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Balancing Chain pulling mechanics.

Grandsheba
Grandsheba
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one of the coolest mechs to tanking for me is honestly the chain pulls but they are not all made equal nor balanced. I understand and appreciate the variety in effects each chain pull type skill offers but the fact remains that Dragon Knights remain superior with their chain pull skills and honestly thats fine. the issue i am having is the fact that every Chain pull skill except the necromancers deals damage and has no secondary cool down.

The beckoning armor states: "Wrap yourself in hardened bone, granting you Major Resolve and Major Ward, increasing your physical resistance and spell resistance by 5280 for 20 seconds.
While active, enemies that strike you with ranged attacks will be pulled toward you once every 3 seconds.
Creates a corpse when complete." this 3 seconds is the first cool down then another 5 seconds from CC immunity. why is this an issue? It becomes an issue when the same target hits you during your 8second shared cool down and your chain activates again only to be rejected due to the CC immunity which cause you to have to wait another 3 seconds before being able to pull any other target. A restriction that we dont see with any other chain pull mech at all.

I feel the absences of damage with beckoning armor should be expected due to its defensive properties how ever the 3 seconds until the chain can pull again should be remove and allowed to just be instant like all other chain pull skills since the solution given was CC immunity.

I also feel that the Wardens frozen gate lacks only in the quantity of pulls the large trap can manage for its cost. if multiple targets move in to the gate they should all be pulled and then the gate vanishes but to place 3 out for the same cost to pull only 3 targets only makes it a less effective chain pull skill, especially in PVE where trying to aim to pull a certain target is near impossible. having the gate last for a few seconds after being stepped on a triggered to start pulling before vanishing would make this skill more viable as a chain pull mechanic.
"The Tower touches all the mantles of Heaven and by its apex one can be as he will. Be as he was and yet changed for all else on that path for those that walk after. This is [CHIM] the secret of how mortals become makers, and makers back to mortals."
  • Stinkyremy
    Stinkyremy
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    DK chains with swarm mother, range taunt and balance is comfy af.I wrap up all adds in a nice little bubble
    Edited by Stinkyremy on October 2, 2020 5:05AM
  • BejaProphet
    BejaProphet
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    I could be wrong, but I don’t think anybody meant for that necro ability to be your sole means of chaining in mobs. It should be thought of as an extra.
  • YandereGirlfriend
    YandereGirlfriend
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    I've never used Beckoning Armor but agree that it's kind of odd that it has such a long cooldown.

    I would take it down to 1 second and then take the cooldown off of Swarm Mother entirely.

    Perhaps add-ons "fix" this problem (though I guess you're out of luck if playing on a console) but the strange way that certain enemies are immune to Pull abilities (like some of the vampires in BRP) despite not being of extra large size is highly annoying.
  • NordSwordnBoard
    NordSwordnBoard
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    If I try to DK chain an add some over eager DD or proc set already stunned, it has immunity from my chain pull.

    I mean, if you want to chain a specific ranged add, you could inner fire them and then they will get pulled when they shoot you. You might as well just use silver leash for much less resources and more efficiency.

    If I'm reading this correctly, you want the armor to pull an archer, then pull him again as soon as he attacks you? I picture an archer shooting you, getting pulled in, runs away to shoot you from range, and shoots you without being pulled is what happens now. An alternate solution would be not letting him run away after being pulled for the second shot by immobilizing him. Then the AoE should get the job done.

    (In PvP, lack of cooldown would likely provide a free gap closer when you want to kite or escape)
    Fear is the Mindkiller
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