Gap closer needs nerf now gap extender is nerfed

  • Vashir
    Vashir
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    Correct me if I'm wrong, but don't gap closers require a target, and BE does not?
    Perhaps they could revert the changes and make BE function similar to how storm atronach does (ground target reticle), giving it a skill element and not just a spammable "get out of jail free" card. /shrug

    Good idea. I can't tell you how many times I've bolt-escaped into a tree or an NPC. Targeting would slow me down a bit, but I don't always have it slotted anyway.

    As far as chain/gap closing, it can be defeated by training heavy armor up and slotting Immobile (Immovable?). Once I started doing that in PVP I have had MUCH less issue with zotting people from my high perch on keep battlements. I get chained occasionally still but it doesn't feel nearly as obnoxious since I know I have some control over it at some point (that would be the "skill" component).

    My new irritation is the molten-whatever skill DKs have + the battle flag thing + bat swarm - very difficult to extract yourself from UNLESS you have BE slotted (and have available magicka).
  • Obscure
    Obscure
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    All gap closers should be 20m or less. All gap closers need to have the free root on target for the duration of the charge removed. Either that or they need to put a free root on target on Dragon Leap and it's morphs.

    Bolt Escape never needed to be nerfed, it was working fine. What isn't working fine was the ability to spam Bolt (and literally everything else Magicka based...).

    Show me one Sorc build that can use more than 5 Bolts back to back wearing full medium or heavy armor and rocking Stamina based Weapons. Show me ONE!

    Go on... I'll wait.
  • crislevin
    crislevin
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    crislevin wrote: »
    crislevin wrote: »
    Disagree 100%. Closers should have a longer range than extenders. Did it ever cross your mind that fighting and actually playing the game is what the devs intended? Not running away and hiding. That isn't fun for anyone.

    fight is intended, are sorc all supposed to fight in melee range?

    Nope, that is exactly why they made the change. To prevent it from being spammed as a way to get out of fights. The new bolt escape functions perfectly for keeping sorcs in casting range without allowing them free outs.

    Maybe you need to rethink what you are complaining about.

    then you failed to read the first post.

    BE has a range of 15, sorc's casting range is 28, all gap closer has a range of 22 or more.

    somewhere you got lost.

    Good point! Gap closers need their range increased to 28.
    just break it more already! :)
  • FunkyBudda
    FunkyBudda
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    Eivar wrote: »
    FunkyBudda wrote: »
    Disagree 100%. Closers should have a longer range than extenders. Did it ever cross your mind that fighting and actually playing the game is what the devs intended? Not running away and hiding. That isn't fun for anyone.

    so all fighting should be melee, and range combat is for PvE only? Sure, show me one successful MMOs that have done it and embraced by their intended target audience.

    it really looks like you're saying that no one should be able to close range with a ranged fighter for long enough to get a kill, yeah that sounds balanced.

    then it really looks like you're saying that no one should be able to stay range with a melee fighter for long enough to get a kill, yeah that sounds balanced.

    I am patiently awaiting your counter and reasoning.
    Edited by FunkyBudda on June 10, 2014 10:16PM
  • Eivar
    Eivar
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    FunkyBudda wrote: »
    Eivar wrote: »
    FunkyBudda wrote: »
    Disagree 100%. Closers should have a longer range than extenders. Did it ever cross your mind that fighting and actually playing the game is what the devs intended? Not running away and hiding. That isn't fun for anyone.

    so all fighting should be melee, and range combat is for PvE only? Sure, show me one successful MMOs that have done it and embraced by their intended target audience.

    it really looks like you're saying that no one should be able to close range with a ranged fighter for long enough to get a kill, yeah that sounds balanced.

    then it really looks like you're saying that no one should be able to stay range with a melee fighter for long enough to get a kill, yeah that sounds balanced.

    I am patiently awaiting your counter and reasoning.

    LOL btw, how considerate of you <.< >.>.

    I don't agree with nerf, but everyone complaining about the Bolt escape nerf seems to have this idea that now they'll never be able to escape combat, and that just isn't the case. Yes those that use it will die a bit more often, but it's not as easily abusable as it was. Before if anything happened against what a sorc wanted, they could just button mash Bolt escape duck behind a tree and regain all their HP and magicka. Now there's still a good chance they can pull that off, but they'll be at closer range, and have more of a threat.

    lots of people like do say that dark cloak is a free escape as well, but it simply isn't, yes if used right you can get away from a lot of situations, but there are a few very easy counters for it, and most of those counters don't even require you to target the enemy trying to escape(which is good cause if they are invis you need that edge).

    the dk chains as i understand it yes have an extended range morph, which could prove troublesome to a sorc, but i beleive if they chain you, you can just bolt right through them again(and do go through as it'll make it harder for them to target you quickly) and the next chain attempt will miss.

    the exact same strategy works for the templar charge, teleport strike, or either of the weapon gap closers as they require a target as well.

    right now what we have is a balanced field when it comes to survive-ability, though i still think dk heals are a bit insane, but then i play a nb and my sustained dps is garbage so that could be a whole different issue.
  • Daethz
    Daethz
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    Nah, if theres no way to get people in range, melee has 0 dps uptime, whilas regaurdless of range sorcs can have 100% dps uptime.
    Waiting, and watching, for the return of Melee Weapons.
    -Subsidiary of The Fighters Guild
  • Mykah
    Mykah
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    crislevin wrote: »
    Mykah wrote: »
    The difference between gap closers and teleport is that gap closers are a gap closer and teleports are teleport. This is why they cost different amounts of resource.

    Please feel free to use 2h and Shield gap close abilities since you feel they are so strong, they are available to every class.

    wait, so a sorc shouldn't play ranged style at all without accepting the disadvantage in the resource cost? and everybody should just melee out?

    then take out all classes and leave only one melee class, who need diversity here, right?

    What is a melee class?
  • Mortosk
    Mortosk
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    SilverWF wrote: »
    Do not forget about:
    Focused Charge and it's morphs (Templars skill) must cost 1000 magicka

    Pretty sure it already does cost 1000 magicka? Doesn't it? Well it costs something ridiculous I'm sure, cause it's a Templar skill. All our skills are ridiculously expensive, and we don't have any magicka regen so it doesn't really matter, we'd probably already be OOM from our other incredibly expensive skills before we ever got a chance to use it anyway.


    Edited by Mortosk on June 11, 2014 1:06AM
    "Now I stand, the lion before the lambs and they do not fear. They can not fear." --Arthas Menethil (aka, The Lich King)
  • FunkyBudda
    FunkyBudda
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    Eivar wrote: »
    FunkyBudda wrote: »
    Eivar wrote: »
    FunkyBudda wrote: »
    Disagree 100%. Closers should have a longer range than extenders. Did it ever cross your mind that fighting and actually playing the game is what the devs intended? Not running away and hiding. That isn't fun for anyone.

    so all fighting should be melee, and range combat is for PvE only? Sure, show me one successful MMOs that have done it and embraced by their intended target audience.

    it really looks like you're saying that no one should be able to close range with a ranged fighter for long enough to get a kill, yeah that sounds balanced.

    then it really looks like you're saying that no one should be able to stay range with a melee fighter for long enough to get a kill, yeah that sounds balanced.

    I am patiently awaiting your counter and reasoning.

    LOL btw, how considerate of you <.< >.>.

    I don't agree with nerf, but everyone complaining about the Bolt escape nerf seems to have this idea that now they'll never be able to escape combat, and that just isn't the case. Yes those that use it will die a bit more often, but it's not as easily abusable as it was. Before if anything happened against what a sorc wanted, they could just button mash Bolt escape duck behind a tree and regain all their HP and magicka. Now there's still a good chance they can pull that off, but they'll be at closer range, and have more of a threat.

    lots of people like do say that dark cloak is a free escape as well, but it simply isn't, yes if used right you can get away from a lot of situations, but there are a few very easy counters for it, and most of those counters don't even require you to target the enemy trying to escape(which is good cause if they are invis you need that edge).

    the dk chains as i understand it yes have an extended range morph, which could prove troublesome to a sorc, but i beleive if they chain you, you can just bolt right through them again(and do go through as it'll make it harder for them to target you quickly) and the next chain attempt will miss.

    the exact same strategy works for the templar charge, teleport strike, or either of the weapon gap closers as they require a target as well.

    right now what we have is a balanced field when it comes to survive-ability, though i still think dk heals are a bit insane, but then i play a nb and my sustained dps is garbage so that could be a whole different issue.

    you are saying dark cloak should allow NB to get an edge (since invis) while BE shouldn't give Sorcs an edge, both class defining skills and how is that fair?

  • Eivar
    Eivar
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    FunkyBudda wrote: »
    Eivar wrote: »
    FunkyBudda wrote: »
    Eivar wrote: »
    FunkyBudda wrote: »
    Disagree 100%. Closers should have a longer range than extenders. Did it ever cross your mind that fighting and actually playing the game is what the devs intended? Not running away and hiding. That isn't fun for anyone.

    so all fighting should be melee, and range combat is for PvE only? Sure, show me one successful MMOs that have done it and embraced by their intended target audience.

    it really looks like you're saying that no one should be able to close range with a ranged fighter for long enough to get a kill, yeah that sounds balanced.

    then it really looks like you're saying that no one should be able to stay range with a melee fighter for long enough to get a kill, yeah that sounds balanced.

    I am patiently awaiting your counter and reasoning.

    LOL btw, how considerate of you <.< >.>.

    I don't agree with nerf, but everyone complaining about the Bolt escape nerf seems to have this idea that now they'll never be able to escape combat, and that just isn't the case. Yes those that use it will die a bit more often, but it's not as easily abusable as it was. Before if anything happened against what a sorc wanted, they could just button mash Bolt escape duck behind a tree and regain all their HP and magicka. Now there's still a good chance they can pull that off, but they'll be at closer range, and have more of a threat.

    lots of people like do say that dark cloak is a free escape as well, but it simply isn't, yes if used right you can get away from a lot of situations, but there are a few very easy counters for it, and most of those counters don't even require you to target the enemy trying to escape(which is good cause if they are invis you need that edge).

    the dk chains as i understand it yes have an extended range morph, which could prove troublesome to a sorc, but i beleive if they chain you, you can just bolt right through them again(and do go through as it'll make it harder for them to target you quickly) and the next chain attempt will miss.

    the exact same strategy works for the templar charge, teleport strike, or either of the weapon gap closers as they require a target as well.

    right now what we have is a balanced field when it comes to survive-ability, though i still think dk heals are a bit insane, but then i play a nb and my sustained dps is garbage so that could be a whole different issue.

    you are saying dark cloak should allow NB to get an edge (since invis) while BE shouldn't give Sorcs an edge, both class defining skills and how is that fair?

    You highlighted the paragraph, maybe you should read the whole thing, lol.
  • crislevin
    crislevin
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    latest maintenance, nothing changed. back to non-ESO things.
  • crowfl56
    crowfl56
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    here's a thought, have a 5-10 second delay on all recasts of any escape or closure, that's right no spamming those abilities. Then you have to play your char and not be griefer of sorts.

    End of discussion :)
  • crislevin
    crislevin
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    crowfl56 wrote: »
    here's a thought, have a 5-10 second delay on all recasts of any escape or closure, that's right no spamming those abilities. Then you have to play your char and not be griefer of sorts.

    End of discussion :)

    thats fine, if equal footing is what you want, make them same range too.
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