Escorpiao_Noturno wrote: »Joy_Division wrote: »Escorpiao_Noturno wrote: »I feel like you shouldn't be able to have multiple from different people pop on you, seems kinda ducked up. Then again you are probably already pretty outnumbered at that point.
Normaly my days on Cyrodill is like this
https://youtu.be/XdtFpeWuLCw
One question Power of the Light and Purifying Light
Summon an expanding beam of pure sunlight to doom an enemy, storing all damage taken for 6 seconds and releasing it with a 36% increase.
All damage taken from ALL players or all damage taken from the caster ?
All damage. If you watch the video again, that will give you good insight as to why the devs put a skill like this in the game.
Hello Joy Division, I see you a lot on pvp.
Below there is a video me tanking only 4 guys and having a hard time to stay alive because of the power of the light . You are on this video.
I remember once when you were defending a keep and I was trying to avoid you to kill all ADs with oils. But later AD zerg came and killed you. Since I am a tank, there a few things I can do to help me team (try to burn sieges, oils, fossalize enemies, heal friends.
Sometimes I like to just jump on zergs and see for how long I stay alive, but sometimes I like to help my AD team.
https://youtu.be/hG1ZX3tL-y8
You cannot complain about a skill that was given to a class that no one played for about 4 months, due to it being severely underpowered because it was added into the game with the intention that it would be the counter to perma blocking.
Now, I wouldn't say the skill is overperforming per say. When playing solo stamplar, the skill is absolute must, and is truly a blessing that has made stamplars viable again for 1vx/solo play.
It is only in group/zerg play that the skill over-performs. The real issue with this skill is that in zerg v zerg play, it can be applied by someone and EVERYONE's damage contributes to the buildup at the same rate.
In order to balance this skill so that it remains viable for PvE and for solo PvP players, I'd like to suggest that The percentage of OTHER player's damage that is copied be lowered. For example, I believe 25% of damage is copied and adds to the buildup. I'd keep that value the same, but change the skill so that other player's damage only gets 10-15% copied.
This would go a long way towards solving stacking issues, as the burst would be significantly lower for groups. At the same time, it would protect the solo players who already put in 110% when 1vxing.
You cannot complain about a skill that was given to a class that no one played for about 4 months, due to it being severely underpowered because it was added into the game with the intention that it would be the counter to perma blocking.
Now, I wouldn't say the skill is overperforming per say. When playing solo stamplar, the skill is absolute must, and is truly a blessing that has made stamplars viable again for 1vx/solo play.
It is only in group/zerg play that the skill over-performs. The real issue with this skill is that in zerg v zerg play, it can be applied by someone and EVERYONE's damage contributes to the buildup at the same rate.
In order to balance this skill so that it remains viable for PvE and for solo PvP players, I'd like to suggest that The percentage of OTHER player's damage that is copied be lowered. For example, I believe 25% of damage is copied and adds to the buildup. I'd keep that value the same, but change the skill so that other player's damage only gets 10-15% copied.
This would go a long way towards solving stacking issues, as the burst would be significantly lower for groups. At the same time, it would protect the solo players who already put in 110% when 1vxing.
I would rather that there could just be one applied to a target. If you watch the OPs video he posted a couple posts back; when he just had one on him, it was not that bad. I'm thinking having say 2 on one target makes it to where you wind up replicating 50% of the damage done between the 2. Then I suspect the explosion of one has 25% that damage then copied on to the other one. Might be what happened on his first screen shot where you see 3 of these on his death recap. The ~9k one might have copied some of the earlier 5k one and the 10k one might have copied some of the 9k one.
I would start there.
You cannot complain about a skill that was given to a class that no one played for about 4 months, due to it being severely underpowered because it was added into the game with the intention that it would be the counter to perma blocking.
Now, I wouldn't say the skill is overperforming per say. When playing solo stamplar, the skill is absolute must, and is truly a blessing that has made stamplars viable again for 1vx/solo play.
It is only in group/zerg play that the skill over-performs. The real issue with this skill is that in zerg v zerg play, it can be applied by someone and EVERYONE's damage contributes to the buildup at the same rate.
In order to balance this skill so that it remains viable for PvE and for solo PvP players, I'd like to suggest that The percentage of OTHER player's damage that is copied be lowered. For example, I believe 25% of damage is copied and adds to the buildup. I'd keep that value the same, but change the skill so that other player's damage only gets 10-15% copied.
This would go a long way towards solving stacking issues, as the burst would be significantly lower for groups. At the same time, it would protect the solo players who already put in 110% when 1vxing.
"i think i can't purge this"Escorpiao_Noturno wrote: »Hi,
I am normally play as tank. But lately I am getting a hard time to tank Templars, because of the OP skill Power of the Light and Purifying Light.
That *** some times hit me for 12k or more. I am using 7 heavy armor with all impen and 75 points on CP in critical resistance, reactive armor that gives me 35% damage reduction when I am on disabling effect "When tanking a zerg you always are getting disabling effect"
So, how can I counter this ? I think I can`t purge this.
Am I crying too much or this skills are so OP ?
[img][/img]
Then don't make stupid assumptions about things you are clueless about. It's funny how you even acknowledge your lack of knowledge about this ability but still call it "Overpowered".Escorpiao_Noturno wrote: »"i think i can't purge this"Escorpiao_Noturno wrote: »Hi,
I am normally play as tank. But lately I am getting a hard time to tank Templars, because of the OP skill Power of the Light and Purifying Light.
That *** some times hit me for 12k or more. I am using 7 heavy armor with all impen and 75 points on CP in critical resistance, reactive armor that gives me 35% damage reduction when I am on disabling effect "When tanking a zerg you always are getting disabling effect"
So, how can I counter this ? I think I can`t purge this.
Am I crying too much or this skills are so OP ?
[img][/img]
This is the problem with most players who come to the forums to complain about something, they are absolutely clueless about the skill they are complaining about.
That's Why I am here on forum. Because I don't know that skill.
"i think i can't purge this"Escorpiao_Noturno wrote: »Hi,
I am normally play as tank. But lately I am getting a hard time to tank Templars, because of the OP skill Power of the Light and Purifying Light.
That *** some times hit me for 12k or more. I am using 7 heavy armor with all impen and 75 points on CP in critical resistance, reactive armor that gives me 35% damage reduction when I am on disabling effect "When tanking a zerg you always are getting disabling effect"
So, how can I counter this ? I think I can`t purge this.
Am I crying too much or this skills are so OP ?
[img][/img]
This is the problem with most players who come to the forums to complain about something, they are absolutely clueless about the skill they are complaining about.Then don't make stupid assumptions about things you are clueless about. It's funny how you even acknowledge your lack of knowledge about this ability but still call it "Overpowered".Escorpiao_Noturno wrote: »"i think i can't purge this"Escorpiao_Noturno wrote: »Hi,
I am normally play as tank. But lately I am getting a hard time to tank Templars, because of the OP skill Power of the Light and Purifying Light.
That *** some times hit me for 12k or more. I am using 7 heavy armor with all impen and 75 points on CP in critical resistance, reactive armor that gives me 35% damage reduction when I am on disabling effect "When tanking a zerg you always are getting disabling effect"
So, how can I counter this ? I think I can`t purge this.
Am I crying too much or this skills are so OP ?
[img][/img]
This is the problem with most players who come to the forums to complain about something, they are absolutely clueless about the skill they are complaining about.
That's Why I am here on forum. Because I don't know that skill.
Joy_Division wrote: »You cannot complain about a skill that was given to a class that no one played for about 4 months, due to it being severely underpowered because it was added into the game with the intention that it would be the counter to perma blocking.
Now, I wouldn't say the skill is overperforming per say. When playing solo stamplar, the skill is absolute must, and is truly a blessing that has made stamplars viable again for 1vx/solo play.
It is only in group/zerg play that the skill over-performs. The real issue with this skill is that in zerg v zerg play, it can be applied by someone and EVERYONE's damage contributes to the buildup at the same rate.
In order to balance this skill so that it remains viable for PvE and for solo PvP players, I'd like to suggest that The percentage of OTHER player's damage that is copied be lowered. For example, I believe 25% of damage is copied and adds to the buildup. I'd keep that value the same, but change the skill so that other player's damage only gets 10-15% copied.
This would go a long way towards solving stacking issues, as the burst would be significantly lower for groups. At the same time, it would protect the solo players who already put in 110% when 1vxing.
I would rather that there could just be one applied to a target. If you watch the OPs video he posted a couple posts back; when he just had one on him, it was not that bad. I'm thinking having say 2 on one target makes it to where you wind up replicating 50% of the damage done between the 2. Then I suspect the explosion of one has 25% that damage then copied on to the other one. Might be what happened on his first screen shot where you see 3 of these on his death recap. The ~9k one might have copied some of the earlier 5k one and the 10k one might have copied some of the 9k one.
I would start there.
It's not so simple. Why can I be infected with multiple poison injections and you only one Power of the Light? Why should a skill that I cast and cost resources have no effect simply because some other PuG cast some weaker version of it? How come sorcerers don't have the same restriction even though their spell is arguably better?
You cannot complain about a skill that was given to a class that no one played for about 4 months, due to it being severely underpowered because it was added into the game with the intention that it would be the counter to perma blocking.
Now, I wouldn't say the skill is overperforming per say. When playing solo stamplar, the skill is absolute must, and is truly a blessing that has made stamplars viable again for 1vx/solo play.
It is only in group/zerg play that the skill over-performs. The real issue with this skill is that in zerg v zerg play, it can be applied by someone and EVERYONE's damage contributes to the buildup at the same rate.
In order to balance this skill so that it remains viable for PvE and for solo PvP players, I'd like to suggest that The percentage of OTHER player's damage that is copied be lowered. For example, I believe 25% of damage is copied and adds to the buildup. I'd keep that value the same, but change the skill so that other player's damage only gets 10-15% copied.
This would go a long way towards solving stacking issues, as the burst would be significantly lower for groups. At the same time, it would protect the solo players who already put in 110% when 1vxing.
Joy_Division wrote: »You cannot complain about a skill that was given to a class that no one played for about 4 months, due to it being severely underpowered because it was added into the game with the intention that it would be the counter to perma blocking.
Now, I wouldn't say the skill is overperforming per say. When playing solo stamplar, the skill is absolute must, and is truly a blessing that has made stamplars viable again for 1vx/solo play.
It is only in group/zerg play that the skill over-performs. The real issue with this skill is that in zerg v zerg play, it can be applied by someone and EVERYONE's damage contributes to the buildup at the same rate.
In order to balance this skill so that it remains viable for PvE and for solo PvP players, I'd like to suggest that The percentage of OTHER player's damage that is copied be lowered. For example, I believe 25% of damage is copied and adds to the buildup. I'd keep that value the same, but change the skill so that other player's damage only gets 10-15% copied.
This would go a long way towards solving stacking issues, as the burst would be significantly lower for groups. At the same time, it would protect the solo players who already put in 110% when 1vxing.
I would rather that there could just be one applied to a target. If you watch the OPs video he posted a couple posts back; when he just had one on him, it was not that bad. I'm thinking having say 2 on one target makes it to where you wind up replicating 50% of the damage done between the 2. Then I suspect the explosion of one has 25% that damage then copied on to the other one. Might be what happened on his first screen shot where you see 3 of these on his death recap. The ~9k one might have copied some of the earlier 5k one and the 10k one might have copied some of the 9k one.
I would start there.
It's not so simple. Why can I be infected with multiple poison injections and you only one Power of the Light? Why should a skill that I cast and cost resources have no effect simply because some other PuG cast some weaker version of it? How come sorcerers don't have the same restriction even though their spell is arguably better?
Joy_Division wrote: »You cannot complain about a skill that was given to a class that no one played for about 4 months, due to it being severely underpowered because it was added into the game with the intention that it would be the counter to perma blocking.
Now, I wouldn't say the skill is overperforming per say. When playing solo stamplar, the skill is absolute must, and is truly a blessing that has made stamplars viable again for 1vx/solo play.
It is only in group/zerg play that the skill over-performs. The real issue with this skill is that in zerg v zerg play, it can be applied by someone and EVERYONE's damage contributes to the buildup at the same rate.
In order to balance this skill so that it remains viable for PvE and for solo PvP players, I'd like to suggest that The percentage of OTHER player's damage that is copied be lowered. For example, I believe 25% of damage is copied and adds to the buildup. I'd keep that value the same, but change the skill so that other player's damage only gets 10-15% copied.
This would go a long way towards solving stacking issues, as the burst would be significantly lower for groups. At the same time, it would protect the solo players who already put in 110% when 1vxing.
I would rather that there could just be one applied to a target. If you watch the OPs video he posted a couple posts back; when he just had one on him, it was not that bad. I'm thinking having say 2 on one target makes it to where you wind up replicating 50% of the damage done between the 2. Then I suspect the explosion of one has 25% that damage then copied on to the other one. Might be what happened on his first screen shot where you see 3 of these on his death recap. The ~9k one might have copied some of the earlier 5k one and the 10k one might have copied some of the 9k one.
I would start there.
It's not so simple. Why can I be infected with multiple poison injections and you only one Power of the Light? Why should a skill that I cast and cost resources have no effect simply because some other PuG cast some weaker version of it? How come sorcerers don't have the same restriction even though their spell is arguably better?
1.) Because poison injection is a DoT that deals a small amount of damage every second, not a burst that will kill you instantly when it's stacked from multiple sources.
2.) Because the other player made a mistake and you were fighting alongside them.
3.) Because ZOS removed that restriction, much to my dismay.
Joy_Division wrote: »You cannot complain about a skill that was given to a class that no one played for about 4 months, due to it being severely underpowered because it was added into the game with the intention that it would be the counter to perma blocking.
Now, I wouldn't say the skill is overperforming per say. When playing solo stamplar, the skill is absolute must, and is truly a blessing that has made stamplars viable again for 1vx/solo play.
It is only in group/zerg play that the skill over-performs. The real issue with this skill is that in zerg v zerg play, it can be applied by someone and EVERYONE's damage contributes to the buildup at the same rate.
In order to balance this skill so that it remains viable for PvE and for solo PvP players, I'd like to suggest that The percentage of OTHER player's damage that is copied be lowered. For example, I believe 25% of damage is copied and adds to the buildup. I'd keep that value the same, but change the skill so that other player's damage only gets 10-15% copied.
This would go a long way towards solving stacking issues, as the burst would be significantly lower for groups. At the same time, it would protect the solo players who already put in 110% when 1vxing.
I would rather that there could just be one applied to a target. If you watch the OPs video he posted a couple posts back; when he just had one on him, it was not that bad. I'm thinking having say 2 on one target makes it to where you wind up replicating 50% of the damage done between the 2. Then I suspect the explosion of one has 25% that damage then copied on to the other one. Might be what happened on his first screen shot where you see 3 of these on his death recap. The ~9k one might have copied some of the earlier 5k one and the 10k one might have copied some of the 9k one.
I would start there.
It's not so simple. Why can I be infected with multiple poison injections and you only one Power of the Light? Why should a skill that I cast and cost resources have no effect simply because some other PuG cast some weaker version of it? How come sorcerers don't have the same restriction even though their spell is arguably better?
1.) Because poison injection is a DoT that deals a small amount of damage every second, not a burst that will kill you instantly when it's stacked from multiple sources.
2.) Because the other player made a mistake and you were fighting alongside them.
3.) Because ZOS removed that restriction, much to my dismay.
Poison injection is an execute that ticks very high in execute range. At least the damage from potl can be dodged entirely when timed right, pretty sure you can just use an add-on to keep track of at least one potl to make it super easy mode to avoid.
Stamplar needed a way to deal with tanks, you shouldn't be able to just face tank a zerg without issue.
Stop running out into the open to face-tank zergs alone, thinking you can block and heal for 10 minutes.
@ToRelax but atm it's impossible to run tank like op out of resources so skills like potl and curse are needed. But the problem is they are even stronger against normal builds.
Yesterday i was fighting solo in ic and game across 3 dc and going up against both curse and potl isnt fun because you stand no chance against half competent players unless you have a cleans.
Joy_Division wrote: »You cannot complain about a skill that was given to a class that no one played for about 4 months, due to it being severely underpowered because it was added into the game with the intention that it would be the counter to perma blocking.
Now, I wouldn't say the skill is overperforming per say. When playing solo stamplar, the skill is absolute must, and is truly a blessing that has made stamplars viable again for 1vx/solo play.
It is only in group/zerg play that the skill over-performs. The real issue with this skill is that in zerg v zerg play, it can be applied by someone and EVERYONE's damage contributes to the buildup at the same rate.
In order to balance this skill so that it remains viable for PvE and for solo PvP players, I'd like to suggest that The percentage of OTHER player's damage that is copied be lowered. For example, I believe 25% of damage is copied and adds to the buildup. I'd keep that value the same, but change the skill so that other player's damage only gets 10-15% copied.
This would go a long way towards solving stacking issues, as the burst would be significantly lower for groups. At the same time, it would protect the solo players who already put in 110% when 1vxing.
I would rather that there could just be one applied to a target. If you watch the OPs video he posted a couple posts back; when he just had one on him, it was not that bad. I'm thinking having say 2 on one target makes it to where you wind up replicating 50% of the damage done between the 2. Then I suspect the explosion of one has 25% that damage then copied on to the other one. Might be what happened on his first screen shot where you see 3 of these on his death recap. The ~9k one might have copied some of the earlier 5k one and the 10k one might have copied some of the 9k one.
I would start there.
It's not so simple. Why can I be infected with multiple poison injections and you only one Power of the Light? Why should a skill that I cast and cost resources have no effect simply because some other PuG cast some weaker version of it? How come sorcerers don't have the same restriction even though their spell is arguably better?
1.) Because poison injection is a DoT that deals a small amount of damage every second, not a burst that will kill you instantly when it's stacked from multiple sources.
2.) Because the other player made a mistake and you were fighting alongside them.
3.) Because ZOS removed that restriction, much to my dismay.
Poison injection is an execute that ticks very high in execute range. At least the damage from potl can be dodged entirely when timed right, pretty sure you can just use an add-on to keep track of at least one potl to make it super easy mode to avoid.
Stamplar needed a way to deal with tanks, you shouldn't be able to just face tank a zerg without issue.
Stop running out into the open to face-tank zergs alone, thinking you can block and heal for 10 minutes.
Wat... yes, poison injection is an execute, and very hard to counter after it has been applied and you run low on HP - which is kind of the point. I don't particularly like the design, but it's far better than Radiant Destruction in terms of Xv1 balance.
The way to deal with tanks in this game should be to run them out of resources. This skill instead makes it possible to burst down a tank provided he is heavily outnumbered. Do I really need to explain why this is unhealthy for PvP?
No one should expect to be able to face tank many players on their own. Just like no one should expect to be given an easy button to kill those that try without a fighting chance.
Joy_Division wrote: »You cannot complain about a skill that was given to a class that no one played for about 4 months, due to it being severely underpowered because it was added into the game with the intention that it would be the counter to perma blocking.
Now, I wouldn't say the skill is overperforming per say. When playing solo stamplar, the skill is absolute must, and is truly a blessing that has made stamplars viable again for 1vx/solo play.
It is only in group/zerg play that the skill over-performs. The real issue with this skill is that in zerg v zerg play, it can be applied by someone and EVERYONE's damage contributes to the buildup at the same rate.
In order to balance this skill so that it remains viable for PvE and for solo PvP players, I'd like to suggest that The percentage of OTHER player's damage that is copied be lowered. For example, I believe 25% of damage is copied and adds to the buildup. I'd keep that value the same, but change the skill so that other player's damage only gets 10-15% copied.
This would go a long way towards solving stacking issues, as the burst would be significantly lower for groups. At the same time, it would protect the solo players who already put in 110% when 1vxing.
I would rather that there could just be one applied to a target. If you watch the OPs video he posted a couple posts back; when he just had one on him, it was not that bad. I'm thinking having say 2 on one target makes it to where you wind up replicating 50% of the damage done between the 2. Then I suspect the explosion of one has 25% that damage then copied on to the other one. Might be what happened on his first screen shot where you see 3 of these on his death recap. The ~9k one might have copied some of the earlier 5k one and the 10k one might have copied some of the 9k one.
I would start there.
It's not so simple. Why can I be infected with multiple poison injections and you only one Power of the Light? Why should a skill that I cast and cost resources have no effect simply because some other PuG cast some weaker version of it? How come sorcerers don't have the same restriction even though their spell is arguably better?
1.) Because poison injection is a DoT that deals a small amount of damage every second, not a burst that will kill you instantly when it's stacked from multiple sources.
2.) Because the other player made a mistake and you were fighting alongside them.
3.) Because ZOS removed that restriction, much to my dismay.
Poison injection is an execute that ticks very high in execute range. At least the damage from potl can be dodged entirely when timed right, pretty sure you can just use an add-on to keep track of at least one potl to make it super easy mode to avoid.
Stamplar needed a way to deal with tanks, you shouldn't be able to just face tank a zerg without issue.
Stop running out into the open to face-tank zergs alone, thinking you can block and heal for 10 minutes.
Wat... yes, poison injection is an execute, and very hard to counter after it has been applied and you run low on HP - which is kind of the point. I don't particularly like the design, but it's far better than Radiant Destruction in terms of Xv1 balance.
The way to deal with tanks in this game should be to run them out of resources. This skill instead makes it possible to burst down a tank provided he is heavily outnumbered. Do I really need to explain why this is unhealthy for PvP?
No one should expect to be able to face tank many players on their own. Just like no one should expect to be given an easy button to kill those that try without a fighting chance.
Not sure why you consider potl easy mode, considering you can simply just dodge the damage. Especially now that CP power creep and heavy armor sustain has made this game literally easy mode for everyone, especially tanks.
Good luck running tanks out of resources, this isn't 1.5 the game doesn't work like that anymore.
Joy_Division wrote: »You cannot complain about a skill that was given to a class that no one played for about 4 months, due to it being severely underpowered because it was added into the game with the intention that it would be the counter to perma blocking.
Now, I wouldn't say the skill is overperforming per say. When playing solo stamplar, the skill is absolute must, and is truly a blessing that has made stamplars viable again for 1vx/solo play.
It is only in group/zerg play that the skill over-performs. The real issue with this skill is that in zerg v zerg play, it can be applied by someone and EVERYONE's damage contributes to the buildup at the same rate.
In order to balance this skill so that it remains viable for PvE and for solo PvP players, I'd like to suggest that The percentage of OTHER player's damage that is copied be lowered. For example, I believe 25% of damage is copied and adds to the buildup. I'd keep that value the same, but change the skill so that other player's damage only gets 10-15% copied.
This would go a long way towards solving stacking issues, as the burst would be significantly lower for groups. At the same time, it would protect the solo players who already put in 110% when 1vxing.
I would rather that there could just be one applied to a target. If you watch the OPs video he posted a couple posts back; when he just had one on him, it was not that bad. I'm thinking having say 2 on one target makes it to where you wind up replicating 50% of the damage done between the 2. Then I suspect the explosion of one has 25% that damage then copied on to the other one. Might be what happened on his first screen shot where you see 3 of these on his death recap. The ~9k one might have copied some of the earlier 5k one and the 10k one might have copied some of the 9k one.
I would start there.
It's not so simple. Why can I be infected with multiple poison injections and you only one Power of the Light? Why should a skill that I cast and cost resources have no effect simply because some other PuG cast some weaker version of it? How come sorcerers don't have the same restriction even though their spell is arguably better?
1.) Because poison injection is a DoT that deals a small amount of damage every second, not a burst that will kill you instantly when it's stacked from multiple sources.
2.) Because the other player made a mistake and you were fighting alongside them.
3.) Because ZOS removed that restriction, much to my dismay.
Poison injection is an execute that ticks very high in execute range. At least the damage from potl can be dodged entirely when timed right, pretty sure you can just use an add-on to keep track of at least one potl to make it super easy mode to avoid.
Stamplar needed a way to deal with tanks, you shouldn't be able to just face tank a zerg without issue.
Stop running out into the open to face-tank zergs alone, thinking you can block and heal for 10 minutes.
Wat... yes, poison injection is an execute, and very hard to counter after it has been applied and you run low on HP - which is kind of the point. I don't particularly like the design, but it's far better than Radiant Destruction in terms of Xv1 balance.
The way to deal with tanks in this game should be to run them out of resources. This skill instead makes it possible to burst down a tank provided he is heavily outnumbered. Do I really need to explain why this is unhealthy for PvP?
No one should expect to be able to face tank many players on their own. Just like no one should expect to be given an easy button to kill those that try without a fighting chance.
Not sure why you consider potl easy mode, considering you can simply just dodge the damage. Especially now that CP power creep and heavy armor sustain has made this game literally easy mode for everyone, especially tanks.
Good luck running tanks out of resources, this isn't 1.5 the game doesn't work like that anymore.
Not the skill as a whole is easy mode, but to use it as a Xv1 skill, that is, applying it out of the safety of numbers on targets already pressured. It will then create a significant burst spike simply because other players are attacking the target already. Yes, sustain is off the charts especially with CP. No, that does not mean more inherently imbalanced mechanics to counter that are good for the game. And those are especially harmful when they have greater effect on other targets than the intended ones, as is the case here.
Joy_Division wrote: »You cannot complain about a skill that was given to a class that no one played for about 4 months, due to it being severely underpowered because it was added into the game with the intention that it would be the counter to perma blocking.
Now, I wouldn't say the skill is overperforming per say. When playing solo stamplar, the skill is absolute must, and is truly a blessing that has made stamplars viable again for 1vx/solo play.
It is only in group/zerg play that the skill over-performs. The real issue with this skill is that in zerg v zerg play, it can be applied by someone and EVERYONE's damage contributes to the buildup at the same rate.
In order to balance this skill so that it remains viable for PvE and for solo PvP players, I'd like to suggest that The percentage of OTHER player's damage that is copied be lowered. For example, I believe 25% of damage is copied and adds to the buildup. I'd keep that value the same, but change the skill so that other player's damage only gets 10-15% copied.
This would go a long way towards solving stacking issues, as the burst would be significantly lower for groups. At the same time, it would protect the solo players who already put in 110% when 1vxing.
I would rather that there could just be one applied to a target. If you watch the OPs video he posted a couple posts back; when he just had one on him, it was not that bad. I'm thinking having say 2 on one target makes it to where you wind up replicating 50% of the damage done between the 2. Then I suspect the explosion of one has 25% that damage then copied on to the other one. Might be what happened on his first screen shot where you see 3 of these on his death recap. The ~9k one might have copied some of the earlier 5k one and the 10k one might have copied some of the 9k one.
I would start there.
It's not so simple. Why can I be infected with multiple poison injections and you only one Power of the Light? Why should a skill that I cast and cost resources have no effect simply because some other PuG cast some weaker version of it? How come sorcerers don't have the same restriction even though their spell is arguably better?
1.) Because poison injection is a DoT that deals a small amount of damage every second, not a burst that will kill you instantly when it's stacked from multiple sources.
2.) Because the other player made a mistake and you were fighting alongside them.
3.) Because ZOS removed that restriction, much to my dismay.
Poison injection is an execute that ticks very high in execute range. At least the damage from potl can be dodged entirely when timed right, pretty sure you can just use an add-on to keep track of at least one potl to make it super easy mode to avoid.
Stamplar needed a way to deal with tanks, you shouldn't be able to just face tank a zerg without issue.
Stop running out into the open to face-tank zergs alone, thinking you can block and heal for 10 minutes.
Wat... yes, poison injection is an execute, and very hard to counter after it has been applied and you run low on HP - which is kind of the point. I don't particularly like the design, but it's far better than Radiant Destruction in terms of Xv1 balance.
The way to deal with tanks in this game should be to run them out of resources. This skill instead makes it possible to burst down a tank provided he is heavily outnumbered. Do I really need to explain why this is unhealthy for PvP?
No one should expect to be able to face tank many players on their own. Just like no one should expect to be given an easy button to kill those that try without a fighting chance.
Not sure why you consider potl easy mode, considering you can simply just dodge the damage. Especially now that CP power creep and heavy armor sustain has made this game literally easy mode for everyone, especially tanks.
Good luck running tanks out of resources, this isn't 1.5 the game doesn't work like that anymore.
Not the skill as a whole is easy mode, but to use it as a Xv1 skill, that is, applying it out of the safety of numbers on targets already pressured. It will then create a significant burst spike simply because other players are attacking the target already. Yes, sustain is off the charts especially with CP. No, that does not mean more inherently imbalanced mechanics to counter that are good for the game. And those are especially harmful when they have greater effect on other targets than the intended ones, as is the case here.
I can partially understand and agree with you about the safety of numbers aspect, but that applies to literally everything else. I used to able to reflect meteors back at zerglings when they tried to cast it behind the safety of their group. I used to be able to dodge radiant destruction when zerglings casted it from the safety of their group.
While some of these mechanics are bad for smaller groups of players, tanking is also worse in a way. Nothing more frustrating than fighting a group of 10 tanky players who are also spamming difficult to deal with mechanics on you. Root spam, stacking curse and meteors, radiant, cost increase poison whatever.
At least you can still universally dodge potl is my point.
Lieblingsjunge wrote: »That is weird. Sure death recap is not wrong?
The same morph of purifyng light does not stack. Tested it now, by reapplying it multiple times / stacking damage / reapplying before running out.
There's only one of the Purifying Lights(the one that was applied last) that deals damage.
You can keep refreshing the duration, but all the stacked damage will also reset, then.
We tried a lot of weird stuff. I can only speak for the Magicka-morph, though. But the Stamina one *Can* be bugged. Don't know. I got no stamplar anyway.
@Escorpiao_Noturno But builds like your cant be run out of resources unless you get zerged down hard. There for atm cancer tank builds need a counter and that is potl and curse. But potl should not stack with the same skill only one stamina and one magicka morph should be active at the same time.
So I'm all for a small nerf to this skills if they address the issue with builds like yours.