Here is yet a another reason why it should be nerfed.
Just did some testing myself, with a few others. Blight is completely ignoring resists. Tested the set. Test one: with close to max resists, and the person wearing the set only had 3k pen. The blight hit was for 4.3k. Second test was with absolutely no armor and no resists, blight hit for 4.8 which is well within the range. To me these numbers don't make any sense, and shows that Blight is completely ignoring resists.
If someone else would like to test this who is better at numbers for these type of tests, I welcome it. I'm curious of your results. But this is yet another reason the set needs to be nerfed, if this holds true.
Marcelovski wrote: »Running an azure blight setup as a group is just as much a "comp" and requires "commitment" to put together too. It is only effective when you have at the very least 4 people running it with their whole build centered around it. Furthermore, it is only viable in specific situations. Countering ballgroups is one of the few reasons to run an azure blight group. It only works when people are stacked, and is quite weak otherwise.
SkaraMinoc wrote: »
SkaraMinoc wrote: »SkaraMinoc wrote: »
Need full ball group with lots of shields and sets like Grave Guardian to survive that.
Or, as the ball groups often like to tell the rest of us: spread out, zerglings.SkaraMinoc wrote: »Need full ball group with lots of shields and sets like Grave Guardian to survive that.
xylena_lazarow wrote: »Or, as the ball groups often like to tell the rest of us: spread out, zerglings.SkaraMinoc wrote: »Need full ball group with lots of shields and sets like Grave Guardian to survive that.
SkaraMinoc wrote: »SkaraMinoc wrote: »
Need full ball group with lots of shields and sets like Grave Guardian to survive that.
This post is regarding the Azureblight set and why it should be nerfed for PvP
.
This set has been out for a while now since Zos has changed how the set works, and it’s getting worse every day. For the sake of not having this post taken down I won't mention any names or alliances in which this takes place. This set is, in my opinion, being exploited in a way ZOS didn't intend for it to work.
I have run a PvP guild now for over 4 years on the Gray host server. The majority of the groups I lead are just casual (“pick-up” / “Non-comp”) groups with guild members and a weekly scheduled; Ball Group (“comped”) for a couple hours. This post stems from running both types of groups. It is not only my groups but other groups across all factions experiencing this as well.
When this set was first revamped you would see it out in cryo in small-man groups or on solo players which isn't the issue, this set allowed solo or small-mans to be competitive in the zergs atmosphere that is the majority of Cyrodill play; and helps those individuals be able to contribute to the task at hand (taking keeps/defending).
However, as time has gone by this set has been introduced into the 12 man group where anywhere from 4-7 people are running it in the same group. This damage cannot be mitigated or avoided since all they have to do is stack their AOE(most the time from a distance). There is no amount of shielding or healing that combats this set and as a group going against it there is nothing you can do about it other than step away from your group in hopes u don't proc it onto others. In my opinion, these conditions are leading to the exploitation of this set.
This set cannot be purged, and when you have 4-7 people casting it on a group of players, either casual or ball, that group just stands no chance. It’s taking away all enjoyable grouped play. Even in my casual groups I like when members stay around crown and with this set out there this isn't possible. It defeats the purpose of grouping up going against groups running 4-7 of these sets.
Not to mention a lot of the time the groups that are doing this run with the rest of the faction (zerg) so it’s not like you can pick or target these players down first. Some will argue that it’s the counter for the "ball groups" and that is why it won't be nerfed but this is not the case as it is influencing anyone in a group.
Alot of people hate on "ball" groups yet they don't understand the time and commitment members of these group take to put these comps together. It’s ALOT more than just stacking heals. Its ALOT of trial and error. Ball groups are only as strong as their weakest member, It takes one person in group not knowing what they are doing to screw over the whole group over. Nevertheless "Ball" groups are easy to counter when you have the experience to do so, especially without this set.
I want to reiterate that this is affecting both casual and ball groups in Cyrodiil as a whole.
We as ESO players have seen nerfs to Vicious Death, Plaguebreak, Dark Convergence, Rush of Agony, and Tarnished because they are all where over preforming, performing in a way the ruined gameplay, just as this set currently is doing. It’s to the point where a player’s skill doesn't matter anymore going against this set; and to the point where it’s pointless to even start groups up when you know these groups running 4-7 of this set are out there. You’re better off running solo. In a game that is meant for group play these are sad times.
SkaraMinoc wrote: »SkaraMinoc wrote: »
Need full ball group with lots of shields and sets like Grave Guardian to survive that.
This post is regarding the Azureblight set and why it should be nerfed for PvP
.
This set has been out for a while now since Zos has changed how the set works, and it’s getting worse every day. For the sake of not having this post taken down I won't mention any names or alliances in which this takes place. This set is, in my opinion, being exploited in a way ZOS didn't intend for it to work.
I have run a PvP guild now for over 4 years on the Gray host server. The majority of the groups I lead are just casual (“pick-up” / “Non-comp”) groups with guild members and a weekly scheduled; Ball Group (“comped”) for a couple hours. This post stems from running both types of groups. It is not only my groups but other groups across all factions experiencing this as well.
When this set was first revamped you would see it out in cryo in small-man groups or on solo players which isn't the issue, this set allowed solo or small-mans to be competitive in the zergs atmosphere that is the majority of Cyrodill play; and helps those individuals be able to contribute to the task at hand (taking keeps/defending).
However, as time has gone by this set has been introduced into the 12 man group where anywhere from 4-7 people are running it in the same group. This damage cannot be mitigated or avoided since all they have to do is stack their AOE(most the time from a distance). There is no amount of shielding or healing that combats this set and as a group going against it there is nothing you can do about it other than step away from your group in hopes u don't proc it onto others. In my opinion, these conditions are leading to the exploitation of this set.
This set cannot be purged, and when you have 4-7 people casting it on a group of players, either casual or ball, that group just stands no chance. It’s taking away all enjoyable grouped play. Even in my casual groups I like when members stay around crown and with this set out there this isn't possible. It defeats the purpose of grouping up going against groups running 4-7 of these sets.
Not to mention a lot of the time the groups that are doing this run with the rest of the faction (zerg) so it’s not like you can pick or target these players down first. Some will argue that it’s the counter for the "ball groups" and that is why it won't be nerfed but this is not the case as it is influencing anyone in a group.
Alot of people hate on "ball" groups yet they don't understand the time and commitment members of these group take to put these comps together. It’s ALOT more than just stacking heals. Its ALOT of trial and error. Ball groups are only as strong as their weakest member, It takes one person in group not knowing what they are doing to screw over the whole group over. Nevertheless "Ball" groups are easy to counter when you have the experience to do so, especially without this set.
I want to reiterate that this is affecting both casual and ball groups in Cyrodiil as a whole.
We as ESO players have seen nerfs to Vicious Death, Plaguebreak, Dark Convergence, Rush of Agony, and Tarnished because they are all where over preforming, performing in a way the ruined gameplay, just as this set currently is doing. It’s to the point where a player’s skill doesn't matter anymore going against this set; and to the point where it’s pointless to even start groups up when you know these groups running 4-7 of this set are out there. You’re better off running solo. In a game that is meant for group play these are sad times.
Azure damage is very healable by a strong group. It is annoying for sure, and if you get sieged / very hard pressured by zergs / pushed by other groups at the same time it gets increasingly difficult, but a strong ballgroup can pull through most of the time.
There again, by strong group i mean good burst heal awarness, proper 90-95%+ heal uptimes, and a setup that's not just damage and mostly defensives and sustain ( funnily enough i noticed most groups, particularily on NA don't really understand that damage comes from coordination and not from damage glyphs, mundus stones etc. ).
Spamming vigors and RRs can only do so much.
Is it a strong set? Yes.
Is it overpowered? Possibly. But nothing good coordination can't handle.
Tinkerhorn wrote: »I run a high damage, high crit melee magplar and I dread to come across a tanky pressure DK plastering me with effects completely nullifying the effectiveness of my purge which is really the basis of my entire defense. The fact that such a strong counter exists to my particular build is a sign of good balance, not bad balance and this is the main point. There's builds my templar will rinse, and in this case a build where I have to sweat a lot. Something being more effective in certain situations than others is not bad balance!
As a side note, and probably a hot take; I would say Templar and DK are the most well balanced classes.
MEBengalsFan2001 wrote: »
Play a warden and you can spam your Netch while removing negative effects and get a small heal from it. And if you don’t have a negative effect on you, you get a bonus in damage.
Templar issue is that the cleanse skill cost 4K mag per a use and recasting it burns through resources. Imo it’s a very bad design. Overall Templar dps builds are significantly inferior to all other classes. Did some testing on my warden and DK and using the same gear with race and cp allocation.
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It should be:xylena_lazarow wrote: »
An overlooked aspect of ball grouping is picking the correct target. There is one single AD player at point A, there is an AD zerg attack at point B, and obviously the hammer fight at point C. Where would you bring your ball?
Izanagi.Xiiib16_ESO wrote: »It should be:
AD: c - hammer fight
DC: b - BRK
EP: b - BRK(as EP faction will be at the hammer)
There again, by strong group i mean good burst heal awarness, proper 90-95%+ heal uptimes, and a setup that's not just damage and mostly defensives and sustain ( funnily enough i noticed most groups, particularily on NA don't really understand that damage comes from coordination and not from damage glyphs, mundus stones etc. ).
Spamming vigors and RRs can only do so much.
Is it a strong set? Yes.
Is it overpowered? Possibly. But nothing good coordination can't handle.
It is near impossible to keep 90+% hot uptimes and burst heal through blight damage in those situations, in our logs people either have high hot uptimes and low burst or vice versa. I guess that's zos's solution to the supposed HoT issues. Also, Blight has been even more of a problem since this was posted, thanks Xan Hope it meets the nerf hammer soon, wonder how many people abusing this set complained about crutching on other proc sets.
Pretty sure the ball group that chased me from BRK all the way to the river was running an Azure comp, with all the Acid Sprays that I was seeing. The fact that 1 player can run that far evading 12 organized, shows how truly ineffective Azure is when used outside its niche of blowing up stacked groups. Fair tradeoff. Balanced set.Blight has been even more of a problem since this was posted
If you use three 1-tick-per-second dots plus beam, you can build a stack of 20 surprisingly fast.
If you use three 1-tick-per-second dots plus beam, you can build a stack of 20 surprisingly fast.
We will never again live the glorious days of 2-ticks-per-second Mystic orb, 2-ticks-per-second Negate, and multiple 1-tick-per-second proc sets all stacking Azureblight
As a single Azureblight player you could get a whole enemy group from 0 to 20 in less than 5 sec.
As a single Azureblight player you could get a whole enemy group from 0 to 20 in less than 5 sec.
SkaraMinoc wrote: »As a single Azureblight player you could get a whole enemy group from 0 to 20 in less than 5 sec.
Azureblight Stam Sorc needed a nerf. Dropping 5 million damage in a casual BG with Rush of Agony was too much. Also the Warden Growing Swarm was busted and applied n^2 ticks of Azureblight to anyone within radius. 7+ million damage in BGs.