First you need to remove 80% debuffs from cyro then yes, nerf it. The ammount of debuffs don't allow YOU even cleanse yourself in combat
If you are standing on a ram under 6 oils pouring, you might wish to reevaluate your choice of positioning. Hint: it might be unwise, and hazardous to your health.VaranisArano wrote: »Make it a single target skill with a low enough cost that it can be spammed by people sieging down the inner door of a keep under heavy siege fire, and then we'll talk.
Cyrodiil is designed for large fights with increasingly buffed siege weapons, not just solo and small scale squabbles in the field, guys.
If you are standing on a ram under 6 oils pouring, you might wish to reevaluate your choice of positioning. Hint: it might be unwise, and hazardous to your health.VaranisArano wrote: »Make it a single target skill with a low enough cost that it can be spammed by people sieging down the inner door of a keep under heavy siege fire, and then we'll talk.
Cyrodiil is designed for large fights with increasingly buffed siege weapons, not just solo and small scale squabbles in the field, guys.
But you know what? Sure. I would be totally on board if Purge removed only debuffs inflicted by siege weapon, even for multiple targets as it does now. With any additional (non-siege) debuffs removed only from the caster.
WrathOfInnos wrote: »Ally purge is important for several PVE mechanics.
VaranisArano wrote: »Make it a single target skill with a low enough cost that it can be spammed by people sieging down the inner door of a keep under heavy siege fire, and then we'll talk.
Cyrodiil is designed for large fights with increasingly buffed siege weapons, not just solo and small scale squabbles in the field, guys.
It doesn't, and purge spam is a large part of the reason why.seige does not stop the problem groups.
That's assuming you can even get the cast to go off - due to both the lag the ballgroups cause, and it being a cast time ability, as those don't even work at all in heavy lag.and if you want to see just how bad these groups spam purge, cast inevitable det into them, it goes off instantly and constantly due to purge spam, it just does no damage.
And here we reach the root of the problem: although in its current form, Purge is certainly a "tool which helps players survive" in tough battlefield situations, ballgroups are getting far more mileage out of it beyond helping extinguish an ally who happens to be on fire.VaranisArano wrote: »If you are standing on a ram under 6 oils pouring, you might wish to reevaluate your choice of positioning. Hint: it might be unwise, and hazardous to your health.VaranisArano wrote: »Make it a single target skill with a low enough cost that it can be spammed by people sieging down the inner door of a keep under heavy siege fire, and then we'll talk.
Cyrodiil is designed for large fights with increasingly buffed siege weapons, not just solo and small scale squabbles in the field, guys.
But you know what? Sure. I would be totally on board if Purge removed only debuffs inflicted by siege weapon, even for multiple targets as it does now. With any additional (non-siege) debuffs removed only from the caster.
Making a mass purge for siege debuffs and effects would be appropriate for the Support alliance line, given that standing on a ram under oils is far from the only reason why you might be taking heavy siege fire in ways that "just watch your positioning, bruh" doesn't help. But I think you knew that's insufficient, and perhaps your sarcasm simply didn't translate well over the internet.
It would certainly benefit the players who actually care about playing for the objective instead of merely scrapping in the open field or running around farming zergs in a keep.
First you need to remove 80% debuffs from cyro then yes, nerf it. The ammount of debuffs don't allow YOU even cleanse yourself in combat
[snip] This is only true if you are fighting more than one person, and at that point, why exactly should a single skill give such a monumental advantage? Doesn't purge on live also heal by hp%? Another point of contention with the skill, esp. since all other healing that isn't hp%-based got gutted, and it's yet another skill you don't have to invest stats in to make effective. It's yet another item you don't have to give up sustain to gain the maximum effects of, and somehow ZOS is surprised its an unbalanced addition to the game.
So you have a skill that can take off any negative debuff (it should also cleanse stuns, unless they changed that but I have never noticed it myself) that also heals hp% for more than one person, and someone can seriously call that balanced? I think when they changed it I even said it was a terrible idea, and it was proven that it was a bad idea when ballgroups became invincible because the hp% per effect wasn't capped like it is on live.
[snip] Debuffs exist to be on players, not constantly cleansed. To add to that, without debuffs, you won't be killing anyone [snip]
[Edited to remove Baiting]
First you need to remove 80% debuffs from cyro then yes, nerf it. The ammount of debuffs don't allow YOU even cleanse yourself in combat
[snip] This is only true if you are fighting more than one person, and at that point, why exactly should a single skill give such a monumental advantage? Doesn't purge on live also heal by hp%? Another point of contention with the skill, esp. since all other healing that isn't hp%-based got gutted, and it's yet another skill you don't have to invest stats in to make effective. It's yet another item you don't have to give up sustain to gain the maximum effects of, and somehow ZOS is surprised its an unbalanced addition to the game.
So you have a skill that can take off any negative debuff (it should also cleanse stuns, unless they changed that but I have never noticed it myself) that also heals hp% for more than one person, and someone can seriously call that balanced? I think when they changed it I even said it was a terrible idea, and it was proven that it was a bad idea when ballgroups became invincible because the hp% per effect wasn't capped like it is on live.
[snip] Debuffs exist to be on players, not constantly cleansed. To add to that, without debuffs, you won't be killing anyone [snip]
[Edited to remove Baiting]
Cleanse heals. Efficient purge doesnt. Maybe people should learn what skills do before calling for nerfs.
Cleanse also costs over 7k mag per cast. To think anyone could use it more than once or twice without a build investment into regen is silly. It's also been nerfed. It used to heal for twice what it does now. Even ballgroups with dedicated purge spammers eventually run out of resources if you can keep pressure on them.
Greasytengu wrote: »There wouldn't be so much purging going on if there weren't so many things that need to be purged.
The big thing that need to be purged is crowd control, and there is so much of it around.
Rapids had its CC immunity removed, the CC immunity we are supposed to get after being hit by CC is either not applying or too short to be noticeable, some CCs stack requiring multiple break frees or purges (from somebody else) to remove, and the sheer abundance of CC abilities out there means that everybody has at least one slotted.
If they somehow reduced the amount of crowd control abilities going out, I think it would greatly improve everyone's experience and drastically reduce the amount of purges being cast. Even if we are all wrong and purge is not actually causing lag, then at least you wont have to spend as much time futilely trying to break free or mashing purge 6 times so it goes off once during periods of heavy lag.
You know, eventually you have to die in the game and CC is a big part of it. The argument that purge is needed because of CC spam becomes completely invalidated when only organized groups can afford to spam it and gain all the advantages that come with it, while everyone else is subjected to the same CC the people supporting the OP purge mechanics claim is a problem. That only proves that the skill and mechanic itself is actually unbalanced, because it ultimately isn't available to everyone on an equal scale.
Also, there is no CC or debuff in the game that is "free" enough to compare to the ability to purge it. The cost of running debuffs across the board cost more than the ability to purge them, esp. when you take into account sets like curse eater, wyrd, stendarr, and earthgore. That's part of why purge and the other items with its mechanics is OP and why it definitely needs to be looked at.
Purge mechanics have no counter, and they don't have a stacking cost and/or appropriate CD, so they have no downside. If we want to really describe purge as a mechanic, it's ultimately damage reduction with absolutely no counter. That's essentially what it is, always has been, and apparently will be in the future if ZOS doesn't take any action.
And since defile and DoTs are the only counter to some builds (actually all good builds this patch only have this counter), then right now purge mechanics offer the most damage reduction out of any other mechanic in the game. I'm not going to even lie about it, but it's not like it matters anyway to ZOS since they don't care about balance. Guess it will have to be proven during that double AP test coming up soon...Look forward to it.
Greasytengu wrote: »The counter is reapplying your debuffs until they run out of resources, or alternatively, figure out who is purging and separate them from their group via unpurgeable CCs like pulls and knockdowns. The latter is harder to do, but very cost effective.
Greasytengu wrote: »The counter is reapplying your debuffs until they run out of resources, or alternatively, figure out who is purging and separate them from their group via unpurgeable CCs like pulls and knockdowns. The latter is harder to do, but very cost effective.
There is no debuff a player can put on you in PvP that doesn't get removed by purge mechanics. But you're free to believe otherwise.