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So everyone is cool with a 3 second ghost time?

MooseKnuckles88
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Perhaps no body noticed or maybe really gave it much thought, but I can't see how it hasn't been discussed yet.

So if a player dies, another player can resurrect them but the player that was resurrected is placed on a 3 second ghost timer. This is the way I understand the new implication.

I understand why they are doing it, it's likely due to the new necromancer ultimate and to make sure that skill isn't broken, but what about all the other classes. Is a blanket nerf the best way to address this or would addressing this skill more be a better approach? Is 3 seconds too long, perhaps reduce to 1.5 seconds. If 3 seconds, then can we at least get full resources since it can often be tough regaining one's resources back up.

Maybe I overlooked something, just a thought about this new rule. And sure one could just avoid dying too...
  • ArchMikem
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    So its like self reviving with a soul gem, but now by player too.
    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
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  • mb10
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    If we get our full stats back I actually think its a good thing tbh
  • profundidob16_ESO
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    Perhaps no body noticed or maybe really gave it much thought, but I can't see how it hasn't been discussed yet.

    So if a player dies, another player can resurrect them but the player that was resurrected is placed on a 3 second ghost timer. This is the way I understand the new implication.

    I understand why they are doing it, it's likely due to the new necromancer ultimate and to make sure that skill isn't broken, but what about all the other classes. Is a blanket nerf the best way to address this or would addressing this skill more be a better approach? Is 3 seconds too long, perhaps reduce to 1.5 seconds. If 3 seconds, then can we at least get full resources since it can often be tough regaining one's resources back up.

    Maybe I overlooked something, just a thought about this new rule. And sure one could just avoid dying too...

    yup, noticed it in the patch notes, went to test it on PTS extensively, did a few trials even and love this new feature !
  • casparian
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    It's a great change even without regard to the Necromancer ult. It's one of the few good things ZOS has done for outnumbered PVP lately.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Ace_SiN
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    I like it and this should have been a day 1 function of player rezzing, imo. I'm all for pushing an incentive to not die, without overdoing it, and I think this is an acceptable penalty.
    King of Beasts

  • Reverb
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    I’m withholding judgment until I see how it plays out in combat in trials and pvp.
    Edited by Reverb on April 17, 2019 1:47PM
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  • KappaKid83
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    I do not mind it, getting resurrected with my group and then immediately dying to a siege or group without being able to move is one of the more frustrating things to deal with.
  • Ectheliontnacil
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    Won't really affect me...I don't think people will revive a magblade anyways. Simply no longer worth the trouble with them being useless in pvp next patch...
    Edited by Ectheliontnacil on April 17, 2019 1:51PM
  • Sheezabeast
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    You could have fun with it if you moved in pvp out of someone’s aoe then popped Undo and make them chase you like crazy :*
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  • code65536
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    It depends on the situation.

    Sometimes, having that ghost form is nice, like if you die inside a hazard.

    But a lot of times, it just makes recovery harder. It takes time to channel the rez. And then it takes time for you to become active again. Let's say a tank dies in vet Cloudrest. It's a key role, so you want them up as quickly as possible. But now in addition to having to kill their shade and channeling the rez, they have a 3s ghost form on top of all that? That's pretty brutal.

    3s ghost form for instant-rezzes (necro) and a 1s ghost form for channeled rezzes would be a good compromise. It's still enough time for someone to get out of most hazards.
    Edited by code65536 on April 17, 2019 1:51PM
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  • xxthir13enxx
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    Heh sounds like 3sec to run through a breach in cyrodiil
  • Mrsinister2
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    Heh sounds like 3sec to run through a breach in cyrodiil

    Or jump off a really high ledge and hope you don't fully rez till you land.
  • MooseKnuckles88
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    Seems like only pvp players are liking the changes, but can the same can be said there too in a way? I'm more of a 20% pvp, 80% pve player, so I don't know all there is to know in cyrodiil. But if a player resurrects another wouldn't they be seen in ghost form? Since you can't mount, sprint, or really sneak in ghost form how is it beneficial to anything in pvp outside of a zerg vs zerg fight? Like I said I'm not the most pvp savvy player, so maybe I'm missing something still.

    In pve content, especially vet trials and dungeon HMs, its important that you recover quickly. In most places getting a rez is a pain to deal with in the first place, you gotta play out what ever mechanic is going on in that moment, after that you gotta make sure you, yourself doesn't get killed in the process of rezzing the other player, if that other player was the tank you now gotta do without them for an additional 3 seconds and hope you have enough resources play the next mechanic which is only compounded more so by the person who was just rez'd back up with virtually no resources.

    I'm probably over reacting and thinking too much into it, but I really don't understand how this wont hurt the overall game play at this moment.

  • spacebandit
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    Heh sounds like 3sec to run through a breach in cyrodiil
    I didn’t think about that. This could be used tactically.

  • driosketch
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    I can see good aspects of it. Right now if you die in a claw pit, Reassembly Committee in HoF, you may as well be dead for the rest of the encounter. This way you'll be able to walk out of the hazard.

    On the other hand, as mentioned above, there are times you need a player back up and functional right away, like the tank or healer. Ironically, while this helps HoF, it may lead to wipes vs the Warrior in HRC, as players turn corporeal as soon as the next rain of damage happens.

    Honestly, 3 secs is too long. Someone above noted this could be used to exploit players through a keep breach. I also feel this breaks a bunch of mechanics like damage shields or boosted resources bonuses on resurrected players.
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  • WrathOfInnos
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    I like this new feature. It means you don’t have to wait for an AoE or mechanic to end before taking a rez. It also gives time to get back to group and heals if you are dead far away.
  • Nestor
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    So many times I have been rezzed and a boss drops an AoE on my location before I can prepare. So, this is a good thing for me.
    Edited by Nestor on April 17, 2019 3:06PM
    Enjoy the game, life is what you really want to be worried about.

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  • MooseKnuckles88
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    I'm sure we've all got up only to die again immediately to a different mechanic, but this can also be prevented from getting up immediately until that mechanic is gone or aoe is gone.

    Example vMHK, I have a choice to get up immediately (after I'm rez'd) if I die at the symbol boss and run to the correct symbol as fast as possible or I can just stay down, let the group get which ever symbols they need and get myself up after that mechanic is over. Really depends on the situation I suppose.
    Edited by MooseKnuckles88 on April 17, 2019 3:20PM
  • Fleshreaper
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    Nestor wrote: »
    So many times I have been rezzed and a boss drops an AoE on my location before I can prepare. So, this is a good thing for me.

    Hell, hath frozen over, I have agreed with Nestor.
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