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Time for my big patch complaint of they are nerfing tanks again.

zvavi
zvavi
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"All Immobilizes from player abilities and item sets will now apply Immobilization Immunity once applied, to prevent multiple Immobilizes from applying on the same target. Once an Immobilize from these abilities ends, you gain immunity to Immobilizes for 3 seconds after, similar to the Dodge Roll mechanic.
Developer Comment:
Spoiler
Previously, Immobilizes were an overbearing tool that completely shut down builds with lower Stamina pools, and could keep them from moving for extremely long periods of time. With this new system, we want a healthier balance of how these abilities interact, similar to Crowd Control functions."
Lets put it aside that this one of the only edges that sorc tanks had over other tanks (in dungeons), lets go to a very specific boss fight, vet Fang Lair hard mode, and ask ourselves, wtf. A mechanic that was created by zos to be bypassed in one way has now been completely abandoned for all it's purpose.
Controlling mobs by tanks is no more a thing.
If you use talons healer's time stop will not stun the mobs. Etc etc.
(I will make a honorable mention for nb tanks and the nerf for their self heal, and no, the unreliable 30% heal with the 15% damage mitigation at the cost of skill bar and for the stars to align together is not a thing.)

I might be wrong about some things, but thats what patch notes indicate. Correct me if i am wrong.
Edited by zvavi on May 6, 2019 10:36PM
  • ccmedaddy
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    zvavi wrote: »
    If you use talons healer's time stop will not stun the mobs. Etc etc.
    Not true. Root immunity and CC immunity are separate from each other so you can still chain those two abilities together.

    I think you're reading too much into this. Talons' root lasts for 4 seconds and the root immunity is only 3 seconds so unless you talon more often than that (in which case you really shouldn't) you will barely notice it.
  • jypcy
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    ccmedaddy wrote: »
    zvavi wrote: »
    If you use talons healer's time stop will not stun the mobs. Etc etc.
    Not true. Root immunity and CC immunity are separate from each other so you can still chain those two abilities together.

    I think you're reading too much into this. Talons' root lasts for 4 seconds and the root immunity is only 3 seconds so unless you talon more often than that (in which case you really shouldn't) you will barely notice it.

    Username checks out.

    The immunity applies after the root finishes, though. So with a 4 second root duration, it would be 7 seconds after your initial cast of talons that you’d be able to reapply the root.

    I don’t think it’ll be all that detrimental to tanks. Poke the scary stuff, gather up the smaller things as you’re able to. I think it’ll be a nice change of pace to potentially need to be more intentional with our stacks.
  • ccmedaddy
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    jypcy wrote: »
    ccmedaddy wrote: »
    zvavi wrote: »
    If you use talons healer's time stop will not stun the mobs. Etc etc.
    Not true. Root immunity and CC immunity are separate from each other so you can still chain those two abilities together.

    I think you're reading too much into this. Talons' root lasts for 4 seconds and the root immunity is only 3 seconds so unless you talon more often than that (in which case you really shouldn't) you will barely notice it.

    Username checks out.

    The immunity applies after the root finishes, though. So with a 4 second root duration, it would be 7 seconds after your initial cast of talons that you’d be able to reapply the root.
    Good point. Forgot that PvE mobs don't roll dodge out of root immediately lol.
  • MartiniDaniels
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    This is nerf plain as day. After one root, that root can't be extended until root runs out and then 3 seconds timer, at least by same player. Which means that mobs will crawl around, it will be huge pain in the backside for everyone, especially for tanks who like to keep mobs in check, i.e. immobile for as long as possible.
    Though it's nerf mostly to dps then to tanks, i mean dps need to kill mobs faster, no way tank will have time to gather them together again after mobs crawl out.
  • John_Falstaff
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    Yup, it's another tank nerf. And vFL is a good example - if Thurvokun spits bugs at you, you used to root them so they wouldn't get to you. What now? Root them once and then run away, far enough so they would expire before they'll get to you? And pull Thurvokun from under your damage dealers' AoEs? Charming.

    Also a good way to ensure that I, as a tank, will stay away from group finder. Last thing I need is pugs scoffing at me and complaining that I can't stop mobs from crawling around like good tanks do (well, did before Elsweyr, but pugs won't care). As if I didn't already have my share of problematic groups there, thank you very much. I'm normally glad to help people, especially newbies, and don't look at how much time our run takes, but when ZOS slaps me with nerf after nerf as a reward, it kills my drive.
    Edited by John_Falstaff on May 7, 2019 5:33AM
  • CatchMeTrolling
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    Doesn’t this change only apply to players and not npcs??.
  • John_Falstaff
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    Doesn’t this change only apply to players and not npcs??.

    I wish. But no, people have tried on PTS and report that mobs get immunity same as players.
  • Kesstryl
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    Yet another tank nerf >.>

    By not seperating PvE and PvP, they are going to eventually kill this game. I'm tired of all the backwards progression and nerfs just to fix PvP issues.
    HEARTHLIGHT - A guild for housing enthusiasts! Contact @Kesstryl in-game to join.
  • CatchMeTrolling
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    Doesn’t this change only apply to players and not npcs??.

    I wish. But no, people have tried on PTS and report that mobs get immunity same as players.

    Oh I thought they implied that it was for players, which is weird because they have things in the game that only affect players and not npcs.
  • Oreyn_Bearclaw
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    This is a great change for PVP. There should absolutely be a cool down on soft CCs.

    In PVE, does it really even matter? Most things that can be soft CCd die to fast for the cool down to matter all that much, and those things that don’t fall over in a few seconds typically can’t be CCd anyways.

    But sure. Complain to complain I guess.
  • Nevasca
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    It is a nerf, but hardly the end of the world for PvE tanks. They will be fine. The change is more annoying tha nerf in PvE context;
  • zvavi
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    It is a nerf, but hardly the end of the world for PvE tanks. They will be fine. The change is more annoying tha nerf in PvE context;

    As someone who pugs vDLC and gets dds with 30k dps combined (on stationary targets), i assure you it will make my job much less fun. Then again, main point is beetles on vFL last boss. but you know, tanks pugging dungeons is something zos wants to get rid of, evidently.
    Edited by zvavi on May 7, 2019 8:55PM
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