fufu_from_ps4 wrote: »you just gotta look for it on the ground. if there are a bunch of things on the ground it can be difficult, outside of that, its fairly easy to play around.
warden hits shalks, then they try to stun you with that, just roll thru them, you will dodge beetles and be out of the stuns range. once you do this a few times they get frustrated and start to play more aggressively, making it easier to kill them.
i dont think this needs a nerf.
the stacking of 50 buffs onto 1 skill is not healthy game design, but i tried to stop them from doing it. they dont listen.
PvP Main here. Here is an alternative perspective for you from Cyrodil. I run solo but was part of approximately 20 skilled randoms inside a keep. We were attacking a well organized ball group of approximately 10-12 doing laps in a keep. We were able to finally break them down and defeat them thanks in large part to consistent Charm spam. In this particular case, Charm was a ball group breaker, in my opinion.
Avran_Sylt wrote: »fufu_from_ps4 wrote: »you just gotta look for it on the ground. if there are a bunch of things on the ground it can be difficult, outside of that, its fairly easy to play around.
warden hits shalks, then they try to stun you with that, just roll thru them, you will dodge beetles and be out of the stuns range. once you do this a few times they get frustrated and start to play more aggressively, making it easier to kill them.
i dont think this needs a nerf.
the stacking of 50 buffs onto 1 skill is not healthy game design, but i tried to stop them from doing it. they dont listen.
Wow so warden gets to deal attrition damage regardless (hitting a stun or making you roll-dodge out of the way) or get resources back. At least make the radius small enough that walking out of the center is a feasible option if the resource restore on "miss" is going to be so strong.
YandereGirlfriend wrote: »PvP Main here. Here is an alternative perspective for you from Cyrodil. I run solo but was part of approximately 20 skilled randoms inside a keep. We were attacking a well organized ball group of approximately 10-12 doing laps in a keep. We were able to finally break them down and defeat them thanks in large part to consistent Charm spam. In this particular case, Charm was a ball group breaker, in my opinion.
You don't need Charm for this.
Spamming a ballgroup with any combination of pulls, knockbacks, and Negates will inevitably accomplish this. Negates being the most important, the others only because they cause de-sync to ballgroup players, which is what truly gets them killed (ofc, if your intention is to de-sync someone then you're also likely treading close to the TOS...).
PvP Main here. Here is an alternative perspective for you from Cyrodil. I run solo but was part of approximately 20 skilled randoms inside a keep. We were attacking a well organized ball group of approximately 10-12 doing laps in a keep. We were able to finally break them down and defeat them thanks in large part to consistent Charm spam. In this particular case, Charm was a ball group breaker, in my opinion.
fufu_from_ps4 wrote: »you just gotta look for it on the ground. if there are a bunch of things on the ground it can be difficult, outside of that, its fairly easy to play around.
warden hits shalks, then they try to stun you with that, just roll thru them, you will dodge beetles and be out of the stuns range. once you do this a few times they get frustrated and start to play more aggressively, making it easier to kill them.
i dont think this needs a nerf.
the stacking of 50 buffs onto 1 skill is not healthy game design, but i tried to stop them from doing it. they dont listen.
fufu_from_ps4 wrote: »you just gotta look for it on the ground. if there are a bunch of things on the ground it can be difficult, outside of that, its fairly easy to play around.
warden hits shalks, then they try to stun you with that, just roll thru them, you will dodge beetles and be out of the stuns range. once you do this a few times they get frustrated and start to play more aggressively, making it easier to kill them.
i dont think this needs a nerf.
the stacking of 50 buffs onto 1 skill is not healthy game design, but i tried to stop them from doing it. they dont listen.
So your balance solution is basically “just play around the class script”? Meaning, roll-dodge every 8 seconds (as you most likely are 70% rooted)? So they either get free resources back AND a burst heal, and reset the fight if I dodge, or, if I’m a millisecond late thanks to desync, I still get charmed mid-roll and they run their kill combo.
That’s the balance? Either burn stamina and tempo constantly to counter one script on repeat, or eat the full control chain? What other class script in the game is so strong that you have to build your entire defensive rhythm around it every 8 seconds?
PvP Main here. Here is an alternative perspective for you from Cyrodil. I run solo but was part of approximately 20 skilled randoms inside a keep. We were attacking a well organized ball group of approximately 10-12 doing laps in a keep. We were able to finally break them down and defeat them thanks in large part to consistent Charm spam. In this particular case, Charm was a ball group breaker, in my opinion.
lol, peeps scared of delayed stun that has clear AoE which you can leave and easy counterplay.
The_Meathead wrote: »Not trying to be that guy, but I feel like there's no way the people saying it's fine aren't either Wardens or playing purely ranged and not having to deal with it very often.
If you play primarily melee, it's gotten pretty problematic in BGs and it's a staple of small sweat groups and Ballgroups in Cyrodiil now too, working ridiculously well with Ulfsid's + ROA to extend a long period of lost control.