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Another CC Thread

Earthewen
Earthewen
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The CC's in cyro are out of control. No immunity makes it impossible to break free for any length of time. Perma CC's are rampant and if you do break free, then you are immediately CC'd again by someone else. ZOS really needs to take a serious look at this.
  • ecru
    ecru
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    Something ZOS hasn't gotten yet, that just about every other mmo dev understands, is that players don't like losing control over their character often or to a great extent. Permanent snares, repeated roots every 4 seconds, stuns over and over again, buggy cc breaks, etc are one of the things that at times can make ESO pvp completely unfun to play. No other game has really had CC like this since maybe DAoC at release, and even then it was toned way, way down. CC should be something you plan to use in a certain situation to stop someone from running, to help yourself kite, to secure a kill, etc. It shouldn't be something attached to skills that do 5 other things or attached to spammables.

    When most players have a few abilities that CC someone in some way on their bar without any extra effort on their part, if you're facing multiple opponents, you're essentially guaranteed to be CC'd on cooldown the entire duration of the fight. This wouldn't be a big issue if immunity timers didn't allow you to be CC'd 20% of the time (or 100% of the time in the case of snares), but they do. ESO is probably the only game I've played in the past 15 years that has absolutely no diminishing returns on CC that's applied repeatedly.
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  • Lughlongarm
    Lughlongarm
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    ecru wrote: »
    Something ZOS hasn't gotten yet, that just about every other mmo dev understands, is that players don't like losing control over their character often or to a great extent. Permanent snares, repeated roots every 4 seconds, stuns over and over again, buggy cc breaks, etc are one of the things that at times can make ESO pvp completely unfun to play. No other game has really had CC like this since maybe DAoC at release, and even then it was toned way, way down. CC should be something you plan to use in a certain situation to stop someone from running, to help yourself kite, to secure a kill, etc. It shouldn't be something attached to skills that do 5 other things or attached to spammables.

    When most players have a few abilities that CC someone in some way on their bar without any extra effort on their part, if you're facing multiple opponents, you're essentially guaranteed to be CC'd on cooldown the entire duration of the fight. This wouldn't be a big issue if immunity timers didn't allow you to be CC'd 20% of the time (or 100% of the time in the case of snares), but they do. ESO is probably the only game I've played in the past 15 years that has absolutely no diminishing returns on CC that's applied repeatedly.

    The CC immunity period is very generous, especially when combined with Immunity pots. ESO is one of the most CC friendly MMO out-there. GW2, WoW, Archage - You can get hard CC locked in all those games.

    However, I believe that ESO CC got 2 big issues:

    -Break free is not consistent especially in high latency environment(performance issue).
    -Direct CC abilities that go Through dodge(Fossilize, vemp drain).

  • Zer0_CooL
    Zer0_CooL
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    The CC immunity period is very generous, especially when combined with Immunity pots. ESO is one of the most CC friendly MMO out-there. GW2, WoW, Archage - You can get hard CC locked in all those games.

    However, I believe that ESO CC got 2 big issues:

    -Break free is not consistent especially in high latency environment(performance issue).
    -Direct CC abilities that go Through dodge(Fossilize, vemp drain).

    You're welcome
  • Lughlongarm
    Lughlongarm
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    Zer0_CooL wrote: »
    The CC immunity period is very generous, especially when combined with Immunity pots. ESO is one of the most CC friendly MMO out-there. GW2, WoW, Archage - You can get hard CC locked in all those games.

    However, I believe that ESO CC got 2 big issues:

    -Break free is not consistent especially in high latency environment(performance issue).
    -Direct CC abilities that go Through dodge(Fossilize, vemp drain).

    You're welcome

    I will agree that vemp drain is the main offender.
  • Earthewen
    Earthewen
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    The cool down should be global for any CC. You get hit once. Okay, that's reasonable. You break free or it expires. You should be immune to ALL CCs for a given number of seconds even if 50 more people spam you with more CCs.
  • Sanguinor2
    Sanguinor2
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    I dont really understand what your Problem is if with cc you are strictly Talking About stuns and similar, because there already is a cc immunity after one stun Ends. Is it bugged or something?

    The cc immunity and unconditional break free (outside of stam cost) is very friendly compared to some other games. In one mmo I played each class had 1 ability with a 20 to 30 second cd that could break stuns and gave 2 seconds cc immunity, but the warrior class could stunlock you for up to 10 seconds with an ultimate up, so yeah eso cc immunity is veeeeery generous compared to that.
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  • CompM4s
    CompM4s
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    The only real issue with any cc’s are maybe when fear glitches and cant be cc broke. However, if you cant cc break because you are out of stam then its a l2p issue. (Also immovability pots)
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    75% of the issues players actually face right in regards to break free / poor skill performance now are due to this bug: https://forums.elderscrollsonline.com/en/discussion/501452/streaked-for-49000-days-ccd-bug#latest

    If any players want to try and draw attention to it maybe there will be a response from zos. So far no luck with just my post

    (Rest are to do with the memory leak)
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  • Gilvoth
    Gilvoth
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    @Zenimax please LOOK into this.
    please
  • srnm
    srnm
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    Some groups stack stuns snares roots to exploit the broken cc mechanics.
    Add a colossus in prime time lag and the quality of gameplay drops to absurdly bad.

    Seriously, if people with some kind of audience posted videos of what is actually going on perhaps this issue might get more attention as it shows how trash things can get...
  • Abyssmol
    Abyssmol
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    ecru wrote: »
    Something ZOS hasn't gotten yet, that just about every other mmo dev understands, is that players don't like losing control over their character often or to a great extent. Permanent snares, repeated roots every 4 seconds, stuns over and over again, buggy cc breaks, etc are one of the things that at times can make ESO pvp completely unfun to play. No other game has really had CC like this since maybe DAoC at release, and even then it was toned way, way down. CC should be something you plan to use in a certain situation to stop someone from running, to help yourself kite, to secure a kill, etc. It shouldn't be something attached to skills that do 5 other things or attached to spammables.

    When most players have a few abilities that CC someone in some way on their bar without any extra effort on their part, if you're facing multiple opponents, you're essentially guaranteed to be CC'd on cooldown the entire duration of the fight. This wouldn't be a big issue if immunity timers didn't allow you to be CC'd 20% of the time (or 100% of the time in the case of snares), but they do. ESO is probably the only game I've played in the past 15 years that has absolutely no diminishing returns on CC that's applied repeatedly.

    The CC immunity period is very generous, especially when combined with Immunity pots. ESO is one of the most CC friendly MMO out-there. GW2, WoW, Archage - You can get hard CC locked in all those games.

    However, I believe that ESO CC got 2 big issues:

    -Break free is not consistent especially in high latency environment(performance issue).
    -Direct CC abilities that go Through dodge(Fossilize, vemp drain).

    While at it, why don't you mention the ones that go through block - streak, turn Evil.... CC is needed in this game or you would not kill anyone!
  • Lughlongarm
    Lughlongarm
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    Abyssmol wrote: »
    ecru wrote: »
    Something ZOS hasn't gotten yet, that just about every other mmo dev understands, is that players don't like losing control over their character often or to a great extent. Permanent snares, repeated roots every 4 seconds, stuns over and over again, buggy cc breaks, etc are one of the things that at times can make ESO pvp completely unfun to play. No other game has really had CC like this since maybe DAoC at release, and even then it was toned way, way down. CC should be something you plan to use in a certain situation to stop someone from running, to help yourself kite, to secure a kill, etc. It shouldn't be something attached to skills that do 5 other things or attached to spammables.

    When most players have a few abilities that CC someone in some way on their bar without any extra effort on their part, if you're facing multiple opponents, you're essentially guaranteed to be CC'd on cooldown the entire duration of the fight. This wouldn't be a big issue if immunity timers didn't allow you to be CC'd 20% of the time (or 100% of the time in the case of snares), but they do. ESO is probably the only game I've played in the past 15 years that has absolutely no diminishing returns on CC that's applied repeatedly.

    The CC immunity period is very generous, especially when combined with Immunity pots. ESO is one of the most CC friendly MMO out-there. GW2, WoW, Archage - You can get hard CC locked in all those games.

    However, I believe that ESO CC got 2 big issues:

    -Break free is not consistent especially in high latency environment(performance issue).
    -Direct CC abilities that go Through dodge(Fossilize, vemp drain).

    While at it, why don't you mention the ones that go through block - streak, turn Evil.... CC is needed in this game or you would not kill anyone!

    Nice that you asked and answered to yourself.
    I do believe we need some CC to go through block, this mechanic is needed for the reasons you just mentioned.

    I also believe that AOE radius and surface CC like fear, turn Evil, streak(don't think this one should be unblockable) etc... Should be undodgable as it follows the same rules and logic of dodge damage avoidance. Also, dodgy game play that emphasize movement, can stay out radius of the CC, this is good. As mentioned My biggest issue is with instant direct CC's which are undodgable. Vemp drain is the most problematic one because it has 12m range and for some reason, it is very had to break free out of.

    Suggested modification.

    Vemp drain - will slow the target with every tick until stunned after 2-3 sec(kinda like borrowed time only for single target with damage).

    Fossilize - Make the skill root first, and mark a 5 radius location on the ground, if the target stays in radius, after 1-2 sec it will get stunned.

  • GRXRG
    GRXRG
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    The main problem are unblockable and undodgeable CCs, Fossilize, Streak, Vampire Drain, mass hysteria are just skilless brained tools, especially fossilize in no-cp you waste like 6k or more stamina to break free and remove the immobilization, and it's spammed off-cooldown.
    They should treat them the same as rune cage, since they made it dodgeable and with a big animation it's not a problem anymore.

    But then you have to address permablock noob builds and have a way to cc and counter them.
  • Earthewen
    Earthewen
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    Sanguinor2 wrote: »
    I dont really understand what your Problem is if with cc you are strictly Talking About stuns and similar, because there already is a cc immunity after one stun Ends. Is it bugged or something?

    The cc immunity and unconditional break free (outside of stam cost) is very friendly compared to some other games. In one mmo I played each class had 1 ability with a 20 to 30 second cd that could break stuns and gave 2 seconds cc immunity, but the warrior class could stunlock you for up to 10 seconds with an ultimate up, so yeah eso cc immunity is veeeeery generous compared to that.
    Sanguinor2 wrote: »
    I dont really understand what your Problem is if with cc you are strictly Talking About stuns and similar, because there already is a cc immunity after one stun Ends. Is it bugged or something?

    The cc immunity and unconditional break free (outside of stam cost) is very friendly compared to some other games. In one mmo I played each class had 1 ability with a 20 to 30 second cd that could break stuns and gave 2 seconds cc immunity, but the warrior class could stunlock you for up to 10 seconds with an ultimate up, so yeah eso cc immunity is veeeeery generous compared to that.

    The immunity rarely works as advertised in pvp.
  • jadarock
    jadarock
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    Sanguinor2 wrote: »
    I dont really understand what your Problem is if with cc you are strictly Talking About stuns and similar, because there already is a cc immunity after one stun Ends. Is it bugged or something?

    The cc immunity and unconditional break free (outside of stam cost) is very friendly compared to some other games. In one mmo I played each class had 1 ability with a 20 to 30 second cd that could break stuns and gave 2 seconds cc immunity, but the warrior class could stunlock you for up to 10 seconds with an ultimate up, so yeah eso cc immunity is veeeeery generous compared to that.

    I sit here and think my god some of you have no clue what's it's like to break free 3 times see the animation but in the end youre still cc'd get melted and die

    This happens to me on a regular now !!!

    Its even more infuriating to then get messages saying you're trash bla bla bla yet simple things like breaking free refuse to work properly
  • Hexquisite
    Hexquisite
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    jadarock wrote: »
    Sanguinor2 wrote: »
    I dont really understand what your Problem is if with cc you are strictly Talking About stuns and similar, because there already is a cc immunity after one stun Ends. Is it bugged or something?

    The cc immunity and unconditional break free (outside of stam cost) is very friendly compared to some other games. In one mmo I played each class had 1 ability with a 20 to 30 second cd that could break stuns and gave 2 seconds cc immunity, but the warrior class could stunlock you for up to 10 seconds with an ultimate up, so yeah eso cc immunity is veeeeery generous compared to that.

    I sit here and think my god some of you have no clue what's it's like to break free 3 times see the animation but in the end youre still cc'd get melted and die

    This happens to me on a regular now !!!

    Its even more infuriating to then get messages saying you're trash bla bla bla yet simple things like breaking free refuse to work properly

    I think so many people here must play at a different time than me. Server performance combined with glitches makes CC breaking or roll dodging a joke. The other day I logged in and with full stam sitting at a keep out of combat, I couldn't even roll dodge--get out to fight and can't break free with full stm either.. Immovables don't register right, and there is at least one skill out there that people spam because immovables don't work with it because it is broken atm.

    Every discord I am in is people swearing at "Break Free" like it is a God not answering prayers.

    That said, we need CC, we jus tneed it to work like it is supposed to.
    Edited by Hexquisite on January 15, 2020 7:42PM
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  • Kadoin
    Kadoin
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    Zer0_CooL wrote: »
    The CC immunity period is very generous, especially when combined with Immunity pots. ESO is one of the most CC friendly MMO out-there. GW2, WoW, Archage - You can get hard CC locked in all those games.

    However, I believe that ESO CC got 2 big issues:

    -Break free is not consistent especially in high latency environment(performance issue).
    -Direct CC abilities that go Through dodge(Fossilize, vemp drain).

    You're welcome

    I will agree that vemp drain is the main offender.

    Yeah, vamp drain is buggy if used on a rolling player OR if you vamp drain a target using a gap closer moving towards you, something magical happens if you know how to do it right.
  • Iskiab
    Iskiab
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    There’s nothing wrong with cc going through block or dodge rolling. It’s to stop perma blockers from tanking multiple people or dodge roll spammers from dodging everything.

    The problem is solely on break free and how cc immunity is applied. It’s applied - AFTER - you break free, so with multiple CC’s spammed you never get immunity and break free breaks.

    Best solution is to have every cc in game give cc immunity as soon as it’s applied.
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  • ecru
    ecru
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    ecru wrote: »
    Something ZOS hasn't gotten yet, that just about every other mmo dev understands, is that players don't like losing control over their character often or to a great extent. Permanent snares, repeated roots every 4 seconds, stuns over and over again, buggy cc breaks, etc are one of the things that at times can make ESO pvp completely unfun to play. No other game has really had CC like this since maybe DAoC at release, and even then it was toned way, way down. CC should be something you plan to use in a certain situation to stop someone from running, to help yourself kite, to secure a kill, etc. It shouldn't be something attached to skills that do 5 other things or attached to spammables.

    When most players have a few abilities that CC someone in some way on their bar without any extra effort on their part, if you're facing multiple opponents, you're essentially guaranteed to be CC'd on cooldown the entire duration of the fight. This wouldn't be a big issue if immunity timers didn't allow you to be CC'd 20% of the time (or 100% of the time in the case of snares), but they do. ESO is probably the only game I've played in the past 15 years that has absolutely no diminishing returns on CC that's applied repeatedly.

    The CC immunity period is very generous, especially when combined with Immunity pots. ESO is one of the most CC friendly MMO out-there. GW2, WoW, Archage - You can get hard CC locked in all those games.

    However, I believe that ESO CC got 2 big issues:

    -Break free is not consistent especially in high latency environment(performance issue).
    -Direct CC abilities that go Through dodge(Fossilize, vemp drain).

    I don't think they're generous because you can be CC'd repeatedly by CC of the same duration every 4-6 seconds. In WoW if you chain cc someone, there are diminishing returns (the cc duration is continually reduced with each cast), so you cannot be stunned 20% of the time. You can't continually use your CC or you're punished by the DR, which means people actually think about when to use CC rather than just spamming it on cooldown. TTK is also much, much lower in ESO, which exacerbates the issue.
    Edited by ecru on January 17, 2020 4:53AM
    Gryphon Heart
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  • Lughlongarm
    Lughlongarm
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    ecru wrote: »
    ecru wrote: »
    Something ZOS hasn't gotten yet, that just about every other mmo dev understands, is that players don't like losing control over their character often or to a great extent. Permanent snares, repeated roots every 4 seconds, stuns over and over again, buggy cc breaks, etc are one of the things that at times can make ESO pvp completely unfun to play. No other game has really had CC like this since maybe DAoC at release, and even then it was toned way, way down. CC should be something you plan to use in a certain situation to stop someone from running, to help yourself kite, to secure a kill, etc. It shouldn't be something attached to skills that do 5 other things or attached to spammables.

    When most players have a few abilities that CC someone in some way on their bar without any extra effort on their part, if you're facing multiple opponents, you're essentially guaranteed to be CC'd on cooldown the entire duration of the fight. This wouldn't be a big issue if immunity timers didn't allow you to be CC'd 20% of the time (or 100% of the time in the case of snares), but they do. ESO is probably the only game I've played in the past 15 years that has absolutely no diminishing returns on CC that's applied repeatedly.

    The CC immunity period is very generous, especially when combined with Immunity pots. ESO is one of the most CC friendly MMO out-there. GW2, WoW, Archage - You can get hard CC locked in all those games.

    However, I believe that ESO CC got 2 big issues:

    -Break free is not consistent especially in high latency environment(performance issue).
    -Direct CC abilities that go Through dodge(Fossilize, vemp drain).

    I don't think they're generous because you can be CC'd repeatedly by CC of the same duration every 4-6 seconds. In WoW if you chain cc someone, there are diminishing returns (the cc duration is continually reduced with each cast), so you cannot be stunned 20% of the time. You can't continually use your CC or you're punished by the DR, which means people actually think about when to use CC rather than just spamming it on cooldown. TTK is also much, much lower in ESO, which exacerbates the issue.

    In WoW you get CC diminishing returns for only for the same type of CC . 2 Players alone can Prema CC a target. With some classes/builds you can also do it solo. In WoW for most classes/buiilds you have only one CC break with huge CD. In ESO when things working as intended you can only get stunned every 6 sec and break free immediately. So ya, I prefer ESO system much more.
  • ecru
    ecru
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    ecru wrote: »
    ecru wrote: »
    Something ZOS hasn't gotten yet, that just about every other mmo dev understands, is that players don't like losing control over their character often or to a great extent. Permanent snares, repeated roots every 4 seconds, stuns over and over again, buggy cc breaks, etc are one of the things that at times can make ESO pvp completely unfun to play. No other game has really had CC like this since maybe DAoC at release, and even then it was toned way, way down. CC should be something you plan to use in a certain situation to stop someone from running, to help yourself kite, to secure a kill, etc. It shouldn't be something attached to skills that do 5 other things or attached to spammables.

    When most players have a few abilities that CC someone in some way on their bar without any extra effort on their part, if you're facing multiple opponents, you're essentially guaranteed to be CC'd on cooldown the entire duration of the fight. This wouldn't be a big issue if immunity timers didn't allow you to be CC'd 20% of the time (or 100% of the time in the case of snares), but they do. ESO is probably the only game I've played in the past 15 years that has absolutely no diminishing returns on CC that's applied repeatedly.

    The CC immunity period is very generous, especially when combined with Immunity pots. ESO is one of the most CC friendly MMO out-there. GW2, WoW, Archage - You can get hard CC locked in all those games.

    However, I believe that ESO CC got 2 big issues:

    -Break free is not consistent especially in high latency environment(performance issue).
    -Direct CC abilities that go Through dodge(Fossilize, vemp drain).

    I don't think they're generous because you can be CC'd repeatedly by CC of the same duration every 4-6 seconds. In WoW if you chain cc someone, there are diminishing returns (the cc duration is continually reduced with each cast), so you cannot be stunned 20% of the time. You can't continually use your CC or you're punished by the DR, which means people actually think about when to use CC rather than just spamming it on cooldown. TTK is also much, much lower in ESO, which exacerbates the issue.

    In WoW you get CC diminishing returns for only for the same type of CC . 2 Players alone can Prema CC a target. With some classes/builds you can also do it solo. In WoW for most classes/buiilds you have only one CC break with huge CD. In ESO when things working as intended you can only get stunned every 6 sec and break free immediately. So ya, I prefer ESO system much more.

    You're creating a scenario where two organized players are facing one player and coordinating abilities to stun lock someone to show that wow has "worse" cc. How often does this actually happen? In reality the DR in wow means that multiple people trying to CC you are generally at a disadvantage when it comes to outputting CC because they're overwriting each other's CC, triggering the DR, while you have full control over the DR with your own CC. In this situation you won't be CC'd for a long time unless your opponents are of equal skill and extremely organized, and in that case, like in any game, you were going to lose the fight if you were outnumbered anyway.

    The overall point I'm making here is that wow punishes players for spamming CC, whereas ESO rewards you because there is no DR at all. On top of that, ESO's CC is still broken enough that a few minutes before this post I was rooted and stunned by fossilize, broke free, roll dodged out of the root, and was stunned one second later again by a leap. The immunity timer clearly doesn't even work properly as it is. The best way to ensure a player doesn't get away from your zerg is to just spam your CC on cooldown without any added thought to it.
    Edited by ecru on January 17, 2020 8:29PM
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  • Lughlongarm
    Lughlongarm
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    ecru wrote: »
    ecru wrote: »
    ecru wrote: »
    Something ZOS hasn't gotten yet, that just about every other mmo dev understands, is that players don't like losing control over their character often or to a great extent. Permanent snares, repeated roots every 4 seconds, stuns over and over again, buggy cc breaks, etc are one of the things that at times can make ESO pvp completely unfun to play. No other game has really had CC like this since maybe DAoC at release, and even then it was toned way, way down. CC should be something you plan to use in a certain situation to stop someone from running, to help yourself kite, to secure a kill, etc. It shouldn't be something attached to skills that do 5 other things or attached to spammables.

    When most players have a few abilities that CC someone in some way on their bar without any extra effort on their part, if you're facing multiple opponents, you're essentially guaranteed to be CC'd on cooldown the entire duration of the fight. This wouldn't be a big issue if immunity timers didn't allow you to be CC'd 20% of the time (or 100% of the time in the case of snares), but they do. ESO is probably the only game I've played in the past 15 years that has absolutely no diminishing returns on CC that's applied repeatedly.

    The CC immunity period is very generous, especially when combined with Immunity pots. ESO is one of the most CC friendly MMO out-there. GW2, WoW, Archage - You can get hard CC locked in all those games.

    However, I believe that ESO CC got 2 big issues:

    -Break free is not consistent especially in high latency environment(performance issue).
    -Direct CC abilities that go Through dodge(Fossilize, vemp drain).

    I don't think they're generous because you can be CC'd repeatedly by CC of the same duration every 4-6 seconds. In WoW if you chain cc someone, there are diminishing returns (the cc duration is continually reduced with each cast), so you cannot be stunned 20% of the time. You can't continually use your CC or you're punished by the DR, which means people actually think about when to use CC rather than just spamming it on cooldown. TTK is also much, much lower in ESO, which exacerbates the issue.

    In WoW you get CC diminishing returns for only for the same type of CC . 2 Players alone can Prema CC a target. With some classes/builds you can also do it solo. In WoW for most classes/buiilds you have only one CC break with huge CD. In ESO when things working as intended you can only get stunned every 6 sec and break free immediately. So ya, I prefer ESO system much more.

    You're creating a scenario where two organized players are facing one player and coordinating abilities to stun lock someone to show that wow has "worse" cc. How often does this actually happen? In reality the DR in wow means that multiple people trying to CC you are generally at a disadvantage when it comes to outputting CC because they're overwriting each other's CC, triggering the DR, while you have full control over the DR with your own CC. In this situation you won't be CC'd for a long time unless your opponents are of equal skill and extremely organized, and in that case, like in any game, you were going to lose the fight if you were outnumbered anyway.

    The overall point I'm making here is that wow punishes players for spamming CC, whereas ESO rewards you because there is no DR at all. On top of that, ESO's CC is still broken enough that a few minutes before this post I was rooted and stunned by fossilize, broke free, roll dodged out of the root, and was stunned one second later again by a leap. The immunity timer clearly doesn't even work properly as it is. The best way to ensure a player doesn't get away from your zerg is to just spam your CC on cooldown without any added thought to it.

    I have some WoW experience m8....

    First I can assume you are addressing BFA and not Vanilla, because in Vanilla, a rogue can get stun lock you forever while taking you from 100% hp to 0% without you being able to make a single action.

    In BFA, things are a bit better, as a druid I could Cyclone the target 3 times, bash the target, use the fat race, racial stun(separate dr), this combo is like 20 sec CC chain lock. How often does it happen? Like in every 2v2 arena match.
    There is a reason why 1vs X pvp cannot be done in WoW no matter how good you are(unless your item level gap is over 100), you will just be prema stunned. I think ESO is actually one of the only MMOS exist where a good player will be able to 1vs X consistently less skilled payer. The CC immunity mechanism of ESO plays a big role here, as it takes no skill to CC spam a better player.
    Edited by Lughlongarm on January 17, 2020 10:55PM
  • TheBonesXXX
    TheBonesXXX
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    Iskiab wrote: »
    There’s nothing wrong with cc going through block or dodge rolling. It’s to stop perma blockers from tanking multiple people or dodge roll spammers from dodging everything.

    The problem is solely on break free and how cc immunity is applied. It’s applied - AFTER - you break free, so with multiple CC’s spammed you never get immunity and break free breaks.

    Best solution is to have every cc in game give cc immunity as soon as it’s applied.

    This is not an idea I'd ever want to see in PvP, ESO is reactive.
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
    ✭✭✭✭✭
    ✭✭✭
    Iskiab wrote: »
    There’s nothing wrong with cc going through block or dodge rolling. It’s to stop perma blockers from tanking multiple people or dodge roll spammers from dodging everything.

    The problem is solely on break free and how cc immunity is applied. It’s applied - AFTER - you break free, so with multiple CC’s spammed you never get immunity and break free breaks.

    Best solution is to have every cc in game give cc immunity as soon as it’s applied.

    Actually this would make things worse because you could be chain ccs if you don't have the stam to break free as the immunity duration could wear off during the cc duration. With it applying at the end of the cc at least you can't be ccd again for a short period of time.
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Roleplay Circle (AOE Rats/ Zerg Squad / Banana Squad)
  • nublife01
    nublife01
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    It drinks an essence of immovability before approaching the zerg. It does not get cc'd by the zerg.
  • Earthewen
    Earthewen
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    Iskiab wrote: »
    There’s nothing wrong with cc going through block or dodge rolling. It’s to stop perma blockers from tanking multiple people or dodge roll spammers from dodging everything.

    The problem is solely on break free and how cc immunity is applied. It’s applied - AFTER - you break free, so with multiple CC’s spammed you never get immunity and break free breaks.

    Best solution is to have every cc in game give cc immunity as soon as it’s applied.

    Actually this would make things worse because you could be chain ccs if you don't have the stam to break free as the immunity duration could wear off during the cc duration. With it applying at the end of the cc at least you can't be ccd again for a short period of time.

    All of these things sound really good in theory, but in reality the CC immunities are not functioning as they should be. Immunity should mean that you cannot get stuck again no matter what type of CC you are hit with 2 seconds after breaking free etc. This is simply not so.
  • iCaliban
    iCaliban
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    nublife01 wrote: »
    It drinks an essence of immovability before approaching the zerg. It does not get cc'd by the zerg.

    Hardly true, roots are by far more common (and broken due to immunity not working properly) you will just get chain bombarded and encased.
  • Theignson
    Theignson
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    Agree with Earthe 100%

    CC immunity: broken. Instantly CC'ed after breaking free. Shuffle doesn't work.

    The worst thing is what we call the "STUN-LOCK"

    You stand there frozen/stunned for 4-5 seconds in an ocean of fear, root, stun, whatever it is, and doge-roll and break free do nothing, so you die.

    FIX 'STUN-LOCK"

    3 GOs, a Generaland bunches of prefects etc-- all classes...I've wasted a lot of time in PVP
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
    ✭✭✭✭✭
    ✭✭✭
    Earthewen wrote: »
    Iskiab wrote: »
    There’s nothing wrong with cc going through block or dodge rolling. It’s to stop perma blockers from tanking multiple people or dodge roll spammers from dodging everything.

    The problem is solely on break free and how cc immunity is applied. It’s applied - AFTER - you break free, so with multiple CC’s spammed you never get immunity and break free breaks.

    Best solution is to have every cc in game give cc immunity as soon as it’s applied.

    Actually this would make things worse because you could be chain ccs if you don't have the stam to break free as the immunity duration could wear off during the cc duration. With it applying at the end of the cc at least you can't be ccd again for a short period of time.

    All of these things sound really good in theory, but in reality the CC immunities are not functioning as they should be. Immunity should mean that you cannot get stuck again no matter what type of CC you are hit with 2 seconds after breaking free etc. This is simply not so.

    This is not the case.

    In ESO there are multiple types of control each work slightly differently but they fall into the following brackets.


    1) Hard CC - E.g. Fear
    2) Roots - E.g. Bombard
    3) Snares - E.g. Caltrops

    Different skills can apply multiple types of effect - for example Bombard is both a Root and a Snare.

    Break free works to give you immunity to type 1). You can also use an immovable potion to give you immunity to type 1.

    for type 2 Dodge roll and certain skills give you immunity for 2-4 seconds (depending on the skill). An immovable potion does nothing. Additionally if you purge the root off then you can immediately be re-rooted.

    Snares work in the same way as type 2 however speed buffs also mitigate them on a + or - scale. for example a 40% snare will be completely mitigated by 40% movement speed increase.
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Roleplay Circle (AOE Rats/ Zerg Squad / Banana Squad)
  • Earthewen
    Earthewen
    ✭✭✭✭✭
    Earthewen wrote: »
    Iskiab wrote: »
    There’s nothing wrong with cc going through block or dodge rolling. It’s to stop perma blockers from tanking multiple people or dodge roll spammers from dodging everything.

    The problem is solely on break free and how cc immunity is applied. It’s applied - AFTER - you break free, so with multiple CC’s spammed you never get immunity and break free breaks.

    Best solution is to have every cc in game give cc immunity as soon as it’s applied.

    Actually this would make things worse because you could be chain ccs if you don't have the stam to break free as the immunity duration could wear off during the cc duration. With it applying at the end of the cc at least you can't be ccd again for a short period of time.

    All of these things sound really good in theory, but in reality the CC immunities are not functioning as they should be. Immunity should mean that you cannot get stuck again no matter what type of CC you are hit with 2 seconds after breaking free etc. This is simply not so.

    This is not the case.

    In ESO there are multiple types of control each work slightly differently but they fall into the following brackets.


    1) Hard CC - E.g. Fear
    2) Roots - E.g. Bombard
    3) Snares - E.g. Caltrops

    Different skills can apply multiple types of effect - for example Bombard is both a Root and a Snare.

    Break free works to give you immunity to type 1). You can also use an immovable potion to give you immunity to type 1.

    for type 2 Dodge roll and certain skills give you immunity for 2-4 seconds (depending on the skill). An immovable potion does nothing. Additionally if you purge the root off then you can immediately be re-rooted.

    Snares work in the same way as type 2 however speed buffs also mitigate them on a + or - scale. for example a 40% snare will be completely mitigated by 40% movement speed increase.

    I hear what you are saying, but I'm saying that in pvp combat situations in Cyro, the immunities are not functioning properly in the first place. And I submit that it shouldn't matter what kind of CC hits you after you have been released from the first. It should be a global cooldown for ALL CCs at that point regardless of stuns, roots, fears, snares ...
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