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Mechanic of the Month: Unblockable AoE Fear with 1 second minimum cc

Kaelthorn_Nightbloom
Kaelthorn_Nightbloom
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tl;dr For a summary, read Just_Attivi's explanation to understand.

Step 1: NB Stealth
Step 2: Teleport
Step 3: Rush of Agony (this doesn't matter - the 1 second cc is the problem discussed here and here)
Step 4: Unblockable AoE Fear with GUARANTEED 1 second cc duration

sCwFVDK.gif

Thanks for playing.

Edited by Kaelthorn_Nightbloom on February 6, 2025 6:46AM
PC NA
  • xylena_lazarow
    xylena_lazarow
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    SkaraMinoc wrote: »
    Step 1: NB Stealth
    Step 2: Teleport
    Step 3: Rush of Agony
    Step 4: Unblockable AoE Fear with GUARANTEED 1 second cc duration
    FTFY

    Cmon this is like blaming Crushing Shock for Sorc being overpowered.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • Genfe
    Genfe
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    Fighters guild also has fear
  • moo_2021
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    Build 50k resist and 40k hp. What can it do in a second?
  • JustLovely
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    moo_2021 wrote: »
    Build 50k resist and 40k hp. What can it do in a second?

    Wipe an entire group of 12 if they're stacked, to answer your question.
  • moo_2021
    moo_2021
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    JustLovely wrote: »
    Wipe an entire group of 12 if they're stacked, to answer your question.

    By one NB?
  • RealLoveBVB
    RealLoveBVB
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    Step 4 isn't even needed.
  • olsborg
    olsborg
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    You need more proccs to go with your proccs, after all, in eso....pvp stands for procc versus procc.

    PC EU
    PvP only
  • NordSwordnBoard
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    If Rushing agony applied a CC immunity, following up with fear would just look ominous instead of granting a second CC.
    Fear is the Mindkiller
  • Major_Mangle
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    olsborg wrote: »
    You need more proccs to go with your proccs, after all, in eso....pvp stands for procc versus procc.

    Replace procs with overtuned buff-, stat- and support set (and scribing skills) and you describe the issues with PvP more accurately
    Edited by Major_Mangle on February 4, 2025 4:39PM
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • JobooAGS
    JobooAGS
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    The problem here is rush of agony, besides you can do the same with fighter’s guild fear and stampede
  • Kaelthorn_Nightbloom
    Kaelthorn_Nightbloom
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    SkaraMinoc wrote: »
    Step 1: NB Stealth
    Step 2: Teleport
    Step 3: Rush of Agony
    Step 4: Unblockable AoE Fear with GUARANTEED 1 second cc duration
    FTFY

    Cmon this is like blaming Crushing Shock for Sorc being overpowered.

    A better comparison would be Streak which is also unblockable. Except Streak doesn't have a guaranteed 1 second cc.

    The point is that a ball group can catch you with a 1 second cc and there's nothing you can do to avoid death. You don't even need other players around you. I only added Rush of Agony to highlight the most common scenario but that's not the main issue. Rush of Agony VD is avoidable. The NB / Fighter's Guild fear isn't.*

    Rush of Agony has many threads. This is about highlighting what ball groups are using to get free kills on individual players.

    *Let's be pre-emptively pedantic and list some of the ways AOE fear can be avoided (cc immunty pots, unbreakable/immovable skill, stay out of gap closer range, move in the same direction as enemy to cause client/server position desync, etc) 🤣

    Edited by Kaelthorn_Nightbloom on February 4, 2025 9:25PM
    PC NA
  • Vaqual
    Vaqual
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    SkaraMinoc wrote: »
    SkaraMinoc wrote: »
    Step 1: NB Stealth
    Step 2: Teleport
    Step 3: Rush of Agony
    Step 4: Unblockable AoE Fear with GUARANTEED 1 second cc duration
    FTFY

    Cmon this is like blaming Crushing Shock for Sorc being overpowered.

    The point is that a ball group can catch you with a 1 second cc and there's nothing you can do to avoid death. You don't even need other players around you. I only added Rush of Agony to highlight the most common scenario but that's not the main issue. Rush of Agony VD is avoidable. The NB / Fighter's Guild fear isn't.


    Wouldn't a chain/pull spam on individual targets be a much more effective tool for catching players compared to "gap closer --> short range pull through RoA (you are already on that target since gap closer was used) --> melee stun --> wait 1s for your goons to catch up"? I am not sure if there is really a point in this thread and if it is well thought through. Not that I particularly like RoA the NB stun, but I do not see a huge issue here.
  • Kaelthorn_Nightbloom
    Kaelthorn_Nightbloom
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    Vaqual wrote: »
    SkaraMinoc wrote: »
    SkaraMinoc wrote: »
    Step 1: NB Stealth
    Step 2: Teleport
    Step 3: Rush of Agony
    Step 4: Unblockable AoE Fear with GUARANTEED 1 second cc duration
    FTFY

    Cmon this is like blaming Crushing Shock for Sorc being overpowered.

    The point is that a ball group can catch you with a 1 second cc and there's nothing you can do to avoid death. You don't even need other players around you. I only added Rush of Agony to highlight the most common scenario but that's not the main issue. Rush of Agony VD is avoidable. The NB / Fighter's Guild fear isn't.


    Wouldn't a chain/pull spam on individual targets be a much more effective tool for catching players compared to "gap closer --> short range pull through RoA (you are already on that target since gap closer was used) --> melee stun --> wait 1s for your goons to catch up"? I am not sure if there is really a point in this thread and if it is well thought through. Not that I particularly like RoA the NB stun, but I do not see a huge issue here.

    Yes, the chain pull is very effective. You can get pulled super long distances due to client/server desync. There's an AD streamer guild on PC NA that is notorious for chasing 1 player across all of Cyrodiil and pulling them for what seems like 40m+ range even though the tooltip says 22m.

    Edited by Kaelthorn_Nightbloom on February 4, 2025 9:35PM
    PC NA
  • xylena_lazarow
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    Unblockable AoE stuns have existed since the beginning and offer useful counterplay to a variety of obnoxious cheese strats. They are not a problem on their own or in any other current attack combo, only when Rushing Agony enters the picture. The blame clearly lies on Rushing Agony, an inexcusable proc.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • Alchimiste1
    Alchimiste1
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    SkaraMinoc wrote: »
    SkaraMinoc wrote: »
    Step 1: NB Stealth
    Step 2: Teleport
    Step 3: Rush of Agony
    Step 4: Unblockable AoE Fear with GUARANTEED 1 second cc duration
    FTFY

    Cmon this is like blaming Crushing Shock for Sorc being overpowered.

    A better comparison would be Streak which is also unblockable. Except Streak doesn't have a guaranteed 1 second cc.

    The point is that a ball group can catch you with a 1 second cc and there's nothing you can do to avoid death. You don't even need other players around you. I only added Rush of Agony to highlight the most common scenario but that's not the main issue. Rush of Agony VD is avoidable. The NB / Fighter's Guild fear isn't.*

    Rush of Agony has many threads. This is about highlighting what ball groups are using to get free kills on individual players.

    *Let's be pre-emptively pedantic and list some of the ways AOE fear can be avoided (cc immunty pots, unbreakable/immovable skill, stay out of gap closer range, move in the same direction as enemy to cause client/server position desync, etc) 🤣

    You can literally do the same on sorc with crit rush and streak. There’s no difference between being rush of agony into fear/streak stunned by a ball group

    You can cc break a fear into a spectral bow just like you can cc break a streak into a frag

    Neither streak or fear is the problem. It’s rush of agony. Delete every pull set.
    Edited by Alchimiste1 on February 5, 2025 6:54AM
  • Kaelthorn_Nightbloom
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    1) Streak doesn't have a guaranteed 1 second cc. AOE fear does. The minimum duration on Streak cc is 0 seconds and I have clips of players instantly breaking out of Streak with no cc animation playing. This can't be done with AOE fear and can't be done with Slippery.

    2) The point of this thread is not about Rush of Agony. I agree that Rush of Agony needs changes but for the love of Akatosh go complain in one of the dozens of other threads.

    Edited by Kaelthorn_Nightbloom on February 6, 2025 12:56AM
    PC NA
  • Kaelthorn_Nightbloom
    Kaelthorn_Nightbloom
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    Unblockable AoE stuns have existed since the beginning and offer useful counterplay to a variety of obnoxious cheese strats. They are not a problem on their own or in any other current attack combo, only when Rushing Agony enters the picture. The blame clearly lies on Rushing Agony, an inexcusable proc.

    Oh really? Here's a scenario.

    A group of 5 players run into you from off screen during a siege. The puller teleports and uses AOE fear. You pre-emptively block from muscle memory but the fear bypasses block. You are now feared for a minimum 1 second duration. The 4 other players are now able to burst you down during the tail end of that 1 second window. Rush of Agony didn't even proc.

    Fear should have a 0 second minimum duration like every other cc. The intent should be to break free as fast as your reaction time allows, 150-300ms generally. The cc should never have been the full duration of the fear animation.

    Edited by Kaelthorn_Nightbloom on February 6, 2025 1:14AM
    PC NA
  • Kaelthorn_Nightbloom
    Kaelthorn_Nightbloom
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    Avran_Sylt wrote: »
    SkaraMinoc wrote: »
    Avran_Sylt wrote: »
    SkaraMinoc wrote: »
    Unblockable AoE stuns have existed since the beginning and offer useful counterplay to a variety of obnoxious cheese strats. They are not a problem on their own or in any other current attack combo, only when Rushing Agony enters the picture. The blame clearly lies on Rushing Agony, an inexcusable proc.

    Oh really? Here's a scenario.

    A group of 5 players run into you from off screen during a siege. The puller teleports and uses AOE fear. You pre-emptively block from muscle memory but the fear bypasses block. You are now feared for a minimum 1 second duration. The 4 other players are now able to burst you down during the tail end of that 1 second window. Rush of Agony didn't even proc.

    Fear should have a 0 second minimum duration like every other cc. The intent should be to break free as fast as your reaction time allows, 150-300ms generally. The cc should never have been the full duration of the fear animation.

    Oh no. You died because of teamwork and proper timing. This is obviously a travesty as you should never die.

    Oh no. If they had teamwork and proper timing they wouldn't need to rely on an ability that doesn't follow cc standards. This is obviously a travesty that you don't know how the game works but that's okay, you're still learning.

    You die from time to time

    Actually, I die all the time yet rarely die to fear bombs because I know what to look for. Ball groups are predictable.

    Doesn't mean fear isn't the mechanic of the month 🤣

    Edited by Kaelthorn_Nightbloom on February 6, 2025 6:42AM
    PC NA
  • Avran_Sylt
    Avran_Sylt
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    SkaraMinoc wrote: »
    Avran_Sylt wrote: »
    SkaraMinoc wrote: »
    Avran_Sylt wrote: »
    SkaraMinoc wrote: »
    Unblockable AoE stuns have existed since the beginning and offer useful counterplay to a variety of obnoxious cheese strats. They are not a problem on their own or in any other current attack combo, only when Rushing Agony enters the picture. The blame clearly lies on Rushing Agony, an inexcusable proc.

    Oh really? Here's a scenario.

    A group of 5 players run into you from off screen during a siege. The puller teleports and uses AOE fear. You pre-emptively block from muscle memory but the fear bypasses block. You are now feared for a minimum 1 second duration. The 4 other players are now able to burst you down during the tail end of that 1 second window. Rush of Agony didn't even proc.

    Fear should have a 0 second minimum duration like every other cc. The intent should be to break free as fast as your reaction time allows, 150-300ms generally. The cc should never have been the full duration of the fear animation.

    Oh no. You died because of teamwork and proper timing. This is obviously a travesty as you should never die.

    Oh no. If they had teamwork and proper timing they wouldn't need to rely on an ability that doesn't follow cc standards. This is obviously a travesty that you don't know how the game works but that's okay, you're still learning.

    You die from time to time, and from a game design standpoint you certainly should.

    Actually, I die all the time yet rarely die to fear bombs because I know what to look for. Ball groups are predictable.

    Doesn't mean fear isn't the mechanic of the month 🤣

    You ain't wrong, but like, you say yourself you have adapted strategy to counter it.
  • Just_Attivi
    Just_Attivi
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    Avran_Sylt wrote: »
    SkaraMinoc wrote: »
    Avran_Sylt wrote: »
    SkaraMinoc wrote: »
    Unblockable AoE stuns have existed since the beginning and offer useful counterplay to a variety of obnoxious cheese strats. They are not a problem on their own or in any other current attack combo, only when Rushing Agony enters the picture. The blame clearly lies on Rushing Agony, an inexcusable proc.

    Oh really? Here's a scenario.

    A group of 5 players run into you from off screen during a siege. The puller teleports and uses AOE fear. You pre-emptively block from muscle memory but the fear bypasses block. You are now feared for a minimum 1 second duration. The 4 other players are now able to burst you down during the tail end of that 1 second window. Rush of Agony didn't even proc.

    Fear should have a 0 second minimum duration like every other cc. The intent should be to break free as fast as your reaction time allows, 150-300ms generally. The cc should never have been the full duration of the fear animation.

    [snip]

    [snip]

    [snip]

    I think its less about the fact that fear bypasses block (counterplay is a good thing!) we all get outplayed from time to time.

    The problem is that Fear effects force you to take near a full second of CC regardless of you trying to breakfree, because it forces an animation and ignores your inputs until it is done. Most other CC you can break free instantly, and often do so without even a thought if you are bash weaving, for example. Fear forces you to stand there and hold your head spazzing out for a second, no matter how much you spam breakfree. The point raised is very valid, not just someone whining about dying.

    Whether this is intentionally designed behavior or not, only ZOS knows. Personally I think all CC should behave the same, and Im not totally against a minimum duration of CC, but having 1 outlier amongst the bunch is a problem. Then again, ZOS loves to break their own rules with things all the time, so who knows.

    [edited to remove quote]
    Edited by ZOS_Icy on February 10, 2025 6:42PM
  • Kaelthorn_Nightbloom
    Kaelthorn_Nightbloom
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    Avran_Sylt wrote: »
    SkaraMinoc wrote: »
    Avran_Sylt wrote: »
    SkaraMinoc wrote: »
    Unblockable AoE stuns have existed since the beginning and offer useful counterplay to a variety of obnoxious cheese strats. They are not a problem on their own or in any other current attack combo, only when Rushing Agony enters the picture. The blame clearly lies on Rushing Agony, an inexcusable proc.

    Oh really? Here's a scenario.

    A group of 5 players run into you from off screen during a siege. The puller teleports and uses AOE fear. You pre-emptively block from muscle memory but the fear bypasses block. You are now feared for a minimum 1 second duration. The 4 other players are now able to burst you down during the tail end of that 1 second window. Rush of Agony didn't even proc.

    Fear should have a 0 second minimum duration like every other cc. The intent should be to break free as fast as your reaction time allows, 150-300ms generally. The cc should never have been the full duration of the fear animation.

    [snip]

    [snip]

    [snip]

    I think its less about the fact that fear bypasses block (counterplay is a good thing!) we all get outplayed from time to time.

    The problem is that Fear effects force you to take near a full second of CC regardless of you trying to breakfree, because it forces an animation and ignores your inputs until it is done. Most other CC you can break free instantly, and often do so without even a thought if you are bash weaving, for example. Fear forces you to stand there and hold your head spazzing out for a second, no matter how much you spam breakfree. The point raised is very valid, not just someone whining about dying.

    Whether this is intentionally designed behavior or not, only ZOS knows. Personally I think all CC should behave the same, and Im not totally against a minimum duration of CC, but having 1 outlier amongst the bunch is a problem. Then again, ZOS loves to break their own rules with things all the time, so who knows.

    Yes, this. Finally someone gets it. My hero 💖

    [edited to remove quote]
    Edited by ZOS_Icy on February 10, 2025 6:43PM
    PC NA
  • Avran_Sylt
    Avran_Sylt
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    Avran_Sylt wrote: »
    SkaraMinoc wrote: »
    Avran_Sylt wrote: »
    SkaraMinoc wrote: »
    Unblockable AoE stuns have existed since the beginning and offer useful counterplay to a variety of obnoxious cheese strats. They are not a problem on their own or in any other current attack combo, only when Rushing Agony enters the picture. The blame clearly lies on Rushing Agony, an inexcusable proc.

    Oh really? Here's a scenario.

    A group of 5 players run into you from off screen during a siege. The puller teleports and uses AOE fear. You pre-emptively block from muscle memory but the fear bypasses block. You are now feared for a minimum 1 second duration. The 4 other players are now able to burst you down during the tail end of that 1 second window. Rush of Agony didn't even proc.

    Fear should have a 0 second minimum duration like every other cc. The intent should be to break free as fast as your reaction time allows, 150-300ms generally. The cc should never have been the full duration of the fear animation.

    [snip]

    [snip]

    [snip]

    I think its less about the fact that fear bypasses block (counterplay is a good thing!) we all get outplayed from time to time.

    The problem is that Fear effects force you to take near a full second of CC regardless of you trying to breakfree, because it forces an animation and ignores your inputs until it is done. Most other CC you can break free instantly, and often do so without even a thought if you are bash weaving, for example. Fear forces you to stand there and hold your head spazzing out for a second, no matter how much you spam breakfree. The point raised is very valid, not just someone whining about dying.

    Whether this is intentionally designed behavior or not, only ZOS knows. Personally I think all CC should behave the same, and Im not totally against a minimum duration of CC, but having 1 outlier amongst the bunch is a problem. Then again, ZOS loves to break their own rules with things all the time, so who knows.

    Hmm, interesting. Didn't realize it was a full second. On that front I see the point about wanting consistency. As a scrub myself I typically look at posts complaining about getting kill with a bit of a bias.

    [edited to remove quote]
    Edited by ZOS_Icy on February 10, 2025 6:44PM
  • Tommy_The_Gun
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    The reason why Fear CC ignores blocking is to counter perma-blocking builds. And fear is not the only aoe CC like this. Arcanist charm for example ignores dodge. Design philosophy is identical as with invisibility & detection. Cast a skill to outright remove the ability for other players to use certain mechanics.

    It would be way better if instead of hard-countering certain mechanics it would simply reduce effectiveness of certain mechanics. But it is what it is. It is flawed design.

    Btw. Fear is not NB exclusive CC. Also... try to imagine how it would look like if it did not ignored blocking. You would be able to pretty much perma-block & at least on paper you could potentially have "low floor" skill level unkillable players.

    Still.. a counter like this (badly designed & flawed) is better than having no counter-play at all.

    Also as for what OP is mentioning about that 1 second. I don't think this CC alone works like this. Very often I am able to break free quite fast & it is more or less same reaction time when it comes to other CCs. I think the issue here is what comes after. You can stack multiple CCs and stuff that ignores CC immunity (breaking free does provide that). Hence the reason why many players run Slippery CP. Cuz it breaks CC stacking combo.
    Edited by Tommy_The_Gun on February 6, 2025 11:18AM
  • Avran_Sylt
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    The reason why Fear CC ignores blocking is to counter perma-blocking builds. And fear is not the only aoe CC like this. Arcanist charm for example ignores dodge. Design philosophy is identical as with invisibility & detection. Cast a skill to outright remove the ability for other players to use certain mechanics.

    It would be way better if instead of hard-countering certain mechanics it would simply reduce effectiveness of certain mechanics. But it is what it is. It is flawed designed.

    Btw. Fear is not NB exclusive CC. Also... try to imagine how it would look like if it did not ignored blocking. You would be able to pretty much perma-block & at least on paper you could potentially have "low floor" skill level unkillable players.

    Still.. a counter like this (badly designed & flawed) is better than having no counter-play at all.

    Also as for what OP is mentioning about that 1 second. I don't think this CC alone works like this. Very often I am able to break free quite fast & it is more or less same reaction time when it comes to other CCs. I think the issue here is what comes after. You can stack multiple CCs and stuff that ignores CC immunity (breaking free does provide that). Hence the reason why many players run Slippery CP. Cuz it breaks CC stacking combo.

    I think what they're getting at is the Animation itself (from Fear) doesn't allow any Break Free attempts. I don't know if that is actually the case, but I wouldn't be surprised at PvP oversight.

    This would need testing. Since OP has not provided any example at all (good job OP).
    Edited by Avran_Sylt on February 6, 2025 10:48AM
  • Major_Mangle
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    Fear and other unblockable stuns are generally fine (small case could be made against streak but not a topic for this thread), but anyone who´s not a super biased group oriented PvP player knows that RoA is overtuned and should be adjusted (better visuals showing the pull + giving cc immunity). Ideally we shouldn´t have pull sets at all in PvP but we know ZOS doesn´t go back on changes as a rule and it´s better to ask for realistic adjustments instead.
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • Avran_Sylt
    Avran_Sylt
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    Fear and other unblockable stuns are generally fine (small case could be made against streak but not a topic for this thread), but anyone who´s not a super biased group oriented PvP player knows that RoA is overtuned and should be adjusted (better visuals showing the pull + giving cc immunity). Ideally we shouldn´t have pull sets at all in PvP but we know ZOS doesn´t go back on changes as a rule and it´s better to ask for realistic adjustments instead.

    So far as I can tell, this Person isn't against Rush of Agony, just against a seeming bare minimum CC duration of the Fear effect.
    Edited by Avran_Sylt on February 6, 2025 10:56AM
  • xylena_lazarow
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    SkaraMinoc wrote: »
    Oh really? Here's a scenario. A group of 5 players run into you from off screen during a siege. The puller
    Say no more. Problem identified.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • i11ionward
    i11ionward
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    Avran_Sylt wrote: »
    The reason why Fear CC ignores blocking is to counter perma-blocking builds. And fear is not the only aoe CC like this. Arcanist charm for example ignores dodge. Design philosophy is identical as with invisibility & detection. Cast a skill to outright remove the ability for other players to use certain mechanics.

    It would be way better if instead of hard-countering certain mechanics it would simply reduce effectiveness of certain mechanics. But it is what it is. It is flawed designed.

    Btw. Fear is not NB exclusive CC. Also... try to imagine how it would look like if it did not ignored blocking. You would be able to pretty much perma-block & at least on paper you could potentially have "low floor" skill level unkillable players.

    Still.. a counter like this (badly designed & flawed) is better than having no counter-play at all.

    Also as for what OP is mentioning about that 1 second. I don't think this CC alone works like this. Very often I am able to break free quite fast & it is more or less same reaction time when it comes to other CCs. I think the issue here is what comes after. You can stack multiple CCs and stuff that ignores CC immunity (breaking free does provide that). Hence the reason why many players run Slippery CP. Cuz it breaks CC stacking combo.

    I think what they're getting at is the Animation itself (from Fear) doesn't allow any Break Free attempts. I don't know if that is actually the case, but I wouldn't be surprised at PvP oversight.

    This would need testing. Since OP has not provided any example at all (good job OP).

    I would also like to see confirmation of the statement that fear has a guaranteed 1 second CC.

    It seems to me that the problem is specifically with the RoA + fear combo, where the pull animation happens first, followed by an instant fear, which ultimately results in a 1 second guaranteed CC.

    I also wouldn’t mind if some CC abilities didn’t follow the general rules and had a guaranteed minimum CC duration. However, in return, these skills should have a clear and obvious telegraph with a delayed activation, like Bone Totem.
  • MincMincMinc
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    SkaraMinoc wrote: »
    1) Streak doesn't have a guaranteed 1 second cc. AOE fear does. The minimum duration on Streak cc is 0 seconds and I have clips of players instantly breaking out of Streak with no cc animation playing. This can't be done with AOE fear and can't be done with Slippery.

    2) The point of this thread is not about Rush of Agony. I agree that Rush of Agony needs changes but for the love of Akatosh go complain in one of the dozens of other threads.

    I am fairly certain zos has the cc immunity event flag tied to a certain point in the stun animation. (as in at which point you can activate cc break). It may be that zos mistimed this which is why fears or charms are delayed break free. There are still similar issues with roll dodge where the I-frames are not aligned with the animation clearly. It is offset by a bit clunkily. How many times do you spam executes on a standing target as they come out of a roll and it doesn't hit?

    Or it is poor replication design with these skills where your client just receives the animation and control loss aspect, but the flag to be able to cc break is delayed.

    Or it is the fact of bad telegraphs. Typically you can see a sorc streaking and it is very easy to see happen. Where the fear or charm animations are just not easy to see. So instead of having the 1gcd reaction before it hits and reacting to the stun animation of your character losing control, dealing with the charm or fear only lets you react to the loss of player control.

    This is a greater issue where zos has insane effect animations, but then important combat events like fears or charms are near invisible. Why does meteor and valkyn have the same animation. One is a tactical nuke and another is like a 2k proc that nobody cares about.
    Edited by MincMincMinc on February 6, 2025 2:38PM
    We should use the insightful and awesome buttons more
  • Rogue_Coyote
    Rogue_Coyote
    ✭✭✭
    Charm is a similar effect as far as rendering your character useless for a second or two. Both charm and fear should be removed from the game imo as they're chicken *** skills best used by cowards (ballgroups)
    However once you consider this entire game both pvp and pve is all about roots and stuns it's par for the course, so to speak
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