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Give us interuption back - game need skillz.

Baphomet
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I would love to see @ZoS go back to a (long lost) direction where PvP offered more options for strategic gameplay and rewarded skillful play.

There was a time where interuption and synergies mattered, but now none of these matter in PvP anymore - and this was actually a selling point to begin with, something that should set ESO apart from other MMOs.

However, over time you could no longer interupt all skills with a cast time so players could use uppercut, flurry and puncturing strikes with impunity.

I'd like to see some more options in gameplay where you can once again interupt skills with a cast time - also skills like uppercut and puncturing strikes. Melee abilities shouldn't be an exeption from this mechanic.

Seeing that the upcoming meta is hammering down on CC abilities, this is more needed than ever.

Give us back a game where skillful play is rewarded instead of a game where everybody can be carried by the same few abilities and sets.
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  • xylena_lazarow
    xylena_lazarow
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    I can assure you that there are zero people in PvP being "carried" by Uppercut, Flurry, or Puncturing Strikes.

    If you want to talk about Interrupts, how about how channeled abilities such as Meditate can't be interrupted at all if the caster has CC immunity? It would originally break the cast but not stun the caster if they had CC immunity, not sure if that change was intentional. Interrupting a channeled ability while the caster does not have CC immunity will both break the cast and stun the caster, as expected.
    PC/NA || Cyro/BGs || retired until Dagon brings a new dawn of PvP metas
  • Firstmep
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    So spamming crushing shock from up to 41 meters away should hard counter a guy using a cast time melee ability.
    WUT.
    There is a reason those abilities cant be interrupted, we cant all be nightblades spamming suprise attack.
    Your proposed change would literally kill templars class spammable, like wtf.
  • Baphomet
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    Being interupted is basicly the same as being stunned. You CC break and carry on.

    However, the game needs the diversity at this point, and it is something all builds and classes can benefit from.
    - The Psijic Order
    - TKO
    - Dominant Dominion
    - The Noore
  • Thraben
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    Baphomet wrote: »
    I would love to see @ZoS go back to a (long lost) direction where PvP offered more options for strategic gameplay and rewarded skillful play.

    There was a time where interuption and synergies mattered, but now none of these matter in PvP anymore - and this was actually a selling point to begin with, something that should set ESO apart from other MMOs.

    However, over time you could no longer interupt all skills with a cast time so players could use uppercut, flurry and puncturing strikes with impunity.

    Give us back a game where skillful play is rewarded instead of a game where everybody can be carried by the same few abilities and sets.

    Synergies play a huge role in group play.

    I agree with the interupt part.
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  • Emma_Overload
    Emma_Overload
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    Baphomet wrote: »
    I would love to see @ZoS go back to a (long lost) direction where PvP offered more options for strategic gameplay and rewarded skillful play.

    There was a time where interuption and synergies mattered, but now none of these matter in PvP anymore - and this was actually a selling point to begin with, something that should set ESO apart from other MMOs.

    However, over time you could no longer interupt all skills with a cast time so players could use uppercut, flurry and puncturing strikes with impunity.

    I'd like to see some more options in gameplay where you can once again interupt skills with a cast time - also skills like uppercut and puncturing strikes. Melee abilities shouldn't be an exeption from this mechanic.

    Seeing that the upcoming meta is hammering down on CC abilities, this is more needed than ever.

    Give us back a game where skillful play is rewarded instead of a game where everybody can be carried by the same few abilities and sets.

    The problem with your scheme is the reason they changed things in the first place: PvP players just won't use skills that can be interrupted, not if there is ANY other alternative. The result of this is fewer "viable" skills to choose from, and therefore less diversity of playstyles.

    Also, interrupting is NOT that skillful. All you have to do is spam Crushing Shock or Venom Arrow, and your interrupting is automatic. Not even going to mention all the badblades who macro bashes into their "rotation"...
    #CAREBEARMASTERRACE
  • Adernath
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    Nowadays most of the people I encounter in PvP are mainly carried by their sets/builds. They just spam a few offensive abilities (granted, there are not many slots on the bar) and just ignore any defense.

    To include more skill a prerequisite is that this influence of sets and 'playsafe' builds must be reduced, and to have a properly interrupt mechanism, proper cast times must be added in many abilities IMO. Both are significant changes which would have to be done carefully in small steps.

    A more tactical gameplay may also result in a better server performance with less spammable/weavable stuff, reducing server load and disadvantage of people with low internet connection.
  • Red_Feather
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    I loved interruption in Guild Wars 1.

    Skills that had a cast time had a 'Warm Up Bar' that filled as they cast and you had until that bar filled up to interrupt them. Interrupts did a lot of secondary effects! A certain skill could knock down an opponent if they interrupted them. A certain skill could put the interrupted skill on a cooldown. A certain skill could lock out every skill in the same skill line on the bar. So interrupting a mage's guild skill would lock out all mage's guild skills on the bar. GW1 was the bomb.
  • Sharee
    Sharee
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    Firstmep wrote: »
    So spamming crushing shock from up to 41 meters away should hard counter a guy using a cast time melee ability.
    WUT.

    If he is hitting you with a cast time melee ability, he is not 41 meters away. And it wouldnt be a hard counter, because stagger from being interrupted enables break free, and CC immunity prevents further interrupts.

  • idk
    idk
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    I have always found it odd a skill that is channeled or has a cast time could not be interrupted. It runs counter to MMORPG design as a whole and I think it comes down to the simple fact we have seen for over 5 years now, that MattF lacks the management knowledge to run the company and team properly. Great guy but poor manager.
    • Length of time GF was broken before Zos said they thought they had fixed it despite our numerous threads telling them otherwise.
    • Significantly worsened the in-combat bug last year when they changed a very small and insignificant aspect of combat. Instead of reverting that change they have shown they are either unwilling or intellectually incapable of fixing the issue.
    • Increasing the knockback of Templar Javelin before realizing it is a dumb idea to have melee (stam) knock back their targets. Pretty much common knowledge in MMORPGs.

    We can expect the same incredible organization and intellectual influence as long as Matt is in charge.
  • Merlight
    Merlight
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    Sharee wrote: »
    Firstmep wrote: »
    So spamming crushing shock from up to 41 meters away should hard counter a guy using a cast time melee ability.
    WUT.

    If he is hitting you with a cast time melee ability, he is not 41 meters away.

    Last time I checked there were more than 2 people in Cyrodiil. Not sure if that's still the case.
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  • Solariken
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    I would agree with you OP if bash cancelled attacks weren't so prevalent. There is no reason someone should get auto-interrupted just because some spin-2-win stamtard is spamming spin+bash.
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