Escorpiao_Noturno wrote: »@Escorpiao_Noturno But builds like your cant be run out of resources unless you get zerged down hard. There for atm cancer tank builds need a counter and that is potl and curse. But potl should not stack with the same skill only one stamina and one magicka morph should be active at the same time.
So I'm all for a small nerf to this skills if they address the issue with builds like yours.
Talking seriously.
Explain me why ... Why tank build is a "cancer " ?
Cancer is a very nasty disease and it's very annoying when people compares a some build on game with a real nasty disease.
So why not "DPS Build" like viper is not a "cancer" ? Only tanks build are ?
or you just heard from other people and just repeat what they said ?
Because I asked this for some guy on chat, and he said "I don`t know, everybody
says that`s a cancer, so i am telling too"
*shrug* I counter @Escorpiao_Noturno every time I see him. By walking right past him and attacking someone else. (Unless I'm on AD, in which case I wait until he has everyone's attention and then try to pick people off from the side or drop siege on his head or something.)
Meanwhile everyone else is getting spammed with this skill too whether they are a tank or not. There are a lot more one-shot Onslaught builds in Cyrodiil than guys this tanky.
Joy_Division wrote: »You cannot complain about a skill that was given to a class that no one played for about 4 months, due to it being severely underpowered because it was added into the game with the intention that it would be the counter to perma blocking.
Now, I wouldn't say the skill is overperforming per say. When playing solo stamplar, the skill is absolute must, and is truly a blessing that has made stamplars viable again for 1vx/solo play.
It is only in group/zerg play that the skill over-performs. The real issue with this skill is that in zerg v zerg play, it can be applied by someone and EVERYONE's damage contributes to the buildup at the same rate.
In order to balance this skill so that it remains viable for PvE and for solo PvP players, I'd like to suggest that The percentage of OTHER player's damage that is copied be lowered. For example, I believe 25% of damage is copied and adds to the buildup. I'd keep that value the same, but change the skill so that other player's damage only gets 10-15% copied.
This would go a long way towards solving stacking issues, as the burst would be significantly lower for groups. At the same time, it would protect the solo players who already put in 110% when 1vxing.
I would rather that there could just be one applied to a target. If you watch the OPs video he posted a couple posts back; when he just had one on him, it was not that bad. I'm thinking having say 2 on one target makes it to where you wind up replicating 50% of the damage done between the 2. Then I suspect the explosion of one has 25% that damage then copied on to the other one. Might be what happened on his first screen shot where you see 3 of these on his death recap. The ~9k one might have copied some of the earlier 5k one and the 10k one might have copied some of the 9k one.
I would start there.
It's not so simple. Why can I be infected with multiple poison injections and you only one Power of the Light? Why should a skill that I cast and cost resources have no effect simply because some other PuG cast some weaker version of it? How come sorcerers don't have the same restriction even though their spell is arguably better?
1.) Because poison injection is a DoT that deals a small amount of damage every second, not a burst that will kill you instantly when it's stacked from multiple sources.
2.) Because the other player made a mistake and you were fighting alongside them.
3.) Because ZOS removed that restriction, much to my dismay.
That's the biggest problem with backlash: it can be purged. That is the reason I have a ton of trouble killing good magplars (which are few and far between) and tanky templars. Also, something that seems to not be well known (which I am hesitant to reveal) is reapplying backlash before it's duration is up keeps the stored damage while refreshing the duration (and the initial hit DOES contribute to the final hit). This allows, over many seconds, a Templar to build up enough damage to cap the burst and time his stuns and ult for that for the kill.
I have used this in multiple 1v1s where I couldn't otherwise defeat my opponent (heavy armor troll king stam players, REALLY good sorcerers (Ninjawizard)), despite being a magplar in light armor with 3.2k spell damage and 32k-ish magicka (noCP), which is about as high damage as I can safely build for. This use of backlash isn't explicitly as intended, but that is rather crucial to have in some situations. It is somewhat difficult to maintain backlash for long durations because being stunned with less than 2 seconds left can cause it to lapse, and while refreshing about every 4 seconds you have to keep on the offense to build damage and defense to stay alive, for which you only have about 3 GCDs.
*shrug* I counter @Escorpiao_Noturno every time I see him. By walking right past him and attacking someone else. (Unless I'm on AD, in which case I wait until he has everyone's attention and then try to pick people off from the side or drop siege on his head or something.)
Meanwhile everyone else is getting spammed with this skill too whether they are a tank or not. There are a lot more one-shot Onslaught builds in Cyrodiil than guys this tanky.
That's cool, I ignore Escorpiao whenever I see him too. But that's because he let's me ignore him, if he wanted to bother me he could become a huge nuisance. For every player like Escorpiao there is five more "tanky" players that won't leave you alone. Not everyone is a tank the same way as Escorpiao, but almost everyone is in heavy armor and tanky to a degree. And at high CP levels even someone building less tank more damage into a heavy armor build can take forever to kill, thanks to defensive passives sustain and healing.
Escorpiao_Noturno wrote: »@Escorpiao_Noturno But builds like your cant be run out of resources unless you get zerged down hard. There for atm cancer tank builds need a counter and that is potl and curse. But potl should not stack with the same skill only one stamina and one magicka morph should be active at the same time.
So I'm all for a small nerf to this skills if they address the issue with builds like yours.
Talking seriously.
Explain me why ... Why tank build is a "cancer " ?
Cancer is a very nasty disease and it's very annoying when people compares a some build on game with a real nasty disease.
So why not "DPS Build" like viper is not a "cancer" ? Only tanks build are ?
or you just heard from other people and just repeat what they said ?
Because I asked this for some guy on chat, and he said "I don`t know, everybody
says that`s a cancer, so i am telling too"
There is no counter/cure for cancer thus the analogy...
People call builds cancer when they dont think it has a counter.
Viper is a gear set not a build.
You are here complaining about the cure for your build that can tank ridiculous amounts of paying customers.
You seem to be pro cancer since you argue that cure shoudnt be around or should be nerfed.
I dont believe tank builds are cancer because currently they have fair and balanced counters, counters which also have counters...
Joy_Division wrote: »Joy_Division wrote: »You cannot complain about a skill that was given to a class that no one played for about 4 months, due to it being severely underpowered because it was added into the game with the intention that it would be the counter to perma blocking.
Now, I wouldn't say the skill is overperforming per say. When playing solo stamplar, the skill is absolute must, and is truly a blessing that has made stamplars viable again for 1vx/solo play.
It is only in group/zerg play that the skill over-performs. The real issue with this skill is that in zerg v zerg play, it can be applied by someone and EVERYONE's damage contributes to the buildup at the same rate.
In order to balance this skill so that it remains viable for PvE and for solo PvP players, I'd like to suggest that The percentage of OTHER player's damage that is copied be lowered. For example, I believe 25% of damage is copied and adds to the buildup. I'd keep that value the same, but change the skill so that other player's damage only gets 10-15% copied.
This would go a long way towards solving stacking issues, as the burst would be significantly lower for groups. At the same time, it would protect the solo players who already put in 110% when 1vxing.
I would rather that there could just be one applied to a target. If you watch the OPs video he posted a couple posts back; when he just had one on him, it was not that bad. I'm thinking having say 2 on one target makes it to where you wind up replicating 50% of the damage done between the 2. Then I suspect the explosion of one has 25% that damage then copied on to the other one. Might be what happened on his first screen shot where you see 3 of these on his death recap. The ~9k one might have copied some of the earlier 5k one and the 10k one might have copied some of the 9k one.
I would start there.
It's not so simple. Why can I be infected with multiple poison injections and you only one Power of the Light? Why should a skill that I cast and cost resources have no effect simply because some other PuG cast some weaker version of it? How come sorcerers don't have the same restriction even though their spell is arguably better?
1.) Because poison injection is a DoT that deals a small amount of damage every second, not a burst that will kill you instantly when it's stacked from multiple sources.
2.) Because the other player made a mistake and you were fighting alongside them.
3.) Because ZOS removed that restriction, much to my dismay.
Poison injection most certainly does not deal a small amount of damage. Even when not considering the execute bonus, the cumulative damage of the DoT plus that initial hit is going to be comparable in damage over the 7 second duration of Power of the Light. Throw in the execute potential, which will exceed 2K ticks against a heavy armor high resit character, and now this skill is even more damaging ...especially since these ticks can not be blocked or dodged, which Power of the Light can be.
How is the other player making a mistake when she uses the skill in it's intended function? How is she supposed to know my Power of the Light is better than hers?
I am much dismayed when multiple people gap close me, destro bombed me, dizzying swing me, have 10 DoTs on me, etc., but I don't see a compelling reason to somehow make myself immune to castings after the first one. Mostly because the vast majority of the time, I still mange to survive and continue fighting effectively. In fact, with all the hoopla over how builds are supposedly "invincible" and have "unlimited sustain," I would argue that such restrictions would exacerbate the "cancer tank" meta many people are convinced we are suffering under.
Escorpiao_Noturno wrote: »@Escorpiao_Noturno But builds like your cant be run out of resources unless you get zerged down hard. There for atm cancer tank builds need a counter and that is potl and curse. But potl should not stack with the same skill only one stamina and one magicka morph should be active at the same time.
So I'm all for a small nerf to this skills if they address the issue with builds like yours.
Talking seriously.
Explain me why ... Why tank build is a "cancer " ?
Cancer is a very nasty disease and it's very annoying when people compares a some build on game with a real nasty disease.
So why not "DPS Build" like viper is not a "cancer" ? Only tanks build are ?
or you just heard from other people and just repeat what they said ?
Because I asked this for some guy on chat, and he said "I don`t know, everybody
says that`s a cancer, so i am telling too"
There is no counter/cure for cancer thus the analogy...
People call builds cancer when they dont think it has a counter.
Viper is a gear set not a build.
You are here complaining about the cure for your build that can tank ridiculous amounts of paying customers.
You seem to be pro cancer since you argue that cure shoudnt be around or should be nerfed.
I dont believe tank builds are cancer because currently they have fair and balanced counters, counters which also have counters...
Tank builds dont have counters besides zerging the heck out of them with superior numbers. Backlash and curse have no counter besides cleansing them, which only 1 out of 4 classes can do reliably.
Tank builds dont have counters besides zerging the heck out of them with superior numbers. Backlash and curse have no counter besides cleansing them, which only 1 out of 4 classes can do reliably.
Escorpiao_Noturno wrote: »@Escorpiao_Noturno But builds like your cant be run out of resources unless you get zerged down hard. There for atm cancer tank builds need a counter and that is potl and curse. But potl should not stack with the same skill only one stamina and one magicka morph should be active at the same time.
So I'm all for a small nerf to this skills if they address the issue with builds like yours.
Talking seriously.
Explain me why ... Why tank build is a "cancer " ?
Cancer is a very nasty disease and it's very annoying when people compares a some build on game with a real nasty disease.
So why not "DPS Build" like viper is not a "cancer" ? Only tanks build are ?
or you just heard from other people and just repeat what they said ?
Because I asked this for some guy on chat, and he said "I don`t know, everybody
says that`s a cancer, so i am telling too"
There is no counter/cure for cancer thus the analogy...
People call builds cancer when they dont think it has a counter.
Viper is a gear set not a build.
You are here complaining about the cure for your build that can tank ridiculous amounts of paying customers.
You seem to be pro cancer since you argue that cure shoudnt be around or should be nerfed.
I dont believe tank builds are cancer because currently they have fair and balanced counters, counters which also have counters...
Tank builds dont have counters besides zerging the heck out of them with superior numbers. Backlash and curse have no counter besides cleansing them, which only 1 out of 4 classes can do reliably.
please, be a learner...
IF you read the thread you would know that virtually everything you wrote is misinformation.
Escorpiao_Noturno wrote: »Hi,
I am normally play as tank. But lately I am getting a hard time to tank Templars, because of the OP skill Power of the Light and Purifying Light.
That *** some times hit me for 12k or more. I am using 7 heavy armor with all impen and 75 points on CP in critical resistance, reactive armor that gives me 35% damage reduction when I am on disabling effect "When tanking a zerg you always are getting disabling effect"
So, how can I counter this ? I think I can`t purge this.
Am I crying too much or this skills are so OP ?
[img][/img]
rfennell_ESO wrote: »Escorpiao_Noturno wrote: »Hi,
I am normally play as tank. But lately I am getting a hard time to tank Templars, because of the OP skill Power of the Light and Purifying Light.
That *** some times hit me for 12k or more. I am using 7 heavy armor with all impen and 75 points on CP in critical resistance, reactive armor that gives me 35% damage reduction when I am on disabling effect "When tanking a zerg you always are getting disabling effect"
So, how can I counter this ? I think I can`t purge this.
Am I crying too much or this skills are so OP ?
[img][/img]
It's a ridiculously overpowered ability.
There is a reason why every single "reroll" is using it.
Tank builds dont have counters besides zerging the heck out of them with superior numbers. Backlash and curse have no counter besides cleansing them, which only 1 out of 4 classes can do reliably.
What are you even talking about? The final hit can be dodge rolled, purged with ritual, purged with purge, and soon will also be able to be purged by warden's "betty" according to what we know about it so far.
As far as I can tell, the only class that doesn't have an EASY counter to it is magDK. Even then, you can't hit a MAGDK with jabs if you are rooted, because being rooted does not allow you to rotate and channel the ability.
All stamina classes can dodge roll the final hit, it just takes a LITTLE BIT on coordination on your part. All magicka classes have the option to use purge. Magplars can cleanse, sorcs can shield stack the *** out of it or streak away, magblades can utilize cloak to AVOID buildup damage (a counter that was intended, as stated by the devs), and like I said before magDK's only need to root the caster to prevent their primary damage ability (jabs) from being effective.
This is the only ability in the game that does more damage the more people are hitting the same target. How does that not have amazing Xv1 potential? Is that good game balance?
The counters you listed arent reliable either. Purge is expensive and only cleanses 2 effects, so good luck purging backlash with that. Not everyone in the game is a templar, yet. Roll dodging the hit works right now, yes, but people are practically spamming this skill at the moment and it's almost impossible to keep track of all the backlash detonations.
Im also willing to bet money on the roll dodge thing getting bug fixed at some point because it's the only skill that is dodgeable but not blockable which makes no sense.
They could instantly fix this skill by 1) Making it unstackable, regardless of morph and 2) Making it only store your own damage.
- One healbot with 0 investment into damage shouldnt be able to score 10k hits on you with this provided his friends are pressuring you. You want to do damage? Build for it.
- 2 templars shouldnt be able to stack this on you for upwards of 20k damage bursts. People say it's only different morphs that can be stacked but I have 2 magplar friends that think it can be stacked. Whatever turns out to be the truth, you should not be able to stack 2 of these together for 20k instant damage
There's 0 problem with the concept behind the skill. Winning or losing vs a templar comes down to staying mobile or denying them mobility so they cant reliably hit their sweep/jabs. This skill add to that by punishing you for not doing that, which is fine.
I agree with the idea that it shouldn't copy damage from other players, it should not be something you can set and forget.
However, if this were to be the case, it should copy more damage from the caster, to not buff high dps Templars, and round out balance for the overall Templar class.
As for players calling it uncounterable, it isn't hard to dodge roll it. It is dodgable, just not blockable. If you think either counting to 5 and rolling or watching a tracker is too hard, I don't think the skill is the issue.
I also don't understand how people don't think this skill is similar to curse, barring where the damage originates from (damage stored vs casters SD & Mag). Please elaborate.