some skill to apply due to stun coming after 3 seconds. Now it costs half of my mana pool, whilst Dks can keep using talons at modest cost.
Guys, again? Stop crushing PvE due to unbalanced PvP. If you want to alter spells for PvP - add adjustments as Battle spirit or whatsoever AvA/Battleground related aura. Please, add a sticky note on your scrumboard like "did I miss a PvE effect on my latest PvP nerf?" Thanks
Its not our fault zos hasnt separated balancing between gameplay styles. Pvpers dont go with the intention to nerf pve
DocFrost72 wrote: »DocFrost72 wrote: »GrumpyDuckling wrote: »DocFrost72 wrote: »Ice
Staff
How has no one mentioned this thus far?
I see where you're going, but consider this. Not at all tanks run sword and board + ice staff. Ice staff means committing to an entire weapon skill line to try to achieve what a PVE tank uses Time Stop (one skill) to achieve.
I do think the cost increase to Time Stop is short-sighted and devalues the PVE experience of the skill.
You are entirely correct. A tank with no ice staff cannot use ice staff skills, but at least the ice staff line isn't pay gated. And for the record, there's a lot more that goes into using a staff than you give credit to. Time Stop doesn't aoe maim, for example, through the chilled status effect. Time Stop doesn't allow for free ranged taunts that restore resources on some fights. Come next update, staves will not be affected by the enchant nerf meaning back barring a staff doubles the effect of the new crusher 1h.DocFrost72 wrote: »Ice
Staff
How has no one mentioned this thus far?
It doesn't have a reliable AoE snare, so it's irrelevant to the issue at hand.
Maybe if the circly dps thingie that applies minor (or was it major?) mangle that nobody uses was reworked to instead (or additionally) snare targets for 4+ seconds, it would be a good argument. But that is not on the radar.
Wut. Just wut. It has a 60% snare.
And btw you meant pulsar.
Have you actually tried using it? Because if you did, you'd know it's not good enough. If the adds aren't rooted in place, it doesn't make a difference. At all.
I do use it, and it does root up to one mob a second. Also doesn't stun them so you can pull them with leash if need be.
And nice work moving those goalposts from "reliable snare" to "if the adds aren't rooted".
If you don't *like* the ice staff option that's fine. Not admitting it is aren't option is why I commented in the first place. That, and aren't whole lot of factual inaccuracies.
GrumpyDuckling wrote: »DocFrost72 wrote: »GrumpyDuckling wrote: »DocFrost72 wrote: »Ice
Staff
How has no one mentioned this thus far?
I see where you're going, but consider this. Not at all tanks run sword and board + ice staff. Ice staff means committing to an entire weapon skill line to try to achieve what a PVE tank uses Time Stop (one skill) to achieve.
I do think the cost increase to Time Stop is short-sighted and devalues the PVE experience of the skill.
You are entirely correct. A tank with no ice staff cannot use ice staff skills, but at least the ice staff line isn't pay gated. And for the record, there's a lot more that goes into using a staff than you give credit to. Time Stop doesn't aoe maim, for example, through the chilled status effect. Time Stop doesn't allow for free ranged taunts that restore resources on some fights. Come next update, staves will not be affected by the enchant nerf meaning back barring a staff doubles the effect of the new crusher 1h.DocFrost72 wrote: »Ice
Staff
How has no one mentioned this thus far?
It doesn't have a reliable AoE snare, so it's irrelevant to the issue at hand.
Maybe if the circly dps thingie that applies minor (or was it major?) mangle that nobody uses was reworked to instead (or additionally) snare targets for 4+ seconds, it would be a good argument. But that is not on the radar.
Wut. Just wut. It has a 60% snare.
And btw you meant pulsar.
I get it, there are more bonuses to ice staff tanking than simply replacing Time Stop. It's a nice alternative for Time Stop using tanks to consider, but I think a blanket nerf to Time Stop to fix a PVP problem shouldn't have to force PVE tanks to get into those alternatives.
DocFrost72 wrote: »DocFrost72 wrote: »GrumpyDuckling wrote: »DocFrost72 wrote: »Ice
Staff
How has no one mentioned this thus far?
I see where you're going, but consider this. Not at all tanks run sword and board + ice staff. Ice staff means committing to an entire weapon skill line to try to achieve what a PVE tank uses Time Stop (one skill) to achieve.
I do think the cost increase to Time Stop is short-sighted and devalues the PVE experience of the skill.
You are entirely correct. A tank with no ice staff cannot use ice staff skills, but at least the ice staff line isn't pay gated. And for the record, there's a lot more that goes into using a staff than you give credit to. Time Stop doesn't aoe maim, for example, through the chilled status effect. Time Stop doesn't allow for free ranged taunts that restore resources on some fights. Come next update, staves will not be affected by the enchant nerf meaning back barring a staff doubles the effect of the new crusher 1h.DocFrost72 wrote: »Ice
Staff
How has no one mentioned this thus far?
It doesn't have a reliable AoE snare, so it's irrelevant to the issue at hand.
Maybe if the circly dps thingie that applies minor (or was it major?) mangle that nobody uses was reworked to instead (or additionally) snare targets for 4+ seconds, it would be a good argument. But that is not on the radar.
Wut. Just wut. It has a 60% snare.
And btw you meant pulsar.
Have you actually tried using it? Because if you did, you'd know it's not good enough. If the adds aren't rooted in place, it doesn't make a difference. At all.
I do use it, and it does root up to one mob a second. Also doesn't stun them so you can pull them with leash if need be.
And nice work moving those goalposts from "reliable snare" to "if the adds aren't rooted".
If you don't *like* the ice staff option that's fine. Not admitting it is aren't option is why I commented in the first place. That, and aren't whole lot of factual inaccuracies.
No goalposts moved, I just pointed out how it's unreliable. And tbh I never even used Time Stop because how it's unreliable too (because of CC immunity), but it was still more reliable than blockade or clench.
Restraining Prison - the tanking morph of Encase - does exactly what you want and even gives 2s Major Vitality for every enemy hit. PvE complaints about nerfs would be more credible if there weren’t tools available.
IzzyStardust wrote: »Its not our fault zos hasnt separated balancing between gameplay styles. Pvpers dont go with the intention to nerf pve
Maybe not, but you guys really will find anything to moan about.
It just never ends. Timestop doesn’t kill you - it inconveniences you.
Our things got nerfed because PVPers are inconvenienced by it.
Omg I cannot see aoe! Nerf it! Omg I cannot break free! Nerf pls.
@ZOS_Gilliam
The problem is that this just basically made the ‘all roles on all classes’ meme that everyone seems to want, worse, not better.
I am a DK tank myself and prefer time-stop in many situations over talons(especially say the last boss of vFL because time stop will ALWAYS grab both scarabs, where talons will sometimes only grab one). Time Stop is a STAPLE for my PvE tanking...but ZOS doesnt care...they stated outright they considered it a PvP ability...the pathetic thing is that it is INCREDIBLY EASY to avoid in PvP and the only places its problematic are pinch points...but there is area lot more deadly things than time stop in pinch points.
Time Stop is a STAPLE for my PvE tanking...but ZOS doesnt care...they stated outright they considered it a PvP ability...the pathetic thing is that it is INCREDIBLY EASY to avoid in PvP and the only places its problematic are pinch points...but there is area lot more deadly things than time stop in pinch points.
I am a DK tank myself and prefer time-stop in many situations over talons(especially say the last boss of vFL because time stop will ALWAYS grab both scarabs, where talons will sometimes only grab one). Time Stop is a STAPLE for my PvE tanking...but ZOS doesnt care...they stated outright they considered it a PvP ability...the pathetic thing is that it is INCREDIBLY EASY to avoid in PvP and the only places its problematic are pinch points...but there is area lot more deadly things than time stop in pinch points.
It's incredibly easy to switch a skill and a weapon. Even easier than what you're proposing.
VaxtinTheWolf wrote: »It's just my opinion, but I never cared for this skill as a PvE Tank. To me, it's just something thrown in that is locked behind content so it does not fix the core aspect of the class lacking some sort of CC applicable for tanking. If you need DLC to obtain a 'required' Tanking skill then it just does not interest me.
I got the chapter on sale a year later, but still have not done any of it's content. I would like Nightblade's Fear skill not to make the opponent run away, but cower in place instead. That would make it a great PvE skill to use at that point. For my Stamina Templar Tank I will occasionally use Caltrops. It's not perfect but it is still something.
I am a DK tank myself and prefer time-stop in many situations over talons(especially say the last boss of vFL because time stop will ALWAYS grab both scarabs, where talons will sometimes only grab one). Time Stop is a STAPLE for my PvE tanking...but ZOS doesnt care...they stated outright they considered it a PvP ability...the pathetic thing is that it is INCREDIBLY EASY to avoid in PvP and the only places its problematic are pinch points...but there is area lot more deadly things than time stop in pinch points.
It's incredibly easy to switch a skill and a weapon. Even easier than what you're proposing.
There is no other skill in PvE that brings the same utility as time stop..which you might know if you actually tanked...time stop replaces 2 SKILLS as a tank.
1. It replaces Caltrops as an aggro grabber/slowing spell, opening ability for mobs.
2. It replaces Talons as a DK(or various other roots for other classes)
Because of this one ability I was able to free up another slot on my bar...and yes, I use S&B front bar, Ice staff backbar...but the ice staff skills dont even come close to working as well as time stop. The addition of time stop was a huge boon to PvE tanks, especially non-DK tanks...and now you want to take it away because why exactly? Breaches are dangerous?
Just a question: what did you all do before time stop existed? Just curious.