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Another Azure Nerf?`

madmufffin
madmufffin
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It looks like Azureblight has been further nerfed outside of what was posted in the patch notes to now only tick once per second instead of what is current on live as once per .5 seconds. Even if the released patch notes were completely reverted, it would still see its damage halved. I have no idea what the purpose of just aggressively destroying the only good universal cleave set in the game. Only working on monsters gets rid of the pvp concerns and changing the tick rate dials the damage back for pve. Can we please just leave it at that. Leave the tooltip where it was and get rid of this new ridiculous scaling.

Live:
z3pnq1uo9akg.jpg

PTS:
5lopydup35f5.png
Edited by madmufffin on 24 September 2024 23:09
  • madmufffin
    madmufffin
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    Removed Photo
    Edited by madmufffin on 24 September 2024 23:09
  • Rkindaleft
    Rkindaleft
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    Azureblight was simply a tool to be used because ZOS keeps designing fights with an overtuned number of dangerous adds. Reef Guardian, Bahsei, Ansuul, Lucent Citadel knot running... it wasn't some always set that people used in all situations at all times

    Lol trash update
    https://youtube.com/@rkindaleft PlayStation NA. I upload parses and trial POVs sometimes.
    6/9 Trial Trifecta achievements.
    Tick Tock Tormentor | Immortal Redeemer | Gryphon Heart | Godslayer | Dawnbringer | Planesbreaker

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  • madmufffin
    madmufffin
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    Rkindaleft wrote: »
    Azureblight was simply a tool to be used because ZOS keeps designing fights with an overtuned number of dangerous adds. Reef Guardian, Bahsei, Ansuul, Lucent Citadel knot running... it wasn't some always set that people used in all situations at all times

    Lol trash update

    I've been watching the WoW mythic race and it's crazy watching a single well designed enemy with ample threat instead of just a plethora of adds creating an artificial sense of difficulty. Would be nice if they didn't actively design content to require cleave so that Azure being deleted wouldn't be a crushing blow to the feasability of content.
    Edited by madmufffin on 25 September 2024 01:16
  • Pevey
    Pevey
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    It would also be nice if all classes had toolkits with equal access to cleave if content is going to continue to be designed this way.

    There’s an xkcd comic I think is relevant to how AB was holding up both PvP and PvE, in different ways.

    2RSnVmvDpB2B_0Js6KM7L_NDTqMNh6qRo1jF8-qlZJY.jpg?width=640&crop=smart&auto=webp&s=b34466145e6f84141f0213a0ee7089afe7bc2c31

    In PvP, ball groups. Enough said. AB was the only semi-effective counter.

    In PvE, it was the need for cleave in certain specific encounters, combined with some classes not having access to decent cleave without AB.



  • Theignson
    Theignson
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    ZOS nerfs one of the only sets that can fight nearly invincible ball groups but leaves untouched the universally abused-by=ball-groups and broken, nonconforming to 10 years of ZOS rules, set Rush of Agony

    I guess they are going to keep buffing ball groups to the bitter end of PvP
    2 GOs, an overlord and bunches of prefects etc-- all classes...I've wasted a lot of time in PVP
  • forum_propagandist
    Theignson wrote: »
    ZOS nerfs one of the only sets that can fight nearly invincible ball groups but leaves untouched the universally abused-by=ball-groups and broken, nonconforming to 10 years of ZOS rules, set Rush of Agony

    I guess they are going to keep buffing ball groups to the bitter end of PvP

    I agree that rush is quite strong and as a bit of advice you really need to block and clear the area to avoid fear they will no doubt cast.
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