Maintenance for the week of November 18:
[IN PROGRESS] PlayStation®: EU megaserver for maintenance – November 19, 23:00 UTC (6:00PM EST) - November 20, 17:00 UTC (12:00PM EST) https://forums.elderscrollsonline.com/en/discussion/668861

Endless Fury, Haunting Curse

  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    Derra wrote: »
    Derra wrote: »
    Derra wrote: »
    Derra wrote: »
    Lord-Otto wrote: »
    Lord-Otto wrote: »
    bubbygink wrote: »
    Minalan wrote: »
    Last night a guy I was fighting poisoned me, and Mines cost something stupid like 7-8K. Yeah that's not going to happen. :lol:

    You can also fear them right out of that mine field and punish them while they try to run back. Mines are pretty expensive for a defense, they won't be spamming them.

    A good sorc will never let you fear them out of their mines. Good sorcs don't stand right in the middle of them. The kite around the edges so that they are out of melee (and fear) range but a gap close to them would put you right on the mines.

    This is how you do it in open combat, but when a NB cloaks, you gotta go to the center.

    Or you could think rationally, and realize of they're coming from the East then you should probably be on the West side of your mines, and listen for the cloak sound effects. Also if you have a DoT (entropy) on them you can follow them by the "miss" text that'll appear above them. I use it all the time in order to figure out where to streak or where to stand. Stamblades can't cloak forever lol

    Not everyone uses Entropy, though.

    Valid retort. Then you would have to make predictions based upon last sighted as well as paying attention to the cloak's sound effect in order to determine location. Or do what I do, and use detection pots. The ones I use grant immobility, and restore magicka on top of detection. I would love a stam equivalent if it were possible.

    Detect pots require you to be basically in melee range against the "stealthy" races.

    So to utilize them you have to leave mines anyways (and your attacks will still miss because cloak vs ranged projectile is bugged).

    They have the come in melee range to fear as well :smile:

    True.

    I would just never engage into mines at all. You´re in the comfortable position to just walk away from that nonsense.

    Ooooor you have leightweight beasttrap + PI and make minecamping the sorcs worst nightmare.

    I've tried that in the past, and they just avoid it lol. Honestly the best strategy I've determined is to pop dark cloak (for shake barrier, and minor protection), vigor, and just eat the mines. However, even once you get past the mines you have their shield stacking to deal with. Meanwhile enjoy eating curses, and frags while avoiding going as low as 20%. The defense, and offensive capabilities of sorcs are just insane.

    Well idk what to say.

    Walking into mines is. Well you play how the sorc wants you to. I think some great sorcs of the past conditioned players very well in that regard.

    What makes you want to walk into mines if i may ask?
    Mostly the desire to kill the sorc...
    The thing is - if the sorc wants to kill you, they have to leave the mines.

    This is only untrue for duels. But that´s an entirely different beast anyways.

    Dueling is probably my favorite style of PvP. It's a shame that it doesn't grant you any AP or incentive :-\

    Heavy armor and don´t fight petsorcs - because they´re half gods when a player can´t elude the pets due to small dueling area.

    Heavy doesn't suit my play style. I dodge roll too much (which is becoming frustratingly less viable by the update).

    It´s great for open world builds still - when combined with cloak and shade.

    However it´s hard to utilize in duels effectively - especially against a sorc using mines and three shields. It just does not get you anywhere.
    In that case you´re basically matched against a full counter build (not because they actually counter what you do - but because what you can do isn´t effective in the environment you fight in).
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • thankyourat
    thankyourat
    ✭✭✭✭✭
    Derra wrote: »
    Derra wrote: »
    Derra wrote: »
    Lord-Otto wrote: »
    Lord-Otto wrote: »
    bubbygink wrote: »
    Minalan wrote: »
    Last night a guy I was fighting poisoned me, and Mines cost something stupid like 7-8K. Yeah that's not going to happen. :lol:

    You can also fear them right out of that mine field and punish them while they try to run back. Mines are pretty expensive for a defense, they won't be spamming them.

    A good sorc will never let you fear them out of their mines. Good sorcs don't stand right in the middle of them. The kite around the edges so that they are out of melee (and fear) range but a gap close to them would put you right on the mines.

    This is how you do it in open combat, but when a NB cloaks, you gotta go to the center.

    Or you could think rationally, and realize of they're coming from the East then you should probably be on the West side of your mines, and listen for the cloak sound effects. Also if you have a DoT (entropy) on them you can follow them by the "miss" text that'll appear above them. I use it all the time in order to figure out where to streak or where to stand. Stamblades can't cloak forever lol

    Not everyone uses Entropy, though.

    Valid retort. Then you would have to make predictions based upon last sighted as well as paying attention to the cloak's sound effect in order to determine location. Or do what I do, and use detection pots. The ones I use grant immobility, and restore magicka on top of detection. I would love a stam equivalent if it were possible.

    Detect pots require you to be basically in melee range against the "stealthy" races.

    So to utilize them you have to leave mines anyways (and your attacks will still miss because cloak vs ranged projectile is bugged).

    They have the come in melee range to fear as well :smile:

    True.

    I would just never engage into mines at all. You´re in the comfortable position to just walk away from that nonsense.

    Ooooor you have leightweight beasttrap + PI and make minecamping the sorcs worst nightmare.

    I've tried that in the past, and they just avoid it lol. Honestly the best strategy I've determined is to pop dark cloak (for shake barrier, and minor protection), vigor, and just eat the mines. However, even once you get past the mines you have their shield stacking to deal with. Meanwhile enjoy eating curses, and frags while avoiding going as low as 20%. The defense, and offensive capabilities of sorcs are just insane.

    Well idk what to say.

    Walking into mines is. Well you play how the sorc wants you to. I think some great sorcs of the past conditioned players very well in that regard.

    What makes you want to walk into mines if i may ask?
    Mostly the desire to kill the sorc...
    The thing is - if the sorc wants to kill you, they have to leave the mines.

    This is only untrue for duels. But that´s an entirely different beast anyways.

    Yea as a solo nightblade I would never entertain a sorc mine camping in open world PvP I just cloak out of range and wave goodbye lol. Nightblades can be great for duels heavy armor sword and board stamblade is decently strong as is duel wield and necro light armor magblade is also really strong. The only problem is if you build a nightblade for duels it's going to suck open world it's the only class like that. I don't think the nightblade class is meant for dueling. If you play to a nightblades strength I think they are really strong.

    I think it's the same way as mag dk. alot of people were saying magicka dk was weak when in reality it was the best dueling class around. It was never meant for solo PvP.

    Mag sorc and stam sorc being a exception though they excel at all aspects of the game rather it be solo, small group, large group, or dueling. It's one of the reasons I'm starting to believe the sorcerer class is general is OP
  • Minalan
    Minalan
    ✭✭✭✭✭
    ✭✭✭✭
    Derra wrote: »
    Derra wrote: »
    Derra wrote: »
    Lord-Otto wrote: »
    Lord-Otto wrote: »
    bubbygink wrote: »
    Minalan wrote: »
    Last night a guy I was fighting poisoned me, and Mines cost something stupid like 7-8K. Yeah that's not going to happen. :lol:

    You can also fear them right out of that mine field and punish them while they try to run back. Mines are pretty expensive for a defense, they won't be spamming them.

    A good sorc will never let you fear them out of their mines. Good sorcs don't stand right in the middle of them. The kite around the edges so that they are out of melee (and fear) range but a gap close to them would put you right on the mines.

    This is how you do it in open combat, but when a NB cloaks, you gotta go to the center.

    Or you could think rationally, and realize of they're coming from the East then you should probably be on the West side of your mines, and listen for the cloak sound effects. Also if you have a DoT (entropy) on them you can follow them by the "miss" text that'll appear above them. I use it all the time in order to figure out where to streak or where to stand. Stamblades can't cloak forever lol

    Not everyone uses Entropy, though.

    Valid retort. Then you would have to make predictions based upon last sighted as well as paying attention to the cloak's sound effect in order to determine location. Or do what I do, and use detection pots. The ones I use grant immobility, and restore magicka on top of detection. I would love a stam equivalent if it were possible.

    Detect pots require you to be basically in melee range against the "stealthy" races.

    So to utilize them you have to leave mines anyways (and your attacks will still miss because cloak vs ranged projectile is bugged).

    They have the come in melee range to fear as well :smile:

    True.

    I would just never engage into mines at all. You´re in the comfortable position to just walk away from that nonsense.

    Ooooor you have leightweight beasttrap + PI and make minecamping the sorcs worst nightmare.

    I've tried that in the past, and they just avoid it lol. Honestly the best strategy I've determined is to pop dark cloak (for shake barrier, and minor protection), vigor, and just eat the mines. However, even once you get past the mines you have their shield stacking to deal with. Meanwhile enjoy eating curses, and frags while avoiding going as low as 20%. The defense, and offensive capabilities of sorcs are just insane.

    Well idk what to say.

    Walking into mines is. Well you play how the sorc wants you to. I think some great sorcs of the past conditioned players very well in that regard.

    What makes you want to walk into mines if i may ask?
    Mostly the desire to kill the sorc...
    The thing is - if the sorc wants to kill you, they have to leave the mines.

    This is only untrue for duels. But that´s an entirely different beast anyways.

    Yea as a solo nightblade I would never entertain a sorc mine camping in open world PvP I just cloak out of range and wave goodbye lol. Nightblades can be great for duels heavy armor sword and board stamblade is decently strong as is duel wield and necro light armor magblade is also really strong. The only problem is if you build a nightblade for duels it's going to suck open world it's the only class like that. I don't think the nightblade class is meant for dueling. If you play to a nightblades strength I think they are really strong.

    I think it's the same way as mag dk. alot of people were saying magicka dk was weak when in reality it was the best dueling class around. It was never meant for solo PvP.

    Mag sorc and stam sorc being a exception though they excel at all aspects of the game rather it be solo, small group, large group, or dueling. It's one of the reasons I'm starting to believe the sorcerer class is general is OP

    Plink away with bow shot from outside of their range. :trollface:

    Then peace out before they can pursue, one good troll deserves another.
  • Malamar1229
    Malamar1229
    ✭✭✭✭✭
    dudes complaining about an execute on his death recap.

    Thats like complaining about eggs on a Dennys breakfast menu...
  • thankyourat
    thankyourat
    ✭✭✭✭✭
    Lol all these curses are killing my magblade. They need to add the purge back to cloak. Fighting two sorcs right now is a death sentence even if you have more skill than them. You are just too squishy to get hit with all that unavoidable damage. I don't really think curse is too strong it's just way too strong against nightblades. The haunting effect while not really a problem has become such a zerg tool. It's worse than radiant was. I literally just had a death recap that 4 curses and a mages fury
  • Strider_Roshin
    Strider_Roshin
    ✭✭✭✭✭
    ✭✭✭
    I think a good solution to this would be to reduce the damage of haunting, and make the other morph the original velocious curse. I would also make it so no two curses can stack, and give the stronger curse priority.
  • FriedEggSandwich
    FriedEggSandwich
    ✭✭✭✭✭
    I think a good solution to this would be to reduce the damage of haunting, and make the other morph the original velocious curse. I would also make it so no two curses can stack, and give the stronger curse priority.

    Basically you want curse to be the same as it was in 1.5, rather than what it was last patch, or the patch before.

    Edited by FriedEggSandwich on 7 March 2017 20:26
    PC | EU
  • Strider_Roshin
    Strider_Roshin
    ✭✭✭✭✭
    ✭✭✭
    I think a good solution to this would be to reduce the damage of haunting, and make the other morph the original velocious curse. I would also make it so no two curses can stack, and give the stronger curse priority.

    Basically you want curse to be the same as it was in 1.5, rather than what it was last patch, or the patch before.

    Is my suggestion unreasonable? You'll have a PvP morph, and a PvE morph. And one morph would be less maintenance, and less damage; whereas the other morph hits harder, but needs to be reapplied more. Kind of like trap beast.
  • FriedEggSandwich
    FriedEggSandwich
    ✭✭✭✭✭
    I think a good solution to this would be to reduce the damage of haunting, and make the other morph the original velocious curse. I would also make it so no two curses can stack, and give the stronger curse priority.

    Basically you want curse to be the same as it was in 1.5, rather than what it was last patch, or the patch before.

    Is my suggestion unreasonable? You'll have a PvP morph, and a PvE morph. And one morph would be less maintenance, and less damage; whereas the other morph hits harder, but needs to be reapplied more. Kind of like trap beast.

    The unstackable bit was unreasonable imo, the skill hasn't been unstackable since 1.4/1.5.

    Edited by FriedEggSandwich on 7 March 2017 20:40
    PC | EU
  • thankyourat
    thankyourat
    ✭✭✭✭✭
    I think a good solution to this would be to reduce the damage of haunting, and make the other morph the original velocious curse. I would also make it so no two curses can stack, and give the stronger curse priority.

    The only thing is curse only feels too strong when used against nightblades. against the other 3 classes they just mitigate the damage not much of a problem. Against nightblades however that's not the case . That's why I suggested bring back the cloak purge. It would give nightblades a way to get rid of curse. There isn't really a reason to nerf curse because it's fine.
  • Strider_Roshin
    Strider_Roshin
    ✭✭✭✭✭
    ✭✭✭
    I think a good solution to this would be to reduce the damage of haunting, and make the other morph the original velocious curse. I would also make it so no two curses can stack, and give the stronger curse priority.

    The only thing is curse only feels too strong when used against nightblades. against the other 3 classes they just mitigate the damage not much of a problem. Against nightblades however that's not the case . That's why I suggested bring back the cloak purge. It would give nightblades a way to get rid of curse. There isn't really a reason to nerf curse because it's fine.

    I wouldn't mind it if they extended the minor protection personally. The current length of time is just comical.
  • FriedEggSandwich
    FriedEggSandwich
    ✭✭✭✭✭
    I think a good solution to this would be to reduce the damage of haunting, and make the other morph the original velocious curse. I would also make it so no two curses can stack, and give the stronger curse priority.

    The only thing is curse only feels too strong when used against nightblades. against the other 3 classes they just mitigate the damage not much of a problem. Against nightblades however that's not the case . That's why I suggested bring back the cloak purge. It would give nightblades a way to get rid of curse. There isn't really a reason to nerf curse because it's fine.

    When cloak had a purge it didn't purge curse. I would like to see cloak get its purge back too, but curse has never been purgable by cloak, and therefore has always been a good counter to NBs. What changed in that respect was that the skill went from a 3.5s duration to a 12s duration which removed the necessity to reapply it, therefore reducing the amount of skill/attentiveness needed to use it effectively. NBs never complained about curse when it was just 3.5s long because they still had a good chance to escape by re-cloaking before the sorc managed to reapply curse. NBs got that chance every 3.5s, now they only get that chance every 12s. How do people not see that the new 12s is THE main issue in pvp? It needs to go. It was introduced to add dps to sorcs rotation in pve, but I don't even know if it was successful in that respect. Do the pve sorcs now feel like they need the 12s duration? Who knows? We might just have taken that horrible change to curse for absolutely no reason.
    Edited by FriedEggSandwich on 7 March 2017 21:14
    PC | EU
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    I think a good solution to this would be to reduce the damage of haunting, and make the other morph the original velocious curse. I would also make it so no two curses can stack, and give the stronger curse priority.

    If I have to eat multiple poison injections, destro ults, poisons, etc., you can deal with a couple of curses.

    Stamina characters have forever complained about any attack they can't just dodge. Just Rally, Vigor, roll around a tree once or twice and you'll be at full health when a sorc puts a curse on you.
    Edited by Joy_Division on 7 March 2017 21:22
  • Anti_Virus
    Anti_Virus
    ✭✭✭✭✭
    I think a good solution to this would be to reduce the damage of haunting, and make the other morph the original velocious curse. I would also make it so no two curses can stack, and give the stronger curse priority.

    The only thing is curse only feels too strong when used against nightblades. against the other 3 classes they just mitigate the damage not much of a problem. Against nightblades however that's not the case . That's why I suggested bring back the cloak purge. It would give nightblades a way to get rid of curse. There isn't really a reason to nerf curse because it's fine.

    I just wish it was *blockable again, although its fine but its a little too much.

    [Edit]
    Edited by Anti_Virus on 7 March 2017 21:31
    Power Wealth And Influence.
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    Derra wrote: »
    Derra wrote: »
    Derra wrote: »
    Lord-Otto wrote: »
    Lord-Otto wrote: »
    bubbygink wrote: »
    Minalan wrote: »
    Last night a guy I was fighting poisoned me, and Mines cost something stupid like 7-8K. Yeah that's not going to happen. :lol:

    You can also fear them right out of that mine field and punish them while they try to run back. Mines are pretty expensive for a defense, they won't be spamming them.

    A good sorc will never let you fear them out of their mines. Good sorcs don't stand right in the middle of them. The kite around the edges so that they are out of melee (and fear) range but a gap close to them would put you right on the mines.

    This is how you do it in open combat, but when a NB cloaks, you gotta go to the center.

    Or you could think rationally, and realize of they're coming from the East then you should probably be on the West side of your mines, and listen for the cloak sound effects. Also if you have a DoT (entropy) on them you can follow them by the "miss" text that'll appear above them. I use it all the time in order to figure out where to streak or where to stand. Stamblades can't cloak forever lol

    Not everyone uses Entropy, though.

    Valid retort. Then you would have to make predictions based upon last sighted as well as paying attention to the cloak's sound effect in order to determine location. Or do what I do, and use detection pots. The ones I use grant immobility, and restore magicka on top of detection. I would love a stam equivalent if it were possible.

    Detect pots require you to be basically in melee range against the "stealthy" races.

    So to utilize them you have to leave mines anyways (and your attacks will still miss because cloak vs ranged projectile is bugged).

    They have the come in melee range to fear as well :smile:

    True.

    I would just never engage into mines at all. You´re in the comfortable position to just walk away from that nonsense.

    Ooooor you have leightweight beasttrap + PI and make minecamping the sorcs worst nightmare.

    I've tried that in the past, and they just avoid it lol. Honestly the best strategy I've determined is to pop dark cloak (for shake barrier, and minor protection), vigor, and just eat the mines. However, even once you get past the mines you have their shield stacking to deal with. Meanwhile enjoy eating curses, and frags while avoiding going as low as 20%. The defense, and offensive capabilities of sorcs are just insane.

    Well idk what to say.

    Walking into mines is. Well you play how the sorc wants you to. I think some great sorcs of the past conditioned players very well in that regard.

    What makes you want to walk into mines if i may ask?
    Mostly the desire to kill the sorc...
    The thing is - if the sorc wants to kill you, they have to leave the mines.

    This is only untrue for duels. But that´s an entirely different beast anyways.

    Yea as a solo nightblade I would never entertain a sorc mine camping in open world PvP I just cloak out of range and wave goodbye lol. Nightblades can be great for duels heavy armor sword and board stamblade is decently strong as is duel wield and necro light armor magblade is also really strong. The only problem is if you build a nightblade for duels it's going to suck open world it's the only class like that. I don't think the nightblade class is meant for dueling. If you play to a nightblades strength I think they are really strong.

    I think it's the same way as mag dk. alot of people were saying magicka dk was weak when in reality it was the best dueling class around. It was never meant for solo PvP.

    Mag sorc and stam sorc being a exception though they excel at all aspects of the game rather it be solo, small group, large group, or dueling. It's one of the reasons I'm starting to believe the sorcerer class is general is OP

    That´s quite a misconception in my opinion. A dueling sorc build does not do well in open world pvp.

    The problem is a dueling sorc build does well when zergsurfing (which realisticly represents 95% of the sorcs you´ll eventually meet - atleast on the eu server).

    Furthermore it´s due to a general "problem" with the sorc class. It´s onedimensional in terms of vaible builds/skills. Pets still don´t work and as a result every sorc build (for whatever purpose) is using the same skills.

    That´s 100% different for NB, Templar and DK.
    Edited by Derra on 7 March 2017 21:30
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • thankyourat
    thankyourat
    ✭✭✭✭✭
    I think a good solution to this would be to reduce the damage of haunting, and make the other morph the original velocious curse. I would also make it so no two curses can stack, and give the stronger curse priority.

    The only thing is curse only feels too strong when used against nightblades. against the other 3 classes they just mitigate the damage not much of a problem. Against nightblades however that's not the case . That's why I suggested bring back the cloak purge. It would give nightblades a way to get rid of curse. There isn't really a reason to nerf curse because it's fine.

    When cloak had a purge it didn't purge curse. I would like to see cloak get its purge back too, but curse has never been purgable by cloak, and therefore has always been a good counter to NBs. What changed in that respect was that the skill went from a 3.5s duration to a 12s duration which removed the necessity to reapply it, therefore reducing the amount of skill/attentiveness needed to use it effectively. NBs never complained about curse when it was just 3.5s long because they still had a good chance to escape by re-cloaking before the sorc managed to reapply curse. NBs got that chance every 3.5s, now they only get that chance every 12s. How do people not see that the new 12s is THE main issue in pvp? It needs to go. It was introduced to add dps to sorcs rotation in pve, but I don't even know if it was successful in that respect. Do the pve sorcs now feel like they need the 12s duration? Who knows? We might just have taken that horrible change to curse for absolutely no reason.

    I'm not finding the 12 second duration to be a problem by then I'm usually already behind Los. I'm finding the overall skill to be a problem now because of the increase in magsorcs. I never really seen curse as much of a problem and I still don't. For me is just so many mag sorcs now. Curse is kind of like Jesus beam for me in a 1v1 it's not op, but once you start fight multiple people it can be really strong if you don't have a way to mitigate it. Yes curse was never able to be purged from cloak. But at the time it was blockable so you could mitigate the damage. I just want some counterplay to curse I'm fine with the skill as is.
    I think a good solution to this would be to reduce the damage of haunting, and make the other morph the original velocious curse. I would also make it so no two curses can stack, and give the stronger curse priority.

    The only thing is curse only feels too strong when used against nightblades. against the other 3 classes they just mitigate the damage not much of a problem. Against nightblades however that's not the case . That's why I suggested bring back the cloak purge. It would give nightblades a way to get rid of curse. There isn't really a reason to nerf curse because it's fine.

    I wouldn't mind it if they extended the minor protection personally. The current length of time is just comical.

    That would be decent too. 2 seconds is just way too short. Maybe 5 or 6 seconds would be better
  • FriedEggSandwich
    FriedEggSandwich
    ✭✭✭✭✭
    I think a good solution to this would be to reduce the damage of haunting, and make the other morph the original velocious curse. I would also make it so no two curses can stack, and give the stronger curse priority.

    The only thing is curse only feels too strong when used against nightblades. against the other 3 classes they just mitigate the damage not much of a problem. Against nightblades however that's not the case . That's why I suggested bring back the cloak purge. It would give nightblades a way to get rid of curse. There isn't really a reason to nerf curse because it's fine.

    When cloak had a purge it didn't purge curse. I would like to see cloak get its purge back too, but curse has never been purgable by cloak, and therefore has always been a good counter to NBs. What changed in that respect was that the skill went from a 3.5s duration to a 12s duration which removed the necessity to reapply it, therefore reducing the amount of skill/attentiveness needed to use it effectively. NBs never complained about curse when it was just 3.5s long because they still had a good chance to escape by re-cloaking before the sorc managed to reapply curse. NBs got that chance every 3.5s, now they only get that chance every 12s. How do people not see that the new 12s is THE main issue in pvp? It needs to go. It was introduced to add dps to sorcs rotation in pve, but I don't even know if it was successful in that respect. Do the pve sorcs now feel like they need the 12s duration? Who knows? We might just have taken that horrible change to curse for absolutely no reason.

    I'm not finding the 12 second duration to be a problem by then I'm usually already behind Los. I'm finding the overall skill to be a problem now because of the increase in magsorcs. I never really seen curse as much of a problem and I still don't. For me is just so many mag sorcs now. Curse is kind of like Jesus beam for me in a 1v1 it's not op, but once you start fight multiple people it can be really strong if you don't have a way to mitigate it. Yes curse was never able to be purged from cloak. But at the time it was blockable so you could mitigate the damage. I just want some counterplay to curse I'm fine with the skill as is.
    I think a good solution to this would be to reduce the damage of haunting, and make the other morph the original velocious curse. I would also make it so no two curses can stack, and give the stronger curse priority.

    The only thing is curse only feels too strong when used against nightblades. against the other 3 classes they just mitigate the damage not much of a problem. Against nightblades however that's not the case . That's why I suggested bring back the cloak purge. It would give nightblades a way to get rid of curse. There isn't really a reason to nerf curse because it's fine.

    I wouldn't mind it if they extended the minor protection personally. The current length of time is just comical.

    That would be decent too. 2 seconds is just way too short. Maybe 5 or 6 seconds would be better

    I'd rather see it be blockable again than unstackable. My suggested curse nerfs in order of my preference: bring back velocious curse exactly as it was last patch, or if that's not possible then make it blockable again. No other nerfs to that skill are acceptable to me. It's the 12s duration that forced you to seek LoS, how can you say it isn't an issue for you? If a skill gets changed and becomes a problem for other players then it makes most sense that the most recent change is reverted, no?

    Edited by FriedEggSandwich on 7 March 2017 22:26
    PC | EU
Sign In or Register to comment.