Calling my detailed explanation pretentious, then going on to dismiss GvG mechanics with an off hand statement of "it's basically dead". Please, who is truly being pretensious here? If I am terse, it is because I have no patience for potato replies.HoloYoitsu wrote: »Have you ever run in a serious raid, do you have any idea what you are talking about? Just because you can't imagine something doesn't mean anything.If they nerf EotS at this point, everyone will go block tank. That doesnt sound particularly fun.
Cant imagine guild groups getting anything done with the "old" ultimates in the current meta. People are just way too tanky in general.
We fought GoS back in 1.6 when they tried precisely what you said (back when blocky tank builds were much easier to run because you had stam regen, back when you still had barriers). Do you know what happened? After a brief adjustment period we were back to wiping the floor with them; because a raid full of low dps tanks becomes utterly dependent on mass ult dumps to kill anything outside of fighting random pugs. That makes them predictable. Do you know what they resorted to doing because of this? They placed siege in open field even fights vs us.
In fact, destro ult is an enabler, allowing raids to get by running more tanky builds than they could otherwise get away with while maintaining the same offensive capabilities. For every sky high NB destro bomb you have, you need that much less dps from elsewhere.
Extra Credit: Go ahead, define what 'too tanky' means to you.
So pretentious
Who cares about guild vs guild... The PvP guild scene in this game is already on its' deathbed. I was thinking of the horde of 60+ "solo" players that runs from keep to keep around the emp ring and how to go about fighting that with an organised group and coming out on top consistently without destro ultis.
Back then we had stam regen while blocking... now we have an overpowered constitution passive that makes block very sustainable too. And now people wear heavy instead of medium/light so they have higher resistances too. Yeah, people are way tankier now than ever before and I hope youre not argueing that this is not the case.
i haven't seen a destro ult hit for over 15k on a recap since homestead...considering they used to hit for 30k plus all the time - I'd consider this a mute point now...
now, if ya wanna talk nerf onslaught...man, that's a one hit kill move for a few of my characters (anyone below 30k max health)...
good point about this not being "rocket surgery" or "brain science" - totally agree
I've had the hit me for 15-17 K regularly the past week even with my 5 pc heavy armor and 17k resistance.
Destro was only nerfed 10%, you seeing lower numbers in your recap is only a sign of you playing differently, spending less time in the ult, running a different build or fighting different people. That bears no weight in regards to the issue of destro ult & game balance.i haven't seen a destro ult hit for over 15k on a recap since homestead...considering they used to hit for 30k plus all the time - I'd consider this a mute point now...
now, if ya wanna talk nerf onslaught...man, that's a one hit kill move for a few of my characters (anyone below 30k max health)...
good point about this not being "rocket surgery" or "brain science" - totally agree
HoloYoitsu wrote: »Destro was only nerfed 10%,
To be honest, from a raid play perspective, the aoe cap change and destro dmg reduction have had precisely zero impact on how we use and how we have to react to destro ults. Possibly due to them cancelling each other out in part.HoloYoitsu wrote: »Destro was only nerfed 10%,
when it comes to all the mechanics and eso - i'm not even gonna pretend like i really understand what the heck is going on - but, didn't this have an effect on the destro ult also:
Adjusted the Area of Effect damage thresholds for all abilities. The new thresholds are as follows:
Targets 1 – 6: 100% damage taken with all secondary effects applied.
Targets 7 – 24: 75% damage taken with no secondary effects applied (formerly 50% damage taken).
Targets 25 – 60: 50% damage taken with no secondary effects applied (formerly 25% damage taken).
also - was it minus 10% or minus 15%
Elemental Storm:
Fixed an issue where this ability and its morphs could occasionally cause your ground-target reticle to become stuck and prevent you from using other abilities.
Reduced the damage for this ability and its morphs by 5%.
Reduced the damage done by this ability and the Eye of the Storm morph by 10%. The damage from Elemental Rage remains unchanged.