tcgoetzub17_ESO wrote: »When 1.6 first came out, things seemed relatively balanced. Since then people have started to find the holes in the system. On each Monday I looked forward to the patch notes assuming that these issues would start to be addressed. They haven't been and the situation is becoming more critical.
Some of the imbalances:
- More than half of the people in PVP are running two hander now. That alone tells you that something is wrong. There haver been plenty of posts whats wrong with two hander, so I won't go into that here.
- A large part of the population can now doge most attacks either with roll-dodge or some kind of standing dodge. The standing dodge seems to allow them to dodge near 100% of attacks for ~ 30s. Are they stacking something with blur or evasion? What ever it is dodge should never be 100% and never for such long times.
- This morning I was nuked down by a sorc for 22k with three overload light attacks. Lights attacks can be spammed way too fast for them to do that much damage. I know how fast I can spam light attacks. This was from a sorc that blinked out from Faragyl past the mine and back, so he had to be a regen sorc and not spell damage.
This is the big three for me right now, but I'm sure people could list many others.
The way this is going in a few weeks everyone in PVP is going to be a roll dodging two hander user or blinking, shield stacking, overload sorc. Is that what we're looking for? Is everyone going to have to go to the build of the day to compete?
Just want to say power overload is an extremely slow projectile and as such you can start firing from max range while you're running at your target, firing all the way. This creates a "doppler" effect compressing all of the light attack hits into a very short time frame. This is probably my most potent kill tactic but the downside is a single dodge roll will avoid all 3 overloads so it is easily counterable. 22K also seems relatively weak for 3 hits unless you're running high spell ress.
Many bow users use a similar tactic to stack two lethal arrows so they hit at almost the same time (Which is my #1 cause of death incidentally). Projectile stacking is something of a skill trick.
tcgoetzub17_ESO wrote: »
Just want to say power overload is an extremely slow projectile and as such you can start firing from max range while you're running at your target, firing all the way. This creates a "doppler" effect compressing all of the light attack hits into a very short time frame. This is probably my most potent kill tactic but the downside is a single dodge roll will avoid all 3 overloads so it is easily counterable. 22K also seems relatively weak for 3 hits unless you're running high spell ress.
Many bow users use a similar tactic to stack two lethal arrows so they hit at almost the same time (Which is my #1 cause of death incidentally). Projectile stacking is something of a skill trick.
I'm 2 heavy 5 medium and specced into the champ spell resist.
tcgoetzub17_ESO wrote: »
I'm 2 heavy 5 medium and specced into the champ spell resist.
So I guess 22K makes sense for 3 overload hits then.
You understand what I was saying about stacking projectiles though right?
tcgoetzub17_ESO wrote: »
Two hander is only popular now because its actually viable. Messing around with it on the opposite side of the fence from my Sorc, i'd take an instant cast frag over Wrecking Blow, with Wrecking Blow i actually have to be close to my enemy to use it,a good player is not going to just stand their and do nothing and eat a Wrecking Blow. Two handed offers very little in terms of defense and most of those guys using it die far more often then say your Bolt Escaping Sorc.
Infinite Dodgerolling isn't so much an issue as the infinite resource builds you cna make now. Its possible for any build to spam Hardened Ward, Dodge roll, whatever as much to their hearts content if they build for it. Thats the issue more then dodge roll itself. Fix the nearly unlimited resource builds and you solve those problems without nerfing skills and such.
Rune_Relic wrote: »
tcgoetzub17_ESO wrote: »tcgoetzub17_ESO wrote: »
I'm 2 heavy 5 medium and specced into the champ spell resist.
So I guess 22K makes sense for 3 overload hits then.
You understand what I was saying about stacking projectiles though right?
Yep. Not sure that was the case for this encounter though as the whole thing happened at short range in a very short time.
Beside magicka pools, skill cooldown system may bring a little balance. But i've lost my faith. dammit.
tcgoetzub17_ESO wrote: »When 1.6 first came out, things seemed relatively balanced. Since then people have started to find the holes in the system. On each Monday I looked forward to the patch notes assuming that these issues would start to be addressed. They haven't been and the situation is becoming more critical.
Some of the imbalances:
- More than half of the people in PVP are running two hander now. That alone tells you that something is wrong. There haver been plenty of posts whats wrong with two hander, so I won't go into that here.
- A large part of the population can now doge most attacks either with roll-dodge or some kind of standing dodge. The standing dodge seems to allow them to dodge near 100% of attacks for ~ 30s. Are they stacking something with blur or evasion? What ever it is dodge should never be 100% and never for such long times.
- This morning I was nuked down by a sorc for 22k with three overload light attacks. Lights attacks can be spammed way too fast for them to do that much damage. I know how fast I can spam light attacks. This was from a sorc that blinked out from Faragyl past the mine and back, so he had to be a regen sorc and not spell damage.
This is the big three for me right now, but I'm sure people could list many others.
The way this is going in a few weeks everyone in PVP is going to be a roll dodging two hander user or blinking, shield stacking, overload sorc. Is that what we're looking for? Is everyone going to have to go to the build of the day to compete?
Just want to say power overload is an extremely slow projectile and as such you can start firing from max range while you're running at your target, firing all the way. This creates a "doppler" effect compressing all of the light attack hits into a very short time frame. This is probably my most potent kill tactic but the downside is a single dodge roll will avoid all 3 overloads so it is easily counterable. 22K also seems relatively weak for 3 hits unless you're running high spell ress.
Many bow users use a similar tactic to stack two lethal arrows so they hit at almost the same time (Which is my #1 cause of death incidentally). Projectile stacking is something of a skill trick.
tcgoetzub17_ESO wrote: »When 1.6 first came out, things seemed relatively balanced. Since then people have started to find the holes in the system. On each Monday I looked forward to the patch notes assuming that these issues would start to be addressed. They haven't been and the situation is becoming more critical.
Some of the imbalances:
- More than half of the people in PVP are running two hander now. That alone tells you that something is wrong. There haver been plenty of posts whats wrong with two hander, so I won't go into that here.
- A large part of the population can now doge most attacks either with roll-dodge or some kind of standing dodge. The standing dodge seems to allow them to dodge near 100% of attacks for ~ 30s. Are they stacking something with blur or evasion? What ever it is dodge should never be 100% and never for such long times.
- This morning I was nuked down by a sorc for 22k with three overload light attacks. Lights attacks can be spammed way too fast for them to do that much damage. I know how fast I can spam light attacks. This was from a sorc that blinked out from Faragyl past the mine and back, so he had to be a regen sorc and not spell damage.
This is the big three for me right now, but I'm sure people could list many others.
The way this is going in a few weeks everyone in PVP is going to be a roll dodging two hander user or blinking, shield stacking, overload sorc. Is that what we're looking for? Is everyone going to have to go to the build of the day to compete?
Just want to say power overload is an extremely slow projectile and as such you can start firing from max range while you're running at your target, firing all the way. This creates a "doppler" effect compressing all of the light attack hits into a very short time frame. This is probably my most potent kill tactic but the downside is a single dodge roll will avoid all 3 overloads so it is easily counterable. 22K also seems relatively weak for 3 hits unless you're running high spell ress.
Many bow users use a similar tactic to stack two lethal arrows so they hit at almost the same time (Which is my #1 cause of death incidentally). Projectile stacking is something of a skill trick.
So if it's slow then it should hit like a truck? LOL. A Templar skill, Vampire's Bane has the same speed but it hits 3k max.
And what stops you using it at point blank range? Your argument becomes unvalid at this point.
deathpandax_ESO wrote: »PvP is pretty balanced aside from Sorcs. Dodge rolling puts skill into the game if anything.
tcgoetzub17_ESO wrote: »When 1.6 first came out, things seemed relatively balanced. Since then people have started to find the holes in the system. On each Monday I looked forward to the patch notes assuming that these issues would start to be addressed. They haven't been and the situation is becoming more critical.
Some of the imbalances:
- More than half of the people in PVP are running two hander now. That alone tells you that something is wrong. There haver been plenty of posts whats wrong with two hander, so I won't go into that here.
- A large part of the population can now doge most attacks either with roll-dodge or some kind of standing dodge. The standing dodge seems to allow them to dodge near 100% of attacks for ~ 30s. Are they stacking something with blur or evasion? What ever it is dodge should never be 100% and never for such long times.
- This morning I was nuked down by a sorc for 22k with three overload light attacks. Lights attacks can be spammed way too fast for them to do that much damage. I know how fast I can spam light attacks. This was from a sorc that blinked out from Faragyl past the mine and back, so he had to be a regen sorc and not spell damage.
This is the big three for me right now, but I'm sure people could list many others.
The way this is going in a few weeks everyone in PVP is going to be a roll dodging two hander user or blinking, shield stacking, overload sorc. Is that what we're looking for? Is everyone going to have to go to the build of the day to compete?
Just want to say power overload is an extremely slow projectile and as such you can start firing from max range while you're running at your target, firing all the way. This creates a "doppler" effect compressing all of the light attack hits into a very short time frame. This is probably my most potent kill tactic but the downside is a single dodge roll will avoid all 3 overloads so it is easily counterable. 22K also seems relatively weak for 3 hits unless you're running high spell ress.
Many bow users use a similar tactic to stack two lethal arrows so they hit at almost the same time (Which is my #1 cause of death incidentally). Projectile stacking is something of a skill trick.
So if it's slow then it should hit like a truck? LOL. A Templar skill, Vampire's Bane has the same speed but it hits 3k max.
And what stops you using it at point blank range? Your argument becomes unvalid at this point.
For one it is an *Ultimate* Not a skill...and I don't see what a templar ability has to do with anything.
Second you can only increase the time between hits by doing the tactic that I outlined in my post to take advantage of travel time. If you fire at point blank range the speed at which you attack is exactly the global ability cooldown like every other spell. The beginning of my next pvp video coming out tonight begins with me overloading someone from point blank range in 3 hits. It takes a little over 3 seconds for them to die. Sometimes when there is latency overload will not fire at all...just like the crystal fragment proc, where other instant cast abilities continue to work fine.
My "argument" which actually was a statement is just that. The only thing invalid is your understanding of what my statement actually was.
tcgoetzub17_ESO wrote: »When 1.6 first came out, things seemed relatively balanced. Since then people have started to find the holes in the system. On each Monday I looked forward to the patch notes assuming that these issues would start to be addressed. They haven't been and the situation is becoming more critical.
Some of the imbalances:
- More than half of the people in PVP are running two hander now. That alone tells you that something is wrong. There haver been plenty of posts whats wrong with two hander, so I won't go into that here.
- A large part of the population can now doge most attacks either with roll-dodge or some kind of standing dodge. The standing dodge seems to allow them to dodge near 100% of attacks for ~ 30s. Are they stacking something with blur or evasion? What ever it is dodge should never be 100% and never for such long times.
- This morning I was nuked down by a sorc for 22k with three overload light attacks. Lights attacks can be spammed way too fast for them to do that much damage. I know how fast I can spam light attacks. This was from a sorc that blinked out from Faragyl past the mine and back, so he had to be a regen sorc and not spell damage.
This is the big three for me right now, but I'm sure people could list many others.
The way this is going in a few weeks everyone in PVP is going to be a roll dodging two hander user or blinking, shield stacking, overload sorc. Is that what we're looking for? Is everyone going to have to go to the build of the day to compete?
Just want to say power overload is an extremely slow projectile and as such you can start firing from max range while you're running at your target, firing all the way. This creates a "doppler" effect compressing all of the light attack hits into a very short time frame. This is probably my most potent kill tactic but the downside is a single dodge roll will avoid all 3 overloads so it is easily counterable. 22K also seems relatively weak for 3 hits unless you're running high spell ress.
Many bow users use a similar tactic to stack two lethal arrows so they hit at almost the same time (Which is my #1 cause of death incidentally). Projectile stacking is something of a skill trick.
So if it's slow then it should hit like a truck? LOL. A Templar skill, Vampire's Bane has the same speed but it hits 3k max.
And what stops you using it at point blank range? Your argument becomes unvalid at this point.
For one it is an *Ultimate* Not a skill...and I don't see what a templar ability has to do with anything.
Second you can only increase the time between hits by doing the tactic that I outlined in my post to take advantage of travel time. If you fire at point blank range the speed at which you attack is exactly the global ability cooldown like every other spell. The beginning of my next pvp video coming out tonight begins with me overloading someone from point blank range in 3 hits. It takes a little over 3 seconds for them to die. Sometimes when there is latency overload will not fire at all...just like the crystal fragment proc, where other instant cast abilities continue to work fine.
My "argument" which actually was a statement is just that. The only thing invalid is your understanding of what my statement actually was.
A statement which contains negativities of the spell that how it has such slow animation thus it's easily counterable.
Yes it's easy to counter only if you see that coming at non melee range. Most of the time you don't notice it in fights outside of 1v1 duels, since its animation is quite similar to lighting staff light attacks and there is no sound clue like snipe.
Also, I'm not interested what tactic you use to kill people less than 3 secs. I'm just saying it's not good for a game. There were snipers before and now this..
Anyways,
That templar example is just for comparison. I have tons of abilities slower than a turtle. And that doesn't mean they should hit as much as balistas.
In my understanding, ANYthing(ultimate or skill doesn't matter) that hits for ~50% of max health is lame except siege. That being said, to counter such a skill, usually cost way more than that countered skill. There is no balance in that.
tcgoetzub17_ESO wrote: »When 1.6 first came out, things seemed relatively balanced. Since then people have started to find the holes in the system. On each Monday I looked forward to the patch notes assuming that these issues would start to be addressed. They haven't been and the situation is becoming more critical.
Some of the imbalances:
- More than half of the people in PVP are running two hander now. That alone tells you that something is wrong. There haver been plenty of posts whats wrong with two hander, so I won't go into that here.
- A large part of the population can now doge most attacks either with roll-dodge or some kind of standing dodge. The standing dodge seems to allow them to dodge near 100% of attacks for ~ 30s. Are they stacking something with blur or evasion? What ever it is dodge should never be 100% and never for such long times.
- This morning I was nuked down by a sorc for 22k with three overload light attacks. Lights attacks can be spammed way too fast for them to do that much damage. I know how fast I can spam light attacks. This was from a sorc that blinked out from Faragyl past the mine and back, so he had to be a regen sorc and not spell damage.
This is the big three for me right now, but I'm sure people could list many others.
The way this is going in a few weeks everyone in PVP is going to be a roll dodging two hander user or blinking, shield stacking, overload sorc. Is that what we're looking for? Is everyone going to have to go to the build of the day to compete?
Just want to say power overload is an extremely slow projectile and as such you can start firing from max range while you're running at your target, firing all the way. This creates a "doppler" effect compressing all of the light attack hits into a very short time frame. This is probably my most potent kill tactic but the downside is a single dodge roll will avoid all 3 overloads so it is easily counterable. 22K also seems relatively weak for 3 hits unless you're running high spell ress.
Many bow users use a similar tactic to stack two lethal arrows so they hit at almost the same time (Which is my #1 cause of death incidentally). Projectile stacking is something of a skill trick.
So if it's slow then it should hit like a truck? LOL. A Templar skill, Vampire's Bane has the same speed but it hits 3k max.
And what stops you using it at point blank range? Your argument becomes unvalid at this point.
For one it is an *Ultimate* Not a skill...and I don't see what a templar ability has to do with anything.
Second you can only increase the time between hits by doing the tactic that I outlined in my post to take advantage of travel time. If you fire at point blank range the speed at which you attack is exactly the global ability cooldown like every other spell. The beginning of my next pvp video coming out tonight begins with me overloading someone from point blank range in 3 hits. It takes a little over 3 seconds for them to die. Sometimes when there is latency overload will not fire at all...just like the crystal fragment proc, where other instant cast abilities continue to work fine.
My "argument" which actually was a statement is just that. The only thing invalid is your understanding of what my statement actually was.
A statement which contains negativities of the spell that how it has such slow animation thus it's easily counterable.
Yes it's easy to counter only if you see that coming at non melee range. Most of the time you don't notice it in fights outside of 1v1 duels, since its animation is quite similar to lighting staff light attacks and there is no sound clue like snipe.
Also, I'm not interested what tactic you use to kill people less than 3 secs. I'm just saying it's not good for a game. There were snipers before and now this..
Anyways,
That templar example is just for comparison. I have tons of abilities slower than a turtle. And that doesn't mean they should hit as much as balistas.
In my understanding, ANYthing(ultimate or skill doesn't matter) that hits for ~50% of max health is lame except siege. That being said, to counter such a skill, usually cost way more than that countered skill. There is no balance in that.
No it actually wasn't a statement containing negatives, it was a statement about how the ability could be "stacked" because it has a slow travel time (not animation) and is a projectile. I also pointed out how it could easily be countered. That fact that is "slow" was mentioned only to demonstrate the technique possible with the ability and what probably happened to the OP. If Power Overload were a fast moving projectile this would not be possible.
As I said, you really don't understand what you're commenting on so why comment? It is OK to remain silent. Just because you have an opinion doesn't mean it needs to be voiced. Not surprisingly you're trying to turn this into another Nerf Sorc thread as your bias and general ignorance have been made abundantly clear.
Yes it's easy to counter only if you see that coming at non melee range. Most of the time you don't notice it in fights outside of 1v1 duels, since its animation is quite similar to lighting staff light attacks and there is no sound clue like snipe.