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Power of the Light and Purifying Light

  • RajinPVP
    RajinPVP
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    I feel you man.. i also like to just solo tank and maybe troll these zergs a little and give them a little work... but sadly some of this skills like potl and curse pop you like your wearing light armor if they get you on the right moment. Reactive or mistform seems to helm a bit on this burst damage tho but so far im uninterested on going tanking again as see no point tbh
  • Dredlord
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    Jawasa 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...
    Edited by Dredlord on 6 April 2017 20:44
  • Jawasa
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    @Escorpiao_Noturno Dreadlord explained it very well. These tank builds have very few counters I palyed against them a lot and the counter before pol or potl was walk away and I don't think that is healthy for pvp. But now you have counters and you can still tank 4-6 players with pol as shown in your own video so I don't see why it should get nerfed because of tank builds having a counter.

    On the other hand I like the idea of capping the dmg it can do to about 30% of health probably wont effect you but it will help for people with 20-25k health.
  • NBrookus
    NBrookus
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    *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.
  • Jawasa
    Jawasa
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    @NBrookus I'd do the same but I just don't think that should be a thing so I don't think the counters should be nerfed unless you nerf the playstyle.
  • OdinForge
    OdinForge
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    NBrookus wrote: »
    *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.

    You ignoring him doesn't justify how tanky he is, nor does it eliminate everyone else in heavy armor setups that just don't die. Many people in ESO are being carried by heavy armor and CP, to the point where even mediocre players are becoming problematic at high CP levels.

    Being too tanky is a problem. Someone in medium armor stacking proc sets will die very easily, someone in heavy armor with high healing and proc sets will not and for that reason I appreciate potl.
    The Age of Wrobel.
  • AAbrigo
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    Never died by POTL og Purifying Light..!

    Probably because I am a Magplar and the fact that I love Extended Ritual :smiley:

    I will remember this post everytime I see a Tank and spam my purifying light :smiley:
  • Joy_Division
    Joy_Division
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    ToRelax wrote: »
    technohic wrote: »
    Liam12548 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.
    Edited by Joy_Division on 6 April 2017 21:46
  • WhiteMage
    WhiteMage
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    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.
    Edited by WhiteMage on 6 April 2017 21:55
    The generally amicable yet sporadically salty magplar that may or may not have 1vXed you in Sotha Sil. Who knows?
  • Minno
    Minno
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    WhiteMage wrote: »
    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.

    The templar will be using a 3k work to counter a 1k spell with a high range. He will be OOM in 10 casts of purying light, which only cost you a total of 10k, not to mention would have done around tooltip dmg of 2k each initial cast + light attacks/heavy attacks to save yourself resources So he'll be forced to use a BoL making his magicka lower to counter the slow amount of dmg incoming.

    This spell burns resources on your target and buffs your SD by 5%. Liberally apply it!
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • NBrookus
    NBrookus
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    OdinForge wrote: »
    NBrookus wrote: »
    *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.

    Hey now, I've had him attack me. Heavy resto attacks. Was terrible. I almost had to consider healing but then that OP vamp health regen kicked in.

    I'd agree there's a problem with a particular few builds -- mostly stam DKs -- who can tank obscene amounts of damage and still deal tons of damage. That's an itemization problem. This is not the case for a build like Escorp's that gives up any damage for extreme tankiness.

    The answer is really simple - make the skill so it only amplifies your own damage. Templars get timed burst damage; zergs don't get needlessly further empowered.
  • Valencer
    Valencer
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    Dredlord wrote: »
    Jawasa 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.

  • ToRelax
    ToRelax
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    ToRelax wrote: »
    technohic wrote: »
    Liam12548 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.

    I specifically said low amount of damage *every second*. The damage is spread out over time, giving ample opportunities to heal through or purge it. Only in execute range do the ticks get so high that it can kill very quickly if you don't deal with it (and any other incoming attacks) immediatly. Compare that to Backlash and Curse, both of which deal high damage in an instant, which can kill a target instantly when stacked. Which is why being able to stacking several of the same spell of this kind on a single player, even different morphs, is very questionable design at best. They don't need this treatment for PvE obviously (though for Backlash only because it already has a damage limit).

    The other player would make a mistake because someone is already preparing a burst on her target and she disrupts it. That is only a very simplified example though - one could easily make a case for a situation where it would make perfect sense. In that case she would actually make the right decision and help your side, at which point I don't think you can really complain about it - she consciously negated your spell because there was some reason for it. When it does not make sense, however, reapplying Backlash is a mistake by definiton.

    Lower sustain would mean people pour more of their builds into better sustain, which reduces both survivability of tanks and damage of damage focused builds (and with that much of the reason for our current heavy armor meta), as well as anything else people would otherwise invest into.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Dredlord
    Dredlord
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    Valencer wrote: »
    Dredlord wrote: »
    Jawasa 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.
  • Hempyre
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    So, some folks think Power of the Light is op because it's an effective counter to their build that can zerg tank.

    Really....

    Whether it's perma block, or "evergen", it's these builds that are excessive. It was never intended that it take 5+ people and ten minutes to kill another player, but good on you for finding something unique. Now there's a counter. And down the road there will be something else.

    Keep in mind that you have to sit in the damage for it to work. A simple dodge roll and a run behind the lines is all it takes... No boom.

    Tough for little tanky to understand, no push only one button live forever... Awwww.

  • React
    React
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    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.

    @ReactSlower - PC/NA - 2000+ CP
    React Faster - XB/NA - 1500+ CP
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    Youtube.com/@ReactFaster
  • Valencer
    Valencer
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    Dredlord wrote: »
    Valencer wrote: »
    Dredlord wrote: »
    Jawasa 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.

    Nah, in reality backlash and curse are insane Xv1 tools right now, but you still won't kill a tanky build 1v1 with them.

    And only 1 class being able to cleanse reliably is not misinformation... that's simply the reality.
  • rfennell_ESO
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    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]Screenshot_20170403_193447_zpscc2ooeqh.jpg

    It's a ridiculously overpowered ability.

    There is a reason why every single "reroll" is using it.
  • OdinForge
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    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]Screenshot_20170403_193447_zpscc2ooeqh.jpg

    It's a ridiculously overpowered ability.

    There is a reason why every single "reroll" is using it.

    You're perfectly fine ganking people behind the safety of a zerg, but when your zerg dies and you get caught alone suddenly killing you just simply means cheating.

    Everything in the game must be ridiculously overpowered to you, when you're alone and have to defend yourself.
    The Age of Wrobel.
  • Valencer
    Valencer
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    Liam12548 wrote: »


    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.
    Edited by Valencer on 7 April 2017 15:30
  • React
    React
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    Valencer wrote: »

    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.

    So you propose to make it completley useless in a group setting? You do recall the 5 month period when nobody used stamplar due to it being useless, right? Do you also recall the "no stamplar need apply" trial meta? That trial meta is just now seeing SOME relief due to the group applications of POTL, however most competitive groups STILL will not allow stamplars in groups.

    To address the healbot thing, that is only an issue if you're running into a zerg. The majority of players ACTUALLY using the skill are stamplars and DD build magplars. Generally if you ARE running into a zerg, you're either 1. a cancerous unkillable tank who is now upset about the skill that was added with the intention that it would be a counter to perma blocking or 2. A bomber upset that he's getting bursted before he can shadeport or stealth away.

    The real answer to this skill is to set a limit on how much it can be stacked (~2) AND lower the amount of OTHER players damage that is copied. The caster's damage should contribute it's current amount, while other player's damage should contribute 10-15%.

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  • Sile
    Sile
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    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.
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  • Escorpiao_Noturno
    Escorpiao_Noturno
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    Sile wrote: »
    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.

    Try rolling every 6 seconds for 30 seconds and see how low your stamina will be.

    Also Try to purge every 6 seconds for 30 seconds and see how low your magica will be.

    Edited by Escorpiao_Noturno on 13 April 2017 01:22
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