katanagirl1 wrote: »You know they are going to pull and push back in choke points.
A bell needs to ring before charm or Roa hits you.
Roa should be a bit easier to avoid now just by blocking. That it does not trigger cc immune is the problem with the set. It will usually come with a stun before or after. I think this is the problematic part.
Charm is actually harder to avoid if you are not on the move, the area is way too large and a single person can lock down an entire choke point. IDK how things are conceptualised before release sometimes.
You are right that these effects need to be balanced, the clip is just not the greatest illustration on why.
So what kind of situation would be a good example? My PS5 is always saving video, all I have to do is remember to hit Share to make a permanent video afterward. Sometimes things get busy and I forget but I could look out for anything in particular. I am often the first defender at home keeps so I see these groups just running circles around the keeps often.
Perhaps something like:
- You are pulled/cc, you break free, manage to get out and then still get pulled a second time and BONK.
- You block the pull/cc, but just because charm is so ridiculously large, you end up caught anyway and BONK.
- Maybe a combination of both.
Honestly I agree with you and you don't need to bring more video "evidence".
My point was, it is very easy for ppl to point out mistakes and use that to dismiss the entire point, so "clean" clips will be better.
First clip you seem immobile so maybe your reflex was to dodge, maybe you got spooked and dodge was your first reflex. You get pulled on that instance, followed by a charm. That is like a good 2-3s where you are unable to react. I would have blocked here but then again I have other ways of dealing with immobility, and if I get jumped like it is immediate block, never dodge. Dodging in ball situations is always a death sentence. You get hard focused solo, so you don't have much time to react either way. Still your clip illustrates well how RoA and charm, once caught, creates this unavoidable cc chain together. If you had blocked RoA, the cc chain is shorter, but you still need to deal with Charm.
Second clip you dodge to get out of the charm, fine, but the second aoe warning should have been 100% block and you would have survived there. This is maybe about experience or practice. There was no pressure, just two zones to avoid correctly. It does not illustrate the problem at all.
The combination of pulls and stuns are very unforgiving, and especially charm is way too large. There are many threads discussing this.
katanagirl1 wrote: »You know they are going to pull and push back in choke points.
A bell needs to ring before charm or Roa hits you.
Roa should be a bit easier to avoid now just by blocking. That it does not trigger cc immune is the problem with the set. It will usually come with a stun before or after. I think this is the problematic part.
Charm is actually harder to avoid if you are not on the move, the area is way too large and a single person can lock down an entire choke point. IDK how things are conceptualised before release sometimes.
You are right that these effects need to be balanced, the clip is just not the greatest illustration on why.
So what kind of situation would be a good example? My PS5 is always saving video, all I have to do is remember to hit Share to make a permanent video afterward. Sometimes things get busy and I forget but I could look out for anything in particular. I am often the first defender at home keeps so I see these groups just running circles around the keeps often.
Perhaps something like:
- You are pulled/cc, you break free, manage to get out and then still get pulled a second time and BONK.
- You block the pull/cc, but just because charm is so ridiculously large, you end up caught anyway and BONK.
- Maybe a combination of both.
Honestly I agree with you and you don't need to bring more video "evidence".
My point was, it is very easy for ppl to point out mistakes and use that to dismiss the entire point, so "clean" clips will be better.
First clip you seem immobile so maybe your reflex was to dodge, maybe you got spooked and dodge was your first reflex. You get pulled on that instance, followed by a charm. That is like a good 2-3s where you are unable to react. I would have blocked here but then again I have other ways of dealing with immobility, and if I get jumped like it is immediate block, never dodge. Dodging in ball situations is always a death sentence. You get hard focused solo, so you don't have much time to react either way. Still your clip illustrates well how RoA and charm, once caught, creates this unavoidable cc chain together. If you had blocked RoA, the cc chain is shorter, but you still need to deal with Charm.
Second clip you dodge to get out of the charm, fine, but the second aoe warning should have been 100% block and you would have survived there. This is maybe about experience or practice. There was no pressure, just two zones to avoid correctly. It does not illustrate the problem at all.
The combination of pulls and stuns are very unforgiving, and especially charm is way too large. There are many threads discussing this.
Did you even watch the second clip?
She clearly gets gap closed, then roll dodged to get as much distance as possible from the center of the AoE and the roll dodge STILL left her inside of the radius. Her clip demonstrated exactly what she was trying to, and that the set is out of control.
Saying, “well you should have blocked” completely discounts the natural reaction a player has to enemy AoEs… you get out of them as fast as possible because you never know if that AoE is what will inevitably kill you.
I saw a suggestion for a noise indicator, that would at least be something, because the set very clearly plays against your senses and punishes active awareness.
nightbringer1993 wrote: »The thing I don't understand is that we have been reporting this charm problem since scribing came out and ZOS did absolutly nothing but buff the warden class. I just went out of IC and all those wardens running arround made me sick and I left.
Is ZOS ever gonna trully listen to their players?
DovahkiinHealsYou wrote: »DovahkiinHealsYou wrote: »DovahkiinHealsYou wrote: »DovahkiinHealsYou wrote: »
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Of course I agree with the fact that RoA is not avoided by roll dodging, but should that be the case? I would love to debate that.
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https://www.youtube.com/watch?v=kdhxKGQrUZc&list=PLGGjwEyVKCjpNeVP6-MCuwzs0s7bzrkc9&index=110katanagirl1 wrote: »Ok, here is a video of me blocking during an RoA pull. I get charmed during the block and aoe and am killed by the damage from only one player.https://www.youtube.com/watch?v=kdhxKGQrUZc&list=PLGGjwEyVKCjpNeVP6-MCuwzs0s7bzrkc9&index=110
El_Borracho wrote: »@BXR_Lonestar is 100% correct about charm being the issue, but the ROA combo with charm exacerbates the problem. You have to (1) block the ROA pull, (2) weather the attack from the group, (3) then break free from the charm, and (4) get out of the AOE (because there is usually a bomber who accompanies the ROA/Charm fanboys), all of which will sap your stamina resources. Meanwhile the group uses little to no resources of their own to "maintain" the ROA + Charm attack. And this is all if there is no lag.
ROA is still annoying but it is not the problem. If anything, its what others have said, a crutch set used by ball group aficionados. Once their grand plans don't succeed, you usually have 2-3 seconds where it is open season on them before they realize it didn't work like it used to.
If anything, I have seen that in organized, smaller groups, charm is a menace. There really is no cooldown in that situation. It needs to be fixed
Alchimiste1 wrote: »I find that both ROA and Charm in their current state are both easily delt with individually. The problem is when you combine them, especially with the immobilize script. Using them together basically leaves no counterplay unless you have an immov not on cool down.
If you roll dodge you get pulled by ROA into a stun.
If you hold block charm will stun you.
Not sure if there is an easy fix. Maybe make it so charm spawn at the initial location of Lotus vs after the teleport.
If you block, you die from everyone who got pulled, ...
CatalinaWineMixer2 wrote: »I get what everyone is saying, yes I play PvP.
But at what point do the nerfs stop? Its always going to be something. It was the ultimate gain on the magma shell we all loved and especially cherished in trials. That got nerfed. And there are still unkillable tanks in PvP. It was the Warden's Ultimate. That got nerfed. It was countless things about the sorcerer, that got nerfed. The arguments about the pets count, ect.
Its always going to be something. What is next on the chopping block?
Damage shields? Or healing? The nerfs need to stop. Ten years of this and the same issues persist over and over. Or at a very minimum have no effect whatsoever on PvE.
How can we realistically stop the ongoing nerf cycle?
CatalinaWineMixer2 wrote: »I get what everyone is saying, yes I play PvP.
But at what point do the nerfs stop? Its always going to be something. It was the ultimate gain on the magma shell we all loved and especially cherished in trials. That got nerfed. And there are still unkillable tanks in PvP. It was the Warden's Ultimate. That got nerfed. It was countless things about the sorcerer, that got nerfed. The arguments about the pets count, ect.
Its always going to be something. What is next on the chopping block?
Damage shields? Or healing? The nerfs need to stop. Ten years of this and the same issues persist over and over. Or at a very minimum have no effect whatsoever on PvE.
How can we realistically stop the ongoing nerf cycle?
spartaxoxo wrote: »Damage shields are only over performing in PvP. They're fine in PvE.
spartaxoxo wrote: »Damage shields are only over performing in PvP. They're fine in PvE.
That’s an opinion for sure.
Damage Shields are trivializing PvE.
Alchimiste1 wrote: »I find that both ROA and Charm in their current state are both easily delt with individually. The problem is when you combine them, especially with the immobilize script. Using them together basically leaves no counterplay unless you have an immov not on cool down.
If you roll dodge you get pulled by ROA into a stun.
If you hold block charm will stun you.
Not sure if there is an easy fix. Maybe make it so charm spawn at the initial location of Lotus vs after the teleport.