acastanza_ESO wrote: »Azureblight in its Live server state is the only thing providing any viable counter to the scribing-empowered ballgroups that are running roughshod over Cyrodiil and have been actively killing PVP for several years now due to the lack of counters to their abusive gameplay. Azureblight needed to be toned down for PVE, but it was actually providing the only source of meaningful game balance in PVP
CameraBeardThePirate wrote: »Here's the thing: it is way too strong on live right now, being the strongest option against any amount of enemies >3.
It should be the strongest option against groups larger than 8 or so, but having it also be the strongest option against 4 man groups is ridiculous.
That being said, I don't think removing the scaling effect from Players entirely is the right call. You're basically saying "this is too hard for us to figure out so we're not even going to try".
If the initial damage was reduced by 60%, and the scaling was increased to say, 75% or so, boom - the set is no longer OP against groups in the 4-8 range but remains incredible against groups in the 8-12 range.
Instead, ZOS did what they do too often these days and gave up on balancing it for one environment entirely.
CameraBeardThePirate wrote: »Here's the thing: it is way too strong on live right now in PvP, being the strongest option against any amount of enemies >3.
It should be the strongest option against groups larger than 8 or so, but having it also be the strongest option against 4 man groups is ridiculous.
That being said, I don't think removing the scaling effect from Players entirely is the right call. You're basically saying "this is too hard for us to figure out so we're not even going to try".
If the initial damage was reduced by 60%, and the scaling was increased to say, 75% or so, boom - the set is no longer OP against groups in the 4-8 range but remains incredible against groups in the 8-12 range.
Instead, ZOS did what they do too often these days and gave up on balancing it for one environment entirely.
acastanza_ESO wrote: »Azureblight in its Live server state is the only thing providing any viable counter to the scribing-empowered ballgroups that are running roughshod over Cyrodiil and have been actively killing PVP for several years now due to the lack of counters to their abusive gameplay. Azureblight needed to be toned down for PVE, but it was actually providing the only source of meaningful game balance in PVP
Thanks @gariondavey. Will pass these along.
Thanks @gariondavey. Will pass these along.
Devs please listen to this man. The [Snip] are here in force, while the average player is on their local Discord rejoicing and considering coming back to ESO for real group PvP. Blackreach PC NA is dead most nights. GH is not far out. You have no idea the reception this gets.
Now AB should exist to counter balls. The average group of 5-6 ABers should be able to harass a ball and even wipe a bad one. But it should in no one's hand be able to singularly bomb a group of 12 with m+M Evasion up.
But if its between a sledgehammer to the set and the continued death of organized PvP, I choose the Sledgehammer. But the rollback solution to the original "nerf" could be a real compromise. I highly suggest pursuing it.
LMAO No. The average player is bemoaning this unwarranted gift [Snip]. The only people rejoicing are the ballgroupers that are actually killing PVP.The [Snip] are here in force, while the average player is on their local Discord rejoicing and considering coming back to ESO for real group PvP.
Can someone explain the overall buff to Azure at 7 enemies that was promised in the dev comment? I'm not sure I'm understanding it.
If x = current base damage, here's what I'm figuring for the math:
Right now, it starts at 1.3x (since the 30% applies even with just one enemy), then goes up to 1.6x for two, 1.9x for three, 2.2x for four, 2.5x for five, and 2.8x for six enemies. Then it stops scaling (2.8x representing a bonus of 180% over 1x).
As of this PTS incremental, it will start at 0.4x (losing 60% of the base damage) for one enemy, then it will start scaling with additional enemies by 100% (of the new 0.4x base) per enemy: 0.8x for two, 1.2x for three, 1.6x for four, 2x for five, 2.4x for six, 2.8x for seven. Then it stops scaling. 2.8x is the expected increase of 600% over 0.4x, in line with the notes.
But 2.8x (current cap on live) is equal to 2.8x (current cap on PTS), with the only difference being it takes one more enemy to reach it. Where is the "slight buff" coming from on PTS at 7 enemies?
Synapsis123 wrote: »Why would it scale damage for hitting 1 target?
Thanks @gariondavey. Will pass these along.
MidniteOwl1913 wrote: »I too don't understand if it's a problem for PVP why not just remove it from PVP? A PVP problem a PVP solution.
MidniteOwl1913 wrote: »I too don't understand if it's a problem for PVP why not just remove it from PVP? A PVP problem a PVP solution.
CameraBeardThePirate wrote: »MidniteOwl1913 wrote: »I too don't understand if it's a problem for PVP why not just remove it from PVP? A PVP problem a PVP solution.
It's only a real problem against smaller groups. It's the best set against any group >3.
It should only be the best set against groups larger than 8 or so. By changing the scaling, they would have fixed this problem, but then they removed the scaling from PvP entirely, effectively killing its use as a large group buster.
The alternative is for ZOS to finally stop cross healing and shields via Battle Spirit.
VenomSheru wrote: »
If it works only against monsters now, why is it being discussed in reference to PvP?
VenomSheru wrote: »
If it works only against monsters now, why is it being discussed in reference to PvP?