^^^ Lightning staff sorc here.
Every time some DK sends me back three or four different fire projectiles or heavy attacks with love... My scorched backside switches right back to lightning.
Reflect is the one thing that makes me rage salty in this game. I haven't once asked for it to be nerfed though, because it makes the game more interesting than one big block-fest.
So yeah. Bite me all of you MDK's.
Anti_Virus wrote: »^^^ Lightning staff sorc here.
Every time some DK sends me back three or four different fire projectiles or heavy attacks with love... My scorched backside switches right back to lightning.
Reflect is the one thing that makes me rage salty in this game. I haven't once asked for it to be nerfed though, because it makes the game more interesting than one big block-fest.
So yeah. Bite me all of you MDK's.
Well I mean you have mines so mine camp?
Relax i'm not attacking you if you think I am, but yeah I've allways prefered Lightning staff on my Sorc, not only is the heavy attack non reflectable but its undodgeable too.
GreenSoup2HoT wrote: »GreenSoup2HoT wrote: »Strider_Roshin wrote: »Blackfyre20 wrote: »Keep the skill how it is please. I personally use it and it is great for melting groups of bad players. It is super expensive as it should be for what it does, cost is fine. And good players should have np with it. When someone uses it against me I have no problems, as it is not a difficult skill to counter at all with just a little skillful play.
You mean it's easy to counter when someone without much skill uses it. Good luck escaping it when someone spams lotus fan, streak, or any other gap closer on you. The defense of it costs a lot so it should be an I win button is asinine. If the 2H ult was a guaranteed kill ult this forums would be flooded for it to be nerfed, and rightfully so. The EotS needs a nerf.
It does not need a nerf, it needs to be reverted to its old damage/duration model. People complained on pts it was bad and no one even considered its use in group play. Tbh its not even a shock to me that it is now a 1 shot kill zone when groups use it. Even with the old damage model EoTS is deadly.
This is incorrect, I pointed it out multiple times it was going to be used by zerg ball groups...and people still whined like idiots.
I agree with you even though i personally never saw your posts. Basically just waiting for the good ol Wrobel patch to come out.
Waffennacht wrote: »Anti_Virus wrote: »^^^ Lightning staff sorc here.
Every time some DK sends me back three or four different fire projectiles or heavy attacks with love... My scorched backside switches right back to lightning.
Reflect is the one thing that makes me rage salty in this game. I haven't once asked for it to be nerfed though, because it makes the game more interesting than one big block-fest.
So yeah. Bite me all of you MDK's.
Well I mean you have mines so mine camp?
Relax i'm not attacking you if you think I am, but yeah I've allways prefered Lightning staff on my Sorc, not only is the heavy attack non reflectable but its undodgeable too.
It's great for in-between burst pressure, the only prob I found was that many of the tankier builds can use that down time for heals, and HA appreciates the resource return.
Going fire is new for me, and the sustain isn't as good, however the burst is better.
My fire sorc is: dunmer, IG, Alchemist (SnB back) and Trainee x5, paired with regen mundus and witch's brew. 1600 regen on x6 HA, x1 light (this is my alt so no cool undaunted)
Sits at 30k health in Cyrodiil, 35k magicka 16k stam, can hit upwards of 3.8k spell damage.
I also run shattering prison, it's a great pair with IG, absolute stam killer for your opponent, same with mines. Running dark conversion (HA passive return for stam and the large stam pool pairs nicely) heals for something like 5.5k in PvP.
Etc etc... very solid, as with any heavy build it has the potential to run into 20min duels
The version of EotS that was on PTS at first wouldn't see much use (even tho I agree that it wasn't as bad as people make it sound like but not worth running it over meteor/negate).
The biggest downside about destro ult is that you have to use a destrostaff.
For groupplay as DD you always gonna use dual wield on main bar for the extra spell damage and 5% extra damage from the dual wield passive. It also allows to use an undaunted set + vicious death + another 5p set. Slotting a destrostaff on the 2nd bar means that you have no reliable selfheal and you have no healingsprings either - which is the best heal when it comes to costefficiency.
Let's not forget that pvp isnt only about doing max damage but also about surviving.
The current destro ultimate is op - even strong enough to make it worth running dw/destro over dw/resto. However if the dps was lower, its questionable if you would get enough "burst" damage to kill enemies fast enough to justify giving up on restostaff.
We tried to use coordinated batswarms before which is about the same damage as storms prebuff but it never really worked great due to enemies having enough time to spread out etc so meteors + negates were better and some extra duration instead of the secondary effect wouldnt make EotS prebuff better than bats, especially considering the downside mentioned above and the fact that if you dont kill people in 5 seconds the rest will be too spread to deal effective damage.
The real problem is the design of the ultimate. As it does only damage its hard to find a good balance that doesn't make it either useless or op especially considering that batswarm does pretty much the same thing for way cheaper while also giving you either invis or heal. The only viable way to nerf it would be to reduce its duration to maybe 5 seconds. Will make it easier to counter it by ccing the caster, streaking away etc. Another way of course would be to reduce damage and give it some utility, like the ice one roots everyone in it each tick, fire makes everyone in it lose 10k resists, etc.
That same large majority cried about how OP the 2-Handed Ultimate was.Joy_Division wrote: »The version of EotS that was on PTS at first wouldn't see much use (even tho I agree that it wasn't as bad as people make it sound like but not worth running it over meteor/negate).
The biggest downside about destro ult is that you have to use a destrostaff.
For groupplay as DD you always gonna use dual wield on main bar for the extra spell damage and 5% extra damage from the dual wield passive. It also allows to use an undaunted set + vicious death + another 5p set. Slotting a destrostaff on the 2nd bar means that you have no reliable selfheal and you have no healingsprings either - which is the best heal when it comes to costefficiency.
Let's not forget that pvp isnt only about doing max damage but also about surviving.
The current destro ultimate is op - even strong enough to make it worth running dw/destro over dw/resto. However if the dps was lower, its questionable if you would get enough "burst" damage to kill enemies fast enough to justify giving up on restostaff.
We tried to use coordinated batswarms before which is about the same damage as storms prebuff but it never really worked great due to enemies having enough time to spread out etc so meteors + negates were better and some extra duration instead of the secondary effect wouldnt make EotS prebuff better than bats, especially considering the downside mentioned above and the fact that if you dont kill people in 5 seconds the rest will be too spread to deal effective damage.
The real problem is the design of the ultimate. As it does only damage its hard to find a good balance that doesn't make it either useless or op especially considering that batswarm does pretty much the same thing for way cheaper while also giving you either invis or heal. The only viable way to nerf it would be to reduce its duration to maybe 5 seconds. Will make it easier to counter it by ccing the caster, streaking away etc. Another way of course would be to reduce damage and give it some utility, like the ice one roots everyone in it each tick, fire makes everyone in it lose 10k resists, etc.
Stop making sense and instead post a rant about how dumb Wrobel is for being responsible for a noob OP I win button, even though the large majority of his customers thought it was still too weak.
Lava_Croft wrote: »That same large majority cried about how OP the 2-Handed Ultimate was.Joy_Division wrote: »The version of EotS that was on PTS at first wouldn't see much use (even tho I agree that it wasn't as bad as people make it sound like but not worth running it over meteor/negate).
The biggest downside about destro ult is that you have to use a destrostaff.
For groupplay as DD you always gonna use dual wield on main bar for the extra spell damage and 5% extra damage from the dual wield passive. It also allows to use an undaunted set + vicious death + another 5p set. Slotting a destrostaff on the 2nd bar means that you have no reliable selfheal and you have no healingsprings either - which is the best heal when it comes to costefficiency.
Let's not forget that pvp isnt only about doing max damage but also about surviving.
The current destro ultimate is op - even strong enough to make it worth running dw/destro over dw/resto. However if the dps was lower, its questionable if you would get enough "burst" damage to kill enemies fast enough to justify giving up on restostaff.
We tried to use coordinated batswarms before which is about the same damage as storms prebuff but it never really worked great due to enemies having enough time to spread out etc so meteors + negates were better and some extra duration instead of the secondary effect wouldnt make EotS prebuff better than bats, especially considering the downside mentioned above and the fact that if you dont kill people in 5 seconds the rest will be too spread to deal effective damage.
The real problem is the design of the ultimate. As it does only damage its hard to find a good balance that doesn't make it either useless or op especially considering that batswarm does pretty much the same thing for way cheaper while also giving you either invis or heal. The only viable way to nerf it would be to reduce its duration to maybe 5 seconds. Will make it easier to counter it by ccing the caster, streaking away etc. Another way of course would be to reduce damage and give it some utility, like the ice one roots everyone in it each tick, fire makes everyone in it lose 10k resists, etc.
Stop making sense and instead post a rant about how dumb Wrobel is for being responsible for a noob OP I win button, even though the large majority of his customers thought it was still too weak.
Lava_Croft wrote: »That same large majority cried about how OP the 2-Handed Ultimate was.Joy_Division wrote: »The version of EotS that was on PTS at first wouldn't see much use (even tho I agree that it wasn't as bad as people make it sound like but not worth running it over meteor/negate).
The biggest downside about destro ult is that you have to use a destrostaff.
For groupplay as DD you always gonna use dual wield on main bar for the extra spell damage and 5% extra damage from the dual wield passive. It also allows to use an undaunted set + vicious death + another 5p set. Slotting a destrostaff on the 2nd bar means that you have no reliable selfheal and you have no healingsprings either - which is the best heal when it comes to costefficiency.
Let's not forget that pvp isnt only about doing max damage but also about surviving.
The current destro ultimate is op - even strong enough to make it worth running dw/destro over dw/resto. However if the dps was lower, its questionable if you would get enough "burst" damage to kill enemies fast enough to justify giving up on restostaff.
We tried to use coordinated batswarms before which is about the same damage as storms prebuff but it never really worked great due to enemies having enough time to spread out etc so meteors + negates were better and some extra duration instead of the secondary effect wouldnt make EotS prebuff better than bats, especially considering the downside mentioned above and the fact that if you dont kill people in 5 seconds the rest will be too spread to deal effective damage.
The real problem is the design of the ultimate. As it does only damage its hard to find a good balance that doesn't make it either useless or op especially considering that batswarm does pretty much the same thing for way cheaper while also giving you either invis or heal. The only viable way to nerf it would be to reduce its duration to maybe 5 seconds. Will make it easier to counter it by ccing the caster, streaking away etc. Another way of course would be to reduce damage and give it some utility, like the ice one roots everyone in it each tick, fire makes everyone in it lose 10k resists, etc.
Stop making sense and instead post a rant about how dumb Wrobel is for being responsible for a noob OP I win button, even though the large majority of his customers thought it was still too weak.
Strider_Roshin wrote: »Lava_Croft wrote: »That same large majority cried about how OP the 2-Handed Ultimate was.Joy_Division wrote: »The version of EotS that was on PTS at first wouldn't see much use (even tho I agree that it wasn't as bad as people make it sound like but not worth running it over meteor/negate).
The biggest downside about destro ult is that you have to use a destrostaff.
For groupplay as DD you always gonna use dual wield on main bar for the extra spell damage and 5% extra damage from the dual wield passive. It also allows to use an undaunted set + vicious death + another 5p set. Slotting a destrostaff on the 2nd bar means that you have no reliable selfheal and you have no healingsprings either - which is the best heal when it comes to costefficiency.
Let's not forget that pvp isnt only about doing max damage but also about surviving.
The current destro ultimate is op - even strong enough to make it worth running dw/destro over dw/resto. However if the dps was lower, its questionable if you would get enough "burst" damage to kill enemies fast enough to justify giving up on restostaff.
We tried to use coordinated batswarms before which is about the same damage as storms prebuff but it never really worked great due to enemies having enough time to spread out etc so meteors + negates were better and some extra duration instead of the secondary effect wouldnt make EotS prebuff better than bats, especially considering the downside mentioned above and the fact that if you dont kill people in 5 seconds the rest will be too spread to deal effective damage.
The real problem is the design of the ultimate. As it does only damage its hard to find a good balance that doesn't make it either useless or op especially considering that batswarm does pretty much the same thing for way cheaper while also giving you either invis or heal. The only viable way to nerf it would be to reduce its duration to maybe 5 seconds. Will make it easier to counter it by ccing the caster, streaking away etc. Another way of course would be to reduce damage and give it some utility, like the ice one roots everyone in it each tick, fire makes everyone in it lose 10k resists, etc.
Stop making sense and instead post a rant about how dumb Wrobel is for being responsible for a noob OP I win button, even though the large majority of his customers thought it was still too weak.
The 2-Handed Ultimate, what's that?
Making a joke here or what? No one uses Proxy, it is USELESS if not specialized in bombing, which only magblades can really pull off. God, you really live in your little dream bubble.Strider_Roshin wrote: »Which kept zergs in check.Anti_Virus wrote: »Strider_Roshin wrote: »No. Does not need a nerf. Note to ZOS, please do not give into the whiners of this game. Magicka classes have taken too many hits as it is.
They gave into whiners. That's why it's OP. If ZOS simply had ignore the whining to begin with we wouldn't have such a ridiculously OP move in this game.
The same can be said about Proxy Det nerf.
The fact of the matter stands, magicka builds needed a counter to gap closers, dodgers and blockers. Just like stamina builds have shield breaker, can dodge/reflect projectiles and can force melee range upon you.
Eye of the Storm and Soul Assault are necessary. Even if you wanted to tone down the damage, it would have to fulfil the same role, making melee range lethal or executing you when you lost your momentum. Otherwise you could delete it.
Let's give it a thought.
If we were to justify deleting these two ults in regards to fairness, here's what magicks builds should get in return:
A gap OPENER, a move that knocks you back 22 metres, snareroots you and ignores CC immunity.
Break free and sprint and dodge with magicka. I say blocking and HoTs like Vigor should remain stamina, to compensate for shields. Note how dodge gives I-frames, unlike shields.
Dual staves. 22% damage boost for 2h staves.
Cost reduction perks for destro resto. Spellpower perk for light armor.
Blockbreaker set. Dodgebreaker set. Overall, just magicka versions of existing stamina sets.
Post is getting too long, but by now you should get the idea. Stamina has some significant advantages that counter magicka hard. We now got two counters to specific stamina builds. They were needed and you should learn to play around them.
Oh, and zergs playing EotS? I remember zergs rocking spamnado and gapclosing you to death with spambush. I tell you the same I was told, when you face halfway competent players and your group is the minority, you should lose, anyway. Also, after all, stamina people wanted zerg bomb proxy nerfed. That's what you get. Buff Proxy, maybe?
Except proxy det was designed around killing large groups, NOT single target it still works as intended.
And yeah I remeber the perma bat DKs and sorcs that impulse spamed through zergs.
Proxy now only works on a very specific build on a very specific class. Which leaves something to be desired, which EotS delivers.
Proxy det works well against zergs, and multiple opponents. The eye of the storm outperforms every single target ultimate in the game, and it's a mobile ultimate with a massive AoE. You have no sense of balance if you don't believe this ability needs to be reverted back to its original form.
Making a joke here or what? No one uses Proxy, it is USELESS if not specialized in bombing, which only magblades can really pull off. God, you really live in your little dream bubble.Strider_Roshin wrote: »Which kept zergs in check.Anti_Virus wrote: »Strider_Roshin wrote: »No. Does not need a nerf. Note to ZOS, please do not give into the whiners of this game. Magicka classes have taken too many hits as it is.
They gave into whiners. That's why it's OP. If ZOS simply had ignore the whining to begin with we wouldn't have such a ridiculously OP move in this game.
The same can be said about Proxy Det nerf.
The fact of the matter stands, magicka builds needed a counter to gap closers, dodgers and blockers. Just like stamina builds have shield breaker, can dodge/reflect projectiles and can force melee range upon you.
Eye of the Storm and Soul Assault are necessary. Even if you wanted to tone down the damage, it would have to fulfil the same role, making melee range lethal or executing you when you lost your momentum. Otherwise you could delete it.
Let's give it a thought.
If we were to justify deleting these two ults in regards to fairness, here's what magicks builds should get in return:
A gap OPENER, a move that knocks you back 22 metres, snareroots you and ignores CC immunity.
Break free and sprint and dodge with magicka. I say blocking and HoTs like Vigor should remain stamina, to compensate for shields. Note how dodge gives I-frames, unlike shields.
Dual staves. 22% damage boost for 2h staves.
Cost reduction perks for destro resto. Spellpower perk for light armor.
Blockbreaker set. Dodgebreaker set. Overall, just magicka versions of existing stamina sets.
Post is getting too long, but by now you should get the idea. Stamina has some significant advantages that counter magicka hard. We now got two counters to specific stamina builds. They were needed and you should learn to play around them.
Oh, and zergs playing EotS? I remember zergs rocking spamnado and gapclosing you to death with spambush. I tell you the same I was told, when you face halfway competent players and your group is the minority, you should lose, anyway. Also, after all, stamina people wanted zerg bomb proxy nerfed. That's what you get. Buff Proxy, maybe?
Except proxy det was designed around killing large groups, NOT single target it still works as intended.
And yeah I remeber the perma bat DKs and sorcs that impulse spamed through zergs.
Proxy now only works on a very specific build on a very specific class. Which leaves something to be desired, which EotS delivers.
Proxy det works well against zergs, and multiple opponents. The eye of the storm outperforms every single target ultimate in the game, and it's a mobile ultimate with a massive AoE. You have no sense of balance if you don't believe this ability needs to be reverted back to its original form.
EotS does not outperform five Incap Strikes. Maybe it's more powerful than one Incap Strike, but for quintuple the cost and no other benefit? Mind you that every single Incap is potentially lethal with NB's innate burst potential, whereas EotS does not combo well. Blindly nerfing it renders it useless and pointless because of that. And Dawnbreaker of Smiting is still very much a thing. If EotS goes down, it better take Incap and DoS with it.
Strider_Roshin wrote: »Making a joke here or what? No one uses Proxy, it is USELESS if not specialized in bombing, which only magblades can really pull off. God, you really live in your little dream bubble.Strider_Roshin wrote: »Which kept zergs in check.Anti_Virus wrote: »Strider_Roshin wrote: »No. Does not need a nerf. Note to ZOS, please do not give into the whiners of this game. Magicka classes have taken too many hits as it is.
They gave into whiners. That's why it's OP. If ZOS simply had ignore the whining to begin with we wouldn't have such a ridiculously OP move in this game.
The same can be said about Proxy Det nerf.
The fact of the matter stands, magicka builds needed a counter to gap closers, dodgers and blockers. Just like stamina builds have shield breaker, can dodge/reflect projectiles and can force melee range upon you.
Eye of the Storm and Soul Assault are necessary. Even if you wanted to tone down the damage, it would have to fulfil the same role, making melee range lethal or executing you when you lost your momentum. Otherwise you could delete it.
Let's give it a thought.
If we were to justify deleting these two ults in regards to fairness, here's what magicks builds should get in return:
A gap OPENER, a move that knocks you back 22 metres, snareroots you and ignores CC immunity.
Break free and sprint and dodge with magicka. I say blocking and HoTs like Vigor should remain stamina, to compensate for shields. Note how dodge gives I-frames, unlike shields.
Dual staves. 22% damage boost for 2h staves.
Cost reduction perks for destro resto. Spellpower perk for light armor.
Blockbreaker set. Dodgebreaker set. Overall, just magicka versions of existing stamina sets.
Post is getting too long, but by now you should get the idea. Stamina has some significant advantages that counter magicka hard. We now got two counters to specific stamina builds. They were needed and you should learn to play around them.
Oh, and zergs playing EotS? I remember zergs rocking spamnado and gapclosing you to death with spambush. I tell you the same I was told, when you face halfway competent players and your group is the minority, you should lose, anyway. Also, after all, stamina people wanted zerg bomb proxy nerfed. That's what you get. Buff Proxy, maybe?
Except proxy det was designed around killing large groups, NOT single target it still works as intended.
And yeah I remeber the perma bat DKs and sorcs that impulse spamed through zergs.
Proxy now only works on a very specific build on a very specific class. Which leaves something to be desired, which EotS delivers.
Proxy det works well against zergs, and multiple opponents. The eye of the storm outperforms every single target ultimate in the game, and it's a mobile ultimate with a massive AoE. You have no sense of balance if you don't believe this ability needs to be reverted back to its original form.
EotS does not outperform five Incap Strikes. Maybe it's more powerful than one Incap Strike, but for quintuple the cost and no other benefit? Mind you that every single Incap is potentially lethal with NB's innate burst potential, whereas EotS does not combo well. Blindly nerfing it renders it useless and pointless because of that. And Dawnbreaker of Smiting is still very much a thing. If EotS goes down, it better take Incap and DoS with it.
Incap hits one opponent, Dawnbreaker hits a cone, EotS hits everyone within 10 meters in a 360 degree radius. You're not in the position to be deciding what's balanced, and what isn't if you're comparing the strength of an AoE that's not dodge-able, block-able, or interrupt-able that hits everything around you within 10 meters to something that is block-able, dodge-able, and can hit only one opponent.
Waffennacht wrote: »Strider_Roshin wrote: »Making a joke here or what? No one uses Proxy, it is USELESS if not specialized in bombing, which only magblades can really pull off. God, you really live in your little dream bubble.Strider_Roshin wrote: »Which kept zergs in check.Anti_Virus wrote: »Strider_Roshin wrote: »No. Does not need a nerf. Note to ZOS, please do not give into the whiners of this game. Magicka classes have taken too many hits as it is.
They gave into whiners. That's why it's OP. If ZOS simply had ignore the whining to begin with we wouldn't have such a ridiculously OP move in this game.
The same can be said about Proxy Det nerf.
The fact of the matter stands, magicka builds needed a counter to gap closers, dodgers and blockers. Just like stamina builds have shield breaker, can dodge/reflect projectiles and can force melee range upon you.
Eye of the Storm and Soul Assault are necessary. Even if you wanted to tone down the damage, it would have to fulfil the same role, making melee range lethal or executing you when you lost your momentum. Otherwise you could delete it.
Let's give it a thought.
If we were to justify deleting these two ults in regards to fairness, here's what magicks builds should get in return:
A gap OPENER, a move that knocks you back 22 metres, snareroots you and ignores CC immunity.
Break free and sprint and dodge with magicka. I say blocking and HoTs like Vigor should remain stamina, to compensate for shields. Note how dodge gives I-frames, unlike shields.
Dual staves. 22% damage boost for 2h staves.
Cost reduction perks for destro resto. Spellpower perk for light armor.
Blockbreaker set. Dodgebreaker set. Overall, just magicka versions of existing stamina sets.
Post is getting too long, but by now you should get the idea. Stamina has some significant advantages that counter magicka hard. We now got two counters to specific stamina builds. They were needed and you should learn to play around them.
Oh, and zergs playing EotS? I remember zergs rocking spamnado and gapclosing you to death with spambush. I tell you the same I was told, when you face halfway competent players and your group is the minority, you should lose, anyway. Also, after all, stamina people wanted zerg bomb proxy nerfed. That's what you get. Buff Proxy, maybe?
Except proxy det was designed around killing large groups, NOT single target it still works as intended.
And yeah I remeber the perma bat DKs and sorcs that impulse spamed through zergs.
Proxy now only works on a very specific build on a very specific class. Which leaves something to be desired, which EotS delivers.
Proxy det works well against zergs, and multiple opponents. The eye of the storm outperforms every single target ultimate in the game, and it's a mobile ultimate with a massive AoE. You have no sense of balance if you don't believe this ability needs to be reverted back to its original form.
EotS does not outperform five Incap Strikes. Maybe it's more powerful than one Incap Strike, but for quintuple the cost and no other benefit? Mind you that every single Incap is potentially lethal with NB's innate burst potential, whereas EotS does not combo well. Blindly nerfing it renders it useless and pointless because of that. And Dawnbreaker of Smiting is still very much a thing. If EotS goes down, it better take Incap and DoS with it.
Incap hits one opponent, Dawnbreaker hits a cone, EotS hits everyone within 10 meters in a 360 degree radius. You're not in the position to be deciding what's balanced, and what isn't if you're comparing the strength of an AoE that's not dodge-able, block-able, or interrupt-able that hits everything around you within 10 meters to something that is block-able, dodge-able, and can hit only one opponent.
But you're then saying abilities should be based and balanced around group PvP play and stats show that's in the vast minority of the game.
Waffennacht wrote: »@GreenSoup2HoT poxy det is now completely unplayable in PvE, completely worthless in small scale PvP, again you feel it's balanced because you're only looking at it from a group PvP stand point.
DeanTheCat wrote: »How about this as a compromise between the two sides?
- Destruction Staff ultimate's cost gets reduced to 175
- Base damage of the ultimate is reduced by 25%, but the ultimate now ignores armour.
- Eye of the Storm morph has a further damage reduction of 20% per tick (So 45% damage reduction), but now lasts an additional 2 seconds and is blockable.
- Elemental Rage morph now lasts an additional 3 seconds.
Effects of proposed changes:
- Creates a Magicka based counter to heavy armour, while increasing the viability of medium and light armour
- Reduces the burst damage from EotS, while keeping the overall damage similar and superior to devouring swarm.
- Creates counterplay to the EotS morph, while keeping the other morph as high damage area denial.
Your thoughts?
GreenSoup2HoT wrote: »Waffennacht wrote: »@GreenSoup2HoT poxy det is now completely unplayable in PvE, completely worthless in small scale PvP, again you feel it's balanced because you're only looking at it from a group PvP stand point.
its still a pretty good ultimate for solo play. an ultimate that does as much damage as batswarm with twice the duration and range is nothing to laugh about. sure it has a high cost but that just means you make sure you capitalize on it.
in its current state, an ultimate doing twice as much as bats while being fire damage against vamps is pretty insane.
No. Sorry, but it MUST be unblockable, that's the point. Meteor and Soul Assault are easily blockable already. Incap and Dawnbreaker are theoretically blockable, but since you can animation cancel or simply let lag do that for you, it usually hits unblocked. Mag builds need a high-powered, unmitigatable ult to compete.leepalmer95 wrote: »DeanTheCat wrote: »How about this as a compromise between the two sides?
- Destruction Staff ultimate's cost gets reduced to 175
- Base damage of the ultimate is reduced by 25%, but the ultimate now ignores armour.
- Eye of the Storm morph has a further damage reduction of 20% per tick (So 45% damage reduction), but now lasts an additional 2 seconds and is blockable.
- Elemental Rage morph now lasts an additional 3 seconds.
Effects of proposed changes:
- Creates a Magicka based counter to heavy armour, while increasing the viability of medium and light armour
- Reduces the burst damage from EotS, while keeping the overall damage similar and superior to devouring swarm.
- Creates counterplay to the EotS morph, while keeping the other morph as high damage area denial.
Your thoughts?
Or just make it blockable and reduce eye morph damage by 20% easy.
So with all your talking about how Magicka should be able to compete, I guess you also think that Stamina should be able to compete with Magicka when it comes to healing abilities?No. Sorry, but it MUST be unblockable, that's the point. Meteor and Soul Assault are easily blockable already. Incap and Dawnbreaker are theoretically blockable, but since you can animation cancel or simply let lag do that for you, it usually hits unblocked. Mag builds need a high-powered, unmitigatable ult to compete.leepalmer95 wrote: »DeanTheCat wrote: »How about this as a compromise between the two sides?
- Destruction Staff ultimate's cost gets reduced to 175
- Base damage of the ultimate is reduced by 25%, but the ultimate now ignores armour.
- Eye of the Storm morph has a further damage reduction of 20% per tick (So 45% damage reduction), but now lasts an additional 2 seconds and is blockable.
- Elemental Rage morph now lasts an additional 3 seconds.
Effects of proposed changes:
- Creates a Magicka based counter to heavy armour, while increasing the viability of medium and light armour
- Reduces the burst damage from EotS, while keeping the overall damage similar and superior to devouring swarm.
- Creates counterplay to the EotS morph, while keeping the other morph as high damage area denial.
Your thoughts?
Or just make it blockable and reduce eye morph damage by 20% easy.
If we had instant damage upon activation and a DoT after two seconds, it would be okay to make it dodgeable, but then what's the point? Might as well use the weaker, but cheaper Dawnbreaker.
Anti_Virus wrote: »
Strider_Roshin wrote: »Anti_Virus wrote: »
He means that horrible nerf they did to the bone shield in the PTS. Unless he's referring to the deceased duration to hardened ward; which didn't affect any decent sorc. It's the scrubby ones that mainly suffered. Other than that damage shields, they buffed harness magicka so that it works against all damage types. Sounds like an overall buff to the magicka community to me.