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Power of the Light and Purifying Light

  • Jsmalls
    Jsmalls
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    So to my knowledge the 12k damage in unmitigatable. It can't crit so impen doesn't help you here, it just maxs out at 12k damage. I've also heard that you cannot block the damage but you can Dodge roll it. In my opinion it is slightly over performing, I think it was a great addition to Templars for solo play, but where it really shines is when you have 4+ players wailing on you... Which seems ridiculous that they buffed Xv1...

    Try timing your dodge rolls at 6 seconds. If that does work I don't have as serious problem with the skill (although I'm a magicka Sorc and Dodge rolling is death...).
  • Joy_Division
    Joy_Division
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    br0steen 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 :smile:

    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

    I am one of the few people nowadays that actually stick up for tanks in Cyordill. While so many people are calling them cancers, whining on these forums that they cannot be killed, and in general are indignant that a single DPS can't kill a tank, I have consistently maintained that tank player must sacrifice practically all of their damage in order to function (whereas a DPS does not need to sacrifice their mitigation/damage avoidance - it's actually quite unfair but I digress). So I understand your general point.

    That being said, I am of the belief that there must be abilities in the game that builds of all types fear. Counters if you will. A paper to your rock. I do get worried when I see enemy templars hit me with Power of the Light so I can see why you dislike this spell, but for now I think it has a place in Cyrodiil.
  • React
    React
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    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.
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  • technohic
    technohic
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    Liam12548 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.
  • Ashamray
    Ashamray
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    I vote for:
    - make Backlash chargeable only with caster's attack, because healer dealing 10-12k damage without doing any damage is moronic.
    - make it A BIT easier to charge -> buff for a solo game. Heck, is it usable in PvE DPSing?
    Edited by Ashamray on 5 April 2017 15:52
    Boadrig, EU PC

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  • Aztlan
    Aztlan
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    This skill is perfect the way it is, giving stamplars a much needed boost in both solo and group play. This is particularly true in the CP campaign, where Rapid Recovery and similar passives are making tanks more and more difficult to bring down even when severely outnumbered. No nerf needed of any kind.
    Edited by Aztlan on 5 April 2017 20:25
  • Joy_Division
    Joy_Division
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    technohic wrote: »
    Liam12548 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?
  • Forztr
    Forztr
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    Look on the bright side you tanked a zerg for at least 6 seconds. If i get focused by 10 I'm dead in a second, never see Purifying on my recap because I don't survive the focus fire that fills it.

    The counter is that you know that in 6 seconds you going to take a big hit based on the damage you take so you need to minimise that incoming damage and top off your health. It's no worse than a ganker timing a shed load of burst to hit all at the same time giving you no time to react.
  • utb99
    utb99
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    Liam12548 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 doubt ZoS would implement something this complicated sadly :cry:
    'The gods can turn anything to good' -Martin Septim
  • tplink3r1
    tplink3r1
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    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]Screenshot_20170403_193447_zpscc2ooeqh.jpg
    "i think i can't purge this"
    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.
    tplink3r1 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]Screenshot_20170403_193447_zpscc2ooeqh.jpg
    "i think i can't purge this"
    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.
    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".
    Edited by tplink3r1 on 5 April 2017 21:55
    VR16 Templar
    VR3 Sorcerer
  • Escorpiao_Noturno
    Escorpiao_Noturno
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    tplink3r1 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]Screenshot_20170403_193447_zpscc2ooeqh.jpg
    "i think i can't purge this"
    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.
    tplink3r1 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]Screenshot_20170403_193447_zpscc2ooeqh.jpg
    "i think i can't purge this"
    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.
    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".

    Man.. what's your problem ?????

    Not knowing the skill does not give me the right to complain about it ????
    YES I can complain because is OP now.
    That *** hit for 12k on a full tank and can hit as many templars throw that *** on you.
    A few patches before no one was using. Now every templar is using.

    So I am here to ask for help how to avoid this skill and to say that this skill is OP.

    Can I do that ??? Or I have to stay quiet ?
  • Xeniph
    Xeniph
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    Just roll dodge it at the right time to make sure it misses. Or you can try and trust shuffle.

    Problem solved.
    Here since Beta.

    Characters: All of them, both Stamina and Magicka.
  • technohic
    technohic
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    technohic wrote: »
    Liam12548 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?

    That's a fair point. I'm just thinking of how it's copying damage. 1 of them basically gives each attack a 25% increase. 2 gives each attack a 50% increase. 3 of them basically gives each attack a 75% increase and so on.

    I'd more liken it to if you could double up concussion
  • arkansas_ESO
    arkansas_ESO
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    Liam12548 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.

    Not sure where the idea that POTL/Purifying Light is only overperforming in a group context; it's still very easy to pump out 6-7k POTLs when you're completely by yourself if you're running the right build.

    https://www.youtube.com/watch?v=cfCDONFh3lw

    The issue is that certain mechanics (ex. bleeds from skills like Blood Craze are unblockable and ignore armor resist values, Biting Jabs is undodgeable, etc.) allow you to bypass the intended counterplay of POTL, which is to block and dodge in the 6 seconds before it explodes to minimize the amount of damage it builds up, so that you can consistently pump out huge POTLs. This skill really didn't get the testing it needed back when it was on PTS.


    Grand Overlord 25/8/17
  • Barbaran
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    "i want to be able to stand in the middle of 6-12 guys attacking me and dropping ults and still be unkillable, the fact that there is a counter to my unkillable build is garbage"

    zos is hearing that there is alot of cancer in their game, the kemo has started. it will take multiple treatments but slowly it will die
  • Barbaran
    Barbaran
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    fyi, it can also be dodged if timed right
    Edited by Barbaran on 6 April 2017 03:10
  • ToRelax
    ToRelax
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    technohic wrote: »
    Liam12548 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.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • OdinForge
    OdinForge
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    ToRelax wrote: »
    technohic wrote: »
    Liam12548 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.
    The Age of Wrobel.
  • ToRelax
    ToRelax
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    OdinForge wrote: »
    ToRelax wrote: »
    technohic wrote: »
    Liam12548 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.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Jawasa
    Jawasa
    ✭✭✭
    @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.
  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    Jawasa wrote: »
    @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.

    Exactly my point. Which is why I suggested a 30% HP of target damage cap in addition to the existing cap earlier in this thread.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Escorpiao_Noturno
    Escorpiao_Noturno
    ✭✭✭
    Tanks can be killed. Tanks are not invincible. It's just need more players and more time to kill them.We have already so many things to kill tanks fast "Fear, Positions, Heath debuffs,curse, dot, siege and so on"

    On my opinion tanks should be killed when they resources are down, (stamina, magica)

    But Power of light brings tanking time reduce by few seconds.
    Normaly in 6 seconds a good tank can handle A LOT DAMAGE from like 10+ enemies.
    So if you are hit by Power of light you will get the 10+ enemies damage and 35% plus for all them in 1 hit ??? That`s insane.

    Tanks normaly don`t dodge constantly. If you dodge 2 or 3 times you will lose all
    stamina needed to block damage. And templars reapply Power of light every few seconds.
    So we need to purge. But you have already like 10 negatives status effect on you.
    So to purge Power of light is almost impossible when are getting hit by 10+.

    A little less damage and a reapply time will be fair in my opinion.
    Edited by Escorpiao_Noturno on 6 April 2017 17:51
  • Xeniph
    Xeniph
    ✭✭✭✭✭
    I'll say it again...

    On top of shuffle, I dodge cancel a heal at the right time to avoid not just these abilities but any current incoming damage. You just have to pay attention to timers.

    Imo, the only abilities that make a tanks life difficult are curse and fury, especially from multiple sources.
    Here since Beta.

    Characters: All of them, both Stamina and Magicka.
  • OdinForge
    OdinForge
    ✭✭✭✭✭
    ✭✭
    ToRelax wrote: »
    OdinForge wrote: »
    ToRelax wrote: »
    technohic wrote: »
    Liam12548 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.
    Edited by OdinForge on 6 April 2017 17:18
    The Age of Wrobel.
  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    OdinForge wrote: »
    ToRelax wrote: »
    OdinForge wrote: »
    ToRelax wrote: »
    technohic wrote: »
    Liam12548 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.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • OdinForge
    OdinForge
    ✭✭✭✭✭
    ✭✭
    ToRelax wrote: »
    OdinForge wrote: »
    ToRelax wrote: »
    OdinForge wrote: »
    ToRelax wrote: »
    technohic wrote: »
    Liam12548 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.
    Edited by OdinForge on 6 April 2017 17:41
    The Age of Wrobel.
  • Lieblingsjunge
    Lieblingsjunge
    ✭✭✭✭✭
    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.
    Ignorance is the greatest weapon of tyranny.
    PC - EU.
    Lieblingsjunge(AD) - Racechanged Argonian :< | AR 50 - No double AP or Bleakers involved |
    Sits-On-Cacti(DC) - Problem?
    Fail-With-Tail(AD) - Healing Springs-spammer :<
    Tiny Liebs(EP) - Very Tiny. Also heals.
    Lieblingsmädchen(DC) - Magplar is love.
    The Dominàtrix(AD) - Chains, whip, whip, whip.
    Fluffy Furball Kitten(DC) - Kittycat, meow.
    Your Face(EP) - People make bad jokes about my name =(
    Liebs-With-Trees(AD) - Male argo with a big tail :>

    Officer/Sandwitch of Zerg Squad
    My title: The Maneater, Destroyer of Maneuvers, Bane of Potatoes, she who devours them, The Black Hole, the humorless, first of her name.
  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    OdinForge wrote: »
    ToRelax wrote: »
    OdinForge wrote: »
    ToRelax wrote: »
    OdinForge wrote: »
    ToRelax wrote: »
    technohic wrote: »
    Liam12548 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.

    Fair enough.
    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.

    Good to know, thank you.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Jawasa
    Jawasa
    ✭✭✭
    @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.
  • Escorpiao_Noturno
    Escorpiao_Noturno
    ✭✭✭
    Jawasa wrote: »
    @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.

    Talking seriously.
    Explain me why ... Why tank build is a "cancer " ?

    Cancer is a very nasty disease and it's very annoying when people compares a some build on game with a real nasty disease.

    So why not "DPS Build" like viper is not a "cancer" ? Only tanks build are ?

    or you just heard from other people and just repeat what they said ?

    Because I asked this for some guy on chat, and he said "I don`t know, everybody
    says that`s a cancer, so i am telling too"
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