Because they screw up competitive PvP due to their hit boxes cluttering the PvP environment.
With the targeting system being what it is (and I like it), bringing something like these into PvP has to be one of the poorest choices I've seen in a long time.
Please rethink these constructs and how the mess up the targeting.
It's bad enough that sorcs can hide behind atronachs and pets - we don't need this, too.
Because they screw up competitive PvP due to their hit boxes cluttering the PvP environment.
With the targeting system being what it is (and I like it), bringing something like these into PvP has to be one of the poorest choices I've seen in a long time.
Please rethink these constructs and how the mess up the targeting.
It's bad enough that sorcs can hide behind atronachs and pets - we don't need this, too.
Lava_Croft wrote: »Just make the spheres unable to be a target.
trimsic_ESO wrote: »IMHO, all these helm + shoulder PVE sets should have been disabled in Cyrodiil.
- Valkyn Skoria's proc is just insane, and seems to contribute to the lag.
- Engine Guardian's regeneration proc is so high in value that it's a source of game imbalance
- Blood Spawn's passive regeneration is just great for one piece of armor, and the 2 items set bonus is just amazing
Furthermore, if we consider the position of a player who does not like to PvE - because she or he came on ESO for the PVP part of the game only, we can honestly say that this player has either to accept the competitive disadvantage of not having such a set or to resign and farm PVE instances until the set of the right trait / right armor finally drops.
This is not fun, really not, and such sets are a source of imbalance in Cyrodiil. They should have never been allowed in Cyrodiil, seriously.
The other way round is also perfectly valid: why should the PVE players be forced to PVP in Cyrodiil in order to obtain the best DPS stuff in the game, such as Morag Tong, or Shadow Walker to name a few. Ok, a PVE player can buy this stuff because it's not bound when picked up. But still, it costs a lot of money, and such a constraint does not make sense to me.
PVE and PVP stuffs should be entirely separated, so they can have unique bonuses perfectly adapted to the PVE or PVP situation.
To me, the itemization part of the game is one the most important ESO's weakness: we have to wait for a very long time before we can get a patch with new stuff to loot or new stuff to craft, and we are forced to play a part of the game we may not like in order to finally obtain a stuff that can break the fragile balance of the game. Well...
Because they screw up competitive PvP due to their hit boxes cluttering the PvP environment.
With the targeting system being what it is (and I like it), bringing something like these into PvP has to be one of the poorest choices I've seen in a long time.
Please rethink these constructs and how the mess up the targeting.
It's bad enough that sorcs can hide behind atronachs and pets - we don't need this, too.
Lava_Croft wrote: »Just make the spheres unable to be a target.
trimsic_ESO wrote: »IMHO, all these helm + shoulder PVE sets should have been disabled in Cyrodiil.
- Valkyn Skoria's proc is just insane, and seems to contribute to the lag.
- Engine Guardian's regeneration proc is so high in value that it's a source of game imbalance
- Blood Spawn's passive regeneration is just great for one piece of armor, and the 2 items set bonus is just amazing
Furthermore, if we consider the position of a player who does not like to PvE - because she or he came on ESO for the PVP part of the game only, we can honestly say that this player has either to accept the competitive disadvantage of not having such a set or to resign and farm PVE instances until the set of the right trait / right armor finally drops.
This is not fun, really not, and such sets are a source of imbalance in Cyrodiil. They should have never been allowed in Cyrodiil, seriously.
The other way round is also perfectly valid: why should the PVE players be forced to PVP in Cyrodiil in order to obtain the best DPS stuff in the game, such as Morag Tong, or Shadow Walker to name a few. Ok, a PVE player can buy this stuff because it's not bound when picked up. But still, it costs a lot of money, and such a constraint does not make sense to me.
PVE and PVP stuffs should be entirely separated, so they can have unique bonuses perfectly adapted to the PVE or PVP situation.
To me, the itemization part of the game is one the most important ESO's weakness: we have to wait for a very long time before we can get a patch with new stuff to loot or new stuff to craft, and we are forced to play a part of the game we may not like in order to finally obtain a stuff that can break the fragile balance of the game. Well...
trimsic_ESO wrote: »IMHO, all these helm + shoulder PVE sets should have been disabled in Cyrodiil.
- Valkyn Skoria's proc is just insane, and seems to contribute to the lag.
- Engine Guardian's regeneration proc is so high in value that it's a source of game imbalance
- Blood Spawn's passive regeneration is just great for one piece of armor, and the 2 items set bonus is just amazing
Furthermore, if we consider the position of a player who does not like to PvE - because she or he came on ESO for the PVP part of the game only, we can honestly say that this player has either to accept the competitive disadvantage of not having such a set or to resign and farm PVE instances until the set of the right trait / right armor finally drops.
This is not fun, really not, and such sets are a source of imbalance in Cyrodiil. They should have never been allowed in Cyrodiil, seriously.
The other way round is also perfectly valid: why should the PVE players be forced to PVP in Cyrodiil in order to obtain the best DPS stuff in the game, such as Morag Tong, or Shadow Walker to name a few. Ok, a PVE player can buy this stuff because it's not bound when picked up. But still, it costs a lot of money, and such a constraint does not make sense to me.
PVE and PVP stuffs should be entirely separated, so they can have unique bonuses perfectly adapted to the PVE or PVP situation.
To me, the itemization part of the game is one the most important ESO's weakness: we have to wait for a very long time before we can get a patch with new stuff to loot or new stuff to craft, and we are forced to play a part of the game we may not like in order to finally obtain a stuff that can break the fragile balance of the game. Well...
Competitive disadvantage? Absurd. The sets are good but hardly put someone at an advantage over someone who doesn't use it.
In fact I can think of several examples where the use of a Dwarven sphere puts you at a *Disadvantage* when fighting a physical stamina player. If you're not sure what I'm talking about look at the Passives in the champion tree.
As far as PvE sets, the guys who dont want to PvP can buy every piece they need. Hardcore PvErs make a ton of gold that feed my Tri-pot habit.
trimsic_ESO wrote: »The other way round is also perfectly valid: why should the PVE players be forced to PVP in Cyrodiil in order to obtain the best DPS stuff in the game, such as Morag Tong, or Shadow Walker to name a few. Ok, a PVE player can buy this stuff because it's not bound when picked up. But still, it costs a lot of money, and such a constraint does not make sense to me.
trimsic_ESO wrote: »The other way round is also perfectly valid: why should the PVE players be forced to PVP in Cyrodiil in order to obtain the best DPS stuff in the game, such as Morag Tong, or Shadow Walker to name a few. Ok, a PVE player can buy this stuff because it's not bound when picked up. But still, it costs a lot of money, and such a constraint does not make sense to me.
Unfortunately PvE players were up in arms when you could buy the PvE drops from a PvE player.. as a PvP player, I wish I could buy an engine guardian set or trade it for a Shadow Walker ring/necklace. Alas.. PvP player HAS to do PvE to get the set, whereas a PvE player can just spend coin to get the PvP items.
Because they screw up competitive PvP due to their hit boxes cluttering the PvP environment.
With the targeting system being what it is (and I like it), bringing something like these into PvP has to be one of the poorest choices I've seen in a long time.
Please rethink these constructs and how the mess up the targeting.
It's bad enough that sorcs can hide behind atronachs and pets - we don't need this, too.
They are a random proc from the Engine Guardian set. They may be annoying, but since they are from gear (which costs slots that could be used for different effects), they remain a viable build option.
Edit: it is not the only set that randomly procs pets either.
You should be more specific, so people can understand what you're talking about. Give some examples of the disadvantages of the Dwarven Sphere, and then compare them to the advantages of this set. Then there are three possible conclusions:trimsic_ESO wrote: »IMHO, all these helm + shoulder PVE sets should have been disabled in Cyrodiil.
- Valkyn Skoria's proc is just insane, and seems to contribute to the lag.
- Engine Guardian's regeneration proc is so high in value that it's a source of game imbalance
- Blood Spawn's passive regeneration is just great for one piece of armor, and the 2 items set bonus is just amazing
Furthermore, if we consider the position of a player who does not like to PvE - because she or he came on ESO for the PVP part of the game only, we can honestly say that this player has either to accept the competitive disadvantage of not having such a set or to resign and farm PVE instances until the set of the right trait / right armor finally drops.
This is not fun, really not, and such sets are a source of imbalance in Cyrodiil. They should have never been allowed in Cyrodiil, seriously.
The other way round is also perfectly valid: why should the PVE players be forced to PVP in Cyrodiil in order to obtain the best DPS stuff in the game, such as Morag Tong, or Shadow Walker to name a few. Ok, a PVE player can buy this stuff because it's not bound when picked up. But still, it costs a lot of money, and such a constraint does not make sense to me.
PVE and PVP stuffs should be entirely separated, so they can have unique bonuses perfectly adapted to the PVE or PVP situation.
To me, the itemization part of the game is one the most important ESO's weakness: we have to wait for a very long time before we can get a patch with new stuff to loot or new stuff to craft, and we are forced to play a part of the game we may not like in order to finally obtain a stuff that can break the fragile balance of the game. Well...
Competitive disadvantage? Absurd. The sets are good but hardly put someone at an advantage over someone who doesn't use it.
In fact I can think of several examples where the use of a Dwarven sphere puts you at a *Disadvantage* when fighting a physical stamina player. If you're not sure what I'm talking about look at the Passives in the champion tree.
As far as PvE sets, the guys who dont want to PvP can buy every piece they need. Hardcore PvErs make a ton of gold that feed my Tri-pot habit.
Because they screw up competitive PvP due to their hit boxes cluttering the PvP environment.
With the targeting system being what it is (and I like it), bringing something like these into PvP has to be one of the poorest choices I've seen in a long time.
Please rethink these constructs and how the mess up the targeting.
It's bad enough that sorcs can hide behind atronachs and pets - we don't need this, too.
Huh?
What targetting issue? I've never hit a Dwarven Sphere that I didn't want to.
trimsic_ESO wrote: »You should be more specific, so people can understand what you're talking about. Give some examples of the disadvantages of the Dwarven Sphere, and then compare them to the advantages of this set. Then there are three possible conclusions:
1) there are more disadvantages than advantages
2) it's the other round
3) it depends on the class and role you play
What I can see is that a lot of sorcs are using this set when they run a build designed for small scale combat. There must be some advantages no? Or they are just stupid.
trimsic_ESO wrote: »Why should the PVE players be forced to PVP in Cyrodiil in order to obtain the best DPS stuff in the game, such as Morag Tong, or Shadow Walker to name a few. Ok, a PVE player can buy this stuff because it's not bound when picked up. But still, it costs a lot of money, and such a constraint does not make sense to me.
PVE and PVP stuffs should be entirely separated, so they can have unique bonuses perfectly adapted to the PVE or PVP situation.
Attorneyatlawl wrote: »"trimsic_ESO wrote: »You should be more specific, so people can understand what you're talking about. Give some examples of the disadvantages of the Dwarven Sphere, and then compare them to the advantages of this set. Then there are three possible conclusions:
1) there are more disadvantages than advantages
2) it's the other round
3) it depends on the class and role you play
What I can see is that a lot of sorcs are using this set when they run a build designed for small scale combat. There must be some advantages no? Or they are just stupid.
Not sure if this is a sarcastic post or not, but just in case it isn't...
Stamina players have charges/leaps which they can readily use on the spheres even if the enemy is out of sight, because they spheres don't follow them until they're around 15 meters away from their master, and then just get back into that range again. You can get some freebies for simply bashing them from the champion system, as @Ezareth already spelled out. You can tab target the enemy in the first place, so targeting is a complete non-issue. The set bonus takes up two gear slots, and the one-piece bonus is health regen, not particularly useful to someone using it as a magicka build. The spheres don't allow you to sneak without being spotted with ease. The spheres also give a free ton of stamina regeneration to anyone with a two-handed weapon for killing them (which is easy to do) from the 2h passive.
Those are the disadvantages.
Attorneyatlawl wrote: »"trimsic_ESO wrote: »You should be more specific, so people can understand what you're talking about. Give some examples of the disadvantages of the Dwarven Sphere, and then compare them to the advantages of this set. Then there are three possible conclusions:
1) there are more disadvantages than advantages
2) it's the other round
3) it depends on the class and role you play
What I can see is that a lot of sorcs are using this set when they run a build designed for small scale combat. There must be some advantages no? Or they are just stupid.
Not sure if this is a sarcastic post or not, but just in case it isn't...
Stamina players have charges/leaps which they can readily use on the spheres even if the enemy is out of sight, because they spheres don't follow them until they're around 15 meters away from their master, and then just get back into that range again. You can get some freebies for simply bashing them from the champion system, as @Ezareth already spelled out. You can tab target the enemy in the first place, so targeting is a complete non-issue. The set bonus takes up two gear slots, and the one-piece bonus is health regen, not particularly useful to someone using it as a magicka build. The spheres don't allow you to sneak without being spotted with ease. The spheres also give a free ton of stamina regeneration to anyone with a two-handed weapon for killing them (which is easy to do) from the 2h passive.
Those are the disadvantages.
They also give free heals to nightblades when they die if they cast mark on them.