i'd double or even triple the damage output so it can apply pressure, remove the cooldown, allow it to trigger on both status affects AND debuffs, the 1 per player is fine if all of the rest is done.
TimeDazzler wrote: »i'd double or even triple the damage output so it can apply pressure, remove the cooldown, allow it to trigger on both status affects AND debuffs, the 1 per player is fine if all of the rest is done.
Ok, so let me get this straight. You want it to deal 3510 oblivion damage, every 100ms, every time someone is healed. Be able to apply it with status effects as well, and remove the 12 second cooldown so you can just apply it like plaguebreak per target. Yessir, that sounds balanced, Cyrodiil will be empty in 72 hours.
right now im on the fence of if its good or not because it has more cons than pros.
Pros =
- every heal tick per 100m is about 1.5k of oblivion damage just for applying a debuff.
cons =
- damage seems on the low side if the point of it is to punish healing stackers its not going to outpace the healing income.
- has a 12second CD so you cant mass apply it to a ball group.
- you cannot stack it so you cant use it to pressure one by one.
i'd double or even triple the damage output so it can apply pressure, remove the cooldown, allow it to trigger on both status affects AND debuffs, the 1 per player is fine if all of the rest is done.
Supershutze wrote: »The problem with sets that directly counter healing isn't actually a problem.
Every half decent pvp build in existence relies almost exclusively on healing for defence. This is because healing has no counter, whatsoever.
Snake in the stars per-nerf would have been extremely powerful, but that just means it's doing it's job; a set designed to counter healing is going to counter builds that rely heavily on healing... which at the moment is all of them.
The entire point of sets like this is to reduce TTK to the point where fights actually go somewhere, **but for some reason people are afraid of dying in PVP.**
Snake in the Stars, released in the pathetic state it's in, pitifully fails to accomplish it's entire reason for existing.
Are you kidding? The counter to healing is damage.Supershutze wrote: »Every half decent pvp build in existence relies almost exclusively on healing for defence. This is because healing has no counter, whatsoever.
I believe this is true. No reason to be surprised, though. I only know one category of player who is possibly not afraid. That's the dueller. However being a good dueller requires a lot of experience. It's only then that you can win fights by pulling the right move at every point, thereby outdamaging players faster than they can damage you. In an open world context the closest playstyle is probably that of a squishy nightblade that uses stealth or Shadow Image without leaning on those skills. Othwerise it's just not viable.**but for some reason people are afraid of dying in PVP.**
TimeDazzler wrote: »i'd double or even triple the damage output so it can apply pressure, remove the cooldown, allow it to trigger on both status affects AND debuffs, the 1 per player is fine if all of the rest is done.
Ok, so let me get this straight. You want it to deal 3510 oblivion damage, every 100ms, every time someone is healed. Be able to apply it with status effects as well, and remove the 12 second cooldown so you can just apply it like plaguebreak per target. Yessir, that sounds balanced, Cyrodiil will be empty in 72 hours.
then fix heal stacking to near infinity.
if this set is ment to counter the heal stacking, it needs to deal damage that can contest.
The problem with straight up reducing TTK is that it's going to completely suck for less experienced players.Supershutze wrote: »The entire point of sets like this is to reduce TTK to the point where fights actually go somewhere, **but for some reason people are afraid of dying in PVP.**
TimeDazzler wrote: »i'd double or even triple the damage output so it can apply pressure, remove the cooldown, allow it to trigger on both status affects AND debuffs, the 1 per player is fine if all of the rest is done.
Ok, so let me get this straight. You want it to deal 3510 oblivion damage, every 100ms, every time someone is healed. Be able to apply it with status effects as well, and remove the 12 second cooldown so you can just apply it like plaguebreak per target. Yessir, that sounds balanced, Cyrodiil will be empty in 72 hours.
then fix heal stacking to near infinity.
if this set is ment to counter the heal stacking, it needs to deal damage that can contest.
TimeDazzler wrote: »i'd double or even triple the damage output so it can apply pressure, remove the cooldown, allow it to trigger on both status affects AND debuffs, the 1 per player is fine if all of the rest is done.
Ok, so let me get this straight. You want it to deal 3510 oblivion damage, every 100ms, every time someone is healed. Be able to apply it with status effects as well, and remove the 12 second cooldown so you can just apply it like plaguebreak per target. Yessir, that sounds balanced, Cyrodiil will be empty in 72 hours.
It was hopefully overnerfed and stillborn, much like Soldier of Anguish. I'm fine with that. Sets that defile (when it was stronger) or that otherwise interfere with your healing have been deeply unpopular. Same goes for Oblivion damage. Sloads was one of the few sets ever to go live and be rapid-patched before 3 months.
ZOS are running out of ideas. That's fine. We have 500+ sets to choose from. If these kind of sets end up taking "dead set space" and are never reworked, that's honestly no great loss.
Necrotech_Master wrote: »thats why im thinking on paper it might be a little overnerfed, if your talking about hitting a player in a ball group
but will have to see how its being utilized in a live environment, and how it would affect say a solo player such as myself
Holycannoli wrote: »Necrotech_Master wrote: »thats why im thinking on paper it might be a little overnerfed, if your talking about hitting a player in a ball group
but will have to see how its being utilized in a live environment, and how it would affect say a solo player such as myself
That's why the devs need to address HoT stacking in PvP directly - in Cyrodiil and IC specifically - instead of trying to counter it with sets. Eliminating the stacking in PvP altogether can mess with BGs too much with this set in use.
Supershutze wrote: »The problem with sets that directly counter healing isn't actually a problem.
Every half decent pvp build in existence relies almost exclusively on healing for defence. This is because healing has no counter, whatsoever.
Snake in the stars per-nerf would have been extremely powerful, but that just means it's doing it's job; a set designed to counter healing is going to counter builds that rely heavily on healing... which at the moment is all of them.
The entire point of sets like this is to reduce TTK to the point where fights actually go somewhere, **but for some reason people are afraid of dying in PVP.**
Snake in the Stars, released in the pathetic state it's in, pitifully fails to accomplish it's entire reason for existing.
Supershutze wrote: »The real solution is to follow proc set scaling and make healing skills scale with max mag/stam only (and damage skills scale only with wep/sp damage) and break the link between stacking damage to boost your offense and your defensive healing. That will NEVER happen tho - pvp'ers love their unkillable builds.
I agree. Healing and damage should not scale with the same stat. They should be separate, ideally wholly separate but this is a good compromise.
Who remembers the days in MMORPG PvP where you had to target the healers first? Not in ESO. No, in ESO everyone is flinging heals around and there's no such thing as a "vulnerable" healer. If you can heal well you can also DPS well and that's never a good combo in PvP games. Great for solo games, in fact it's practically required, but not in PvP games.
Holycannoli wrote: »The real solution is to follow proc set scaling and make healing skills scale with max mag/stam only (and damage skills scale only with wep/sp damage) and break the link between stacking damage to boost your offense and your defensive healing. That will NEVER happen tho - pvp'ers love their unkillable builds.
I agree. Healing and damage should not scale with the same stat. They should be separate, ideally wholly separate but this is a good compromise.
Who remembers the days in MMORPG PvP where you had to target the healers first? Not in ESO. No, in ESO everyone is flinging heals around and there's no such thing as a "vulnerable" healer. If you can heal well you can also DPS well and that's never a good combo in PvP games. Great for solo games, in fact it's practically required, but not in PvP games.
Supershutze wrote: »The problem with sets that directly counter healing isn't actually a problem.
Every half decent pvp build in existence relies almost exclusively on healing for defence. This is because healing has no counter, whatsoever.
Snake in the stars per-nerf would have been extremely powerful, but that just means it's doing it's job; a set designed to counter healing is going to counter builds that rely heavily on healing... which at the moment is all of them.
The entire point of sets like this is to reduce TTK to the point where fights actually go somewhere, **but for some reason people are afraid of dying in PVP.**
Snake in the Stars, released in the pathetic state it's in, pitifully fails to accomplish it's entire reason for existing.
Didn't ZOS try a set that applied "absorb the next X in healing" several patches ago? That was actually a better idea than this.
Either way, everyone loves to complain about. healing, but they complain MORE about anything that interferes with their healing. End result, healing debuffs and healing interference sets are over nerfed, and ZOS keeps boosting healing.
The real solution is to follow proc set scaling and make healing skills scale with max mag/stam only (and damage skills scale only with wep/sp damage) and break the link between stacking damage to boost your offense and your defensive healing. That will NEVER happen tho - pvp'ers love their unkillable builds.
WeylandLabs wrote: »Supershutze wrote: »The problem with sets that directly counter healing isn't actually a problem.
Every half decent pvp build in existence relies almost exclusively on healing for defence. This is because healing has no counter, whatsoever.
Snake in the stars per-nerf would have been extremely powerful, but that just means it's doing it's job; a set designed to counter healing is going to counter builds that rely heavily on healing... which at the moment is all of them.
The entire point of sets like this is to reduce TTK to the point where fights actually go somewhere, **but for some reason people are afraid of dying in PVP.**
Snake in the Stars, released in the pathetic state it's in, pitifully fails to accomplish it's entire reason for existing.
Didn't ZOS try a set that applied "absorb the next X in healing" several patches ago? That was actually a better idea than this.
Either way, everyone loves to complain about. healing, but they complain MORE about anything that interferes with their healing. End result, healing debuffs and healing interference sets are over nerfed, and ZOS keeps boosting healing.
The real solution is to follow proc set scaling and make healing skills scale with max mag/stam only (and damage skills scale only with wep/sp damage) and break the link between stacking damage to boost your offense and your defensive healing. That will NEVER happen tho - pvp'ers love their unkillable builds.
You have to make a YouTube channel and showcase paper theory from practical application today. That's why there is success in nerfing practical items sets now it's strictly based on dueling scenarios and not open world solo, gvg, ball and zergs. That doesn't play and you cant test that on the PTS for ballgroups and/or 'Gvg and solo open world. They take one aspect highlight a bias viewpoint throw on a build that's only for 1v1's and points out only the negative aspects for that situation.
Thus resulting in sets coming into live DOA like snake, this has happened for years now and wont change anytime soon. The pts lacks players wanting to pvp and its pointless to even pvp because its for nothing.
My opinion - Set nerfs or buffs shouldn't be based on one aspect with only dueling in mind. You can gauge a set better at live then make the adjustments towards the damage, heals or utility . The pts was or should be only to find bugs and broken mechanics in a set. Not balance it in one controlled setting or situation to have bias or favoritism towards something that could possibly interfere with your playstyles builds and content.
Having disruptive items in gameplay is healthy in any game today for business and entertainment purposes.