CameraBeardThePirate wrote: »When have we been past the point of undodgeable or unblockable stuns lol, the only one that's ever been removed was Fossilize.
Streak, NB fear, Fighter's Guild fear, Warden Charm, WW fear, and Necro fear are all still unblockable and undodgeable.
Turtle_Bot wrote: »The only issue I have with WW fear is there seems to be a bug where it ignores CC immunity, although this is highly likely a generic bug with all CC when under high server strain such as during MYM or when ball groups are present, and also the generic bug for all CC where it can sometimes be impossible to break free from, even with a full bar of stam.
Outside of that (which are more bugs rather than design issues), this is one of the aspects of refreshed WW I have no issues with.
Turtle_Bot wrote: »The only issue I have with WW fear is there seems to be a bug where it ignores CC immunity, although this is highly likely a generic bug with all CC when under high server strain such as during MYM or when ball groups are present, and also the generic bug for all CC where it can sometimes be impossible to break free from, even with a full bar of stam.
Outside of that (which are more bugs rather than design issues), this is one of the aspects of refreshed WW I have no issues with.
Turtle_Bot wrote: »The only issue I have with WW fear is there seems to be a bug where it ignores CC immunity, although this is highly likely a generic bug with all CC when under high server strain such as during MYM or when ball groups are present, and also the generic bug for all CC where it can sometimes be impossible to break free from, even with a full bar of stam.
Outside of that (which are more bugs rather than design issues), this is one of the aspects of refreshed WW I have no issues with.
I don't know about bypassing CC immunity, that could be an issue because I have noticed major input resolution issues, especially when you get a small group spamming at the same time in one concentrated area. It seems to be too much heavy lifting for the server.
But, what I do see with Fear that I don't see with any other form of CC is the unreliability or delay of break free. I took some video clips this afternoon, intentionally playing to show how Fear isn't reliably responding to break free, despite having the resource to do so.
Now this could be a similar issue to in input / server observations because there's almost always a heavy input spam associated with the Fear, but I really don't know what the cause is.
I've seen complaints about this in the past when doing some searches but it never seems to have been addressed. To be fair, I don't think it was a wide spread as it is since the WW update.
Now, this isn't to say that WW needs a nerf, I don't think that's the case, but in all truth the mechanic needs to be fixed and there's plenty of feedback over time that it's still a problem.
Turtle_Bot wrote: »The only issue I have with WW fear is there seems to be a bug where it ignores CC immunity, although this is highly likely a generic bug with all CC when under high server strain such as during MYM or when ball groups are present, and also the generic bug for all CC where it can sometimes be impossible to break free from, even with a full bar of stam.
Outside of that (which are more bugs rather than design issues), this is one of the aspects of refreshed WW I have no issues with.
I don't know about bypassing CC immunity, that could be an issue because I have noticed major input resolution issues, especially when you get a small group spamming at the same time in one concentrated area. It seems to be too much heavy lifting for the server.
But, what I do see with Fear that I don't see with any other form of CC is the unreliability or delay of break free. I took some video clips this afternoon, intentionally playing to show how Fear isn't reliably responding to break free, despite having the resource to do so.
Now this could be a similar issue to in input / server observations because there's almost always a heavy input spam associated with the Fear, but I really don't know what the cause is.
I've seen complaints about this in the past when doing some searches but it never seems to have been addressed. To be fair, I don't think it was a wide spread as it is since the WW update.
Now, this isn't to say that WW needs a nerf, I don't think that's the case, but in all truth the mechanic needs to be fixed and there's plenty of feedback over time that it's still a problem.
I disagree. (adjusting ‘fear’ to a cone solves no issues and is virtually unnecessary)
Potential latency issues don’t equate to reworking an entire CC mechanic, especially when that CC mechanic (or really any given CC mechanic) isn’t the only one that experiences similar issues with ‘latency’. If there is something server-side that could help with break free in general that should be adjusted, sure- w/e.
Anyways, here is a clip of me keeping basic buffs up and breaking free instantly every time (bashing to show that I have immediate control over my character after break free):
https://www.xbox.com/play/media/pYN3EQymNX
Turtle_Bot wrote: »The only issue I have with WW fear is there seems to be a bug where it ignores CC immunity, although this is highly likely a generic bug with all CC when under high server strain such as during MYM or when ball groups are present, and also the generic bug for all CC where it can sometimes be impossible to break free from, even with a full bar of stam.
Outside of that (which are more bugs rather than design issues), this is one of the aspects of refreshed WW I have no issues with.
I don't know about bypassing CC immunity, that could be an issue because I have noticed major input resolution issues, especially when you get a small group spamming at the same time in one concentrated area. It seems to be too much heavy lifting for the server.
But, what I do see with Fear that I don't see with any other form of CC is the unreliability or delay of break free. I took some video clips this afternoon, intentionally playing to show how Fear isn't reliably responding to break free, despite having the resource to do so.
Now this could be a similar issue to in input / server observations because there's almost always a heavy input spam associated with the Fear, but I really don't know what the cause is.
I've seen complaints about this in the past when doing some searches but it never seems to have been addressed. To be fair, I don't think it was a wide spread as it is since the WW update.
Now, this isn't to say that WW needs a nerf, I don't think that's the case, but in all truth the mechanic needs to be fixed and there's plenty of feedback over time that it's still a problem.
I disagree. (adjusting ‘fear’ to a cone solves no issues and is virtually unnecessary)
Potential latency issues don’t equate to reworking an entire CC mechanic, especially when that CC mechanic (or really any given CC mechanic) isn’t the only one that experiences similar issues with ‘latency’. If there is something server-side that could help with break free in general that should be adjusted, sure- w/e.
Anyways, here is a clip of me keeping basic buffs up and breaking free instantly every time (bashing to show that I have immediate control over my character after break free):
https://www.xbox.com/play/media/pYN3EQymNX
If the problem with Fear is latency related then a correct test would be in an actual PvP combat environment where latency would be a factor. Sparring in an instance is far less likely to trigger a latency based problem.
Like I said, this has been an ongoing problem and it's been brought up in the past, but I think the reason people are talking about "WW Howl" now is because it's on a reworked WW, despite this having been broken for ages.
Even in your own clip, that's seemingly latency free, your time to break free was around 0.9 to 1 full second from application. I've never been stuck from a Streak or a Javelin for a full second before being able to break free.
https://forums.elderscrollsonline.com/en/discussion/672828/mechanic-of-the-month-unblockable-aoe-fear-with-1-second-minimum-cc/p1
Turtle_Bot wrote: »The only issue I have with WW fear is there seems to be a bug where it ignores CC immunity, although this is highly likely a generic bug with all CC when under high server strain such as during MYM or when ball groups are present, and also the generic bug for all CC where it can sometimes be impossible to break free from, even with a full bar of stam.
Outside of that (which are more bugs rather than design issues), this is one of the aspects of refreshed WW I have no issues with.
I don't know about bypassing CC immunity, that could be an issue because I have noticed major input resolution issues, especially when you get a small group spamming at the same time in one concentrated area. It seems to be too much heavy lifting for the server.
But, what I do see with Fear that I don't see with any other form of CC is the unreliability or delay of break free. I took some video clips this afternoon, intentionally playing to show how Fear isn't reliably responding to break free, despite having the resource to do so.
Now this could be a similar issue to in input / server observations because there's almost always a heavy input spam associated with the Fear, but I really don't know what the cause is.
I've seen complaints about this in the past when doing some searches but it never seems to have been addressed. To be fair, I don't think it was a wide spread as it is since the WW update.
Now, this isn't to say that WW needs a nerf, I don't think that's the case, but in all truth the mechanic needs to be fixed and there's plenty of feedback over time that it's still a problem.
I disagree. (adjusting ‘fear’ to a cone solves no issues and is virtually unnecessary)
Potential latency issues don’t equate to reworking an entire CC mechanic, especially when that CC mechanic (or really any given CC mechanic) isn’t the only one that experiences similar issues with ‘latency’. If there is something server-side that could help with break free in general that should be adjusted, sure- w/e.
Anyways, here is a clip of me keeping basic buffs up and breaking free instantly every time (bashing to show that I have immediate control over my character after break free):
https://www.xbox.com/play/media/pYN3EQymNX
If the problem with Fear is latency related then a correct test would be in an actual PvP combat environment where latency would be a factor. Sparring in an instance is far less likely to trigger a latency based problem.
Like I said, this has been an ongoing problem and it's been brought up in the past, but I think the reason people are talking about "WW Howl" now is because it's on a reworked WW, despite this having been broken for ages.
Even in your own clip, that's seemingly latency free, your time to break free was around 0.9 to 1 full second from application. I've never been stuck from a Streak or a Javelin for a full second before being able to break free.
https://forums.elderscrollsonline.com/en/discussion/672828/mechanic-of-the-month-unblockable-aoe-fear-with-1-second-minimum-cc/p1
I had no latency, I am near-immediately bashing after a break. I have time to heal, etc. directly after the roar. @NxJoeyD - you sit up top in BGs (the spawn) and spam overload- I don't see why you have such a deadset opinion on 'nerf fear' when you only have to worry about it every 2 minutes and I can clearly break free on command in a controlled environment.
Turtle_Bot wrote: »The only issue I have with WW fear is there seems to be a bug where it ignores CC immunity, although this is highly likely a generic bug with all CC when under high server strain such as during MYM or when ball groups are present, and also the generic bug for all CC where it can sometimes be impossible to break free from, even with a full bar of stam.
Outside of that (which are more bugs rather than design issues), this is one of the aspects of refreshed WW I have no issues with.
Turtle_Bot wrote: »The only issue I have with WW fear is there seems to be a bug where it ignores CC immunity, although this is highly likely a generic bug with all CC when under high server strain such as during MYM or when ball groups are present, and also the generic bug for all CC where it can sometimes be impossible to break free from, even with a full bar of stam.
Outside of that (which are more bugs rather than design issues), this is one of the aspects of refreshed WW I have no issues with.
I don't know about bypassing CC immunity, that could be an issue because I have noticed major input resolution issues, especially when you get a small group spamming at the same time in one concentrated area. It seems to be too much heavy lifting for the server.
But, what I do see with Fear that I don't see with any other form of CC is the unreliability or delay of break free. I took some video clips this afternoon, intentionally playing to show how Fear isn't reliably responding to break free, despite having the resource to do so.
Now this could be a similar issue to in input / server observations because there's almost always a heavy input spam associated with the Fear, but I really don't know what the cause is.
I've seen complaints about this in the past when doing some searches but it never seems to have been addressed. To be fair, I don't think it was a wide spread as it is since the WW update.
Now, this isn't to say that WW needs a nerf, I don't think that's the case, but in all truth the mechanic needs to be fixed and there's plenty of feedback over time that it's still a problem.
I disagree. (adjusting ‘fear’ to a cone solves no issues and is virtually unnecessary)
Potential latency issues don’t equate to reworking an entire CC mechanic, especially when that CC mechanic (or really any given CC mechanic) isn’t the only one that experiences similar issues with ‘latency’. If there is something server-side that could help with break free in general that should be adjusted, sure- w/e.
Anyways, here is a clip of me keeping basic buffs up and breaking free instantly every time (bashing to show that I have immediate control over my character after break free):
https://www.xbox.com/play/media/pYN3EQymNX
If the problem with Fear is latency related then a correct test would be in an actual PvP combat environment where latency would be a factor. Sparring in an instance is far less likely to trigger a latency based problem.
Like I said, this has been an ongoing problem and it's been brought up in the past, but I think the reason people are talking about "WW Howl" now is because it's on a reworked WW, despite this having been broken for ages.
Even in your own clip, that's seemingly latency free, your time to break free was around 0.9 to 1 full second from application. I've never been stuck from a Streak or a Javelin for a full second before being able to break free.
https://forums.elderscrollsonline.com/en/discussion/672828/mechanic-of-the-month-unblockable-aoe-fear-with-1-second-minimum-cc/p1
I had no latency, I am near-immediately bashing after a break. I have time to heal, etc. directly after the roar. @NxJoeyD - you sit up top in BGs (the spawn) and spam overload- I don't see why you have such a deadset opinion on 'nerf fear' when you only have to worry about it every 2 minutes and I can clearly break free on command in a controlled environment.
That's the point. You can't argue that Fear bugs are based on latency then use a video clip that has zero latency as proof of no issue.
No, you're not "near immediately" .. Look at your own video again. You have add on timers that clearly show you being feared with an initial 4.0 second duration that doesn't break free until 3.2 or 3.1 seconds. Add server side latency into the mix and you're well over one second.
I don't know why anyone would want to keep a mechanic that's been complained about as being broken. Where were you a year ago when players were raising this concern? I don't see you contributing back then to "keep fear the way it's always been" .. There was literally nobody on that forum thread who believed Fear was fine or unbroken.
I very highly doubt that WW would be on some struggle bus if Fear is somehow properly fixed so I don't know what all the drama is about.
and for the record, I absolutely stayed at spawn. Your 4 team was playing as a team while one of my team members was off trotting in the back of the map, and, if I'm honest, I had used some of the content clips to capture my inability to break free from Fear, despite having enough stam to do so and despite applying the inputs twice, would not break free. So what's the point?
"Pounce into Roar"
Temu Streak
Having helped create the clip in question, @Wuuffyy had no problem breaking free and using an ability shortly after.
That said, if there was any weirdness involving CC, look no further than Charms or Knockbacks which are actually proven to break your game unlike a standard Stun.
People had called for Charm to be removed from the game so many times, and few people really disagreed with the sentiment that Charm was a problem, yet Fear works mechanically similar to Charm, only quicker and with a larger AoE yet somehow that's ok? Makes no sense.