MEBengalsFan2001 wrote: »Gear sets should not determine if a player dies or not. Skill should. But this game truly lacks any type of skilled PVP. I mean many would consider running around towers skill and hiding behind a wall or a tree skill or using an over tuned class skill, etc...
This game balancing issues in PVP and PVE will be a problem as more MMO games like ESO hit the market this year. Some of them look very good and most of the players I run with are going to try them and if they are better will put ESO aside for quiet a while. Last two time I put a game aside I didn't go back to it. NWO and DCUO. Will ESO be the next game I put aside due to bad game balancing?
SkaraMinoc wrote: »Isn't this potentially 11700 Oblivion damage per second for 4 seconds? Assuming it's not cleansed then it negates nearly all HoTs for one player in a ball group. It's niche but strong for its intended use.
This set was designed to counter pesky heal stacking for periods of time to help create windows of opportunity to cut foes down to size, and the current iteration is missing the mark while simultaneously feeling oppressive for anyone it was applied to.
MEBengalsFan2001 wrote: »Gear sets should not determine if a player dies or not. Skill should. But this game truly lacks any type of skilled PVP. I mean many would consider running around towers skill and hiding behind a wall or a tree skill or using an over tuned class skill, etc...
This game balancing issues in PVP and PVE will be a problem as more MMO games like ESO hit the market this year. Some of them look very good and most of the players I run with are going to try them and if they are better will put ESO aside for quiet a while. Last two time I put a game aside I didn't go back to it. NWO and DCUO. Will ESO be the next game I put aside due to bad game balancing?
Shokasegambit1 wrote: »MEBengalsFan2001 wrote: »Gear sets should not determine if a player dies or not. Skill should. But this game truly lacks any type of skilled PVP. I mean many would consider running around towers skill and hiding behind a wall or a tree skill or using an over tuned class skill, etc...
This game balancing issues in PVP and PVE will be a problem as more MMO games like ESO hit the market this year. Some of them look very good and most of the players I run with are going to try them and if they are better will put ESO aside for quiet a while. Last two time I put a game aside I didn't go back to it. NWO and DCUO. Will ESO be the next game I put aside due to bad game balancing?
Pvp combat is mostly based on RNG skill is an illusion in ESO and heavy marketable to players that don't know, otherwise it would be an Esport if it was 100% skill based.
So yes build diversity knowledge of the class race and playstyle should 1000% determine another players death.
The truth really seems to me that the devs are listening to a certain extent but the people don't actually know what they want.
OnGodiDoDis wrote: »Shokasegambit1 wrote: »MEBengalsFan2001 wrote: »Gear sets should not determine if a player dies or not. Skill should. But this game truly lacks any type of skilled PVP. I mean many would consider running around towers skill and hiding behind a wall or a tree skill or using an over tuned class skill, etc...
This game balancing issues in PVP and PVE will be a problem as more MMO games like ESO hit the market this year. Some of them look very good and most of the players I run with are going to try them and if they are better will put ESO aside for quiet a while. Last two time I put a game aside I didn't go back to it. NWO and DCUO. Will ESO be the next game I put aside due to bad game balancing?
Pvp combat is mostly based on RNG skill is an illusion in ESO and heavy marketable to players that don't know, otherwise it would be an Esport if it was 100% skill based.
So yes build diversity knowledge of the class race and playstyle should 1000% determine another players death.
This argument makes no sense. You're trying to defend the set by saying it should be stronger but you have no solid argument to back it up because there is none. This set should not exist.
KlauthWarthog wrote: »The truth really seems to me that the devs are listening to a certain extent but the people don't actually know what they want.
https://youtu.be/QHHg99hwQGY?t=3410
Lesson #19, "Your audience is good at recognizing problems and bad at solving them".
This is a thing that the devs here should keep in mind.
Regarding this specific set, I am glad that they have tweaked it to get it better in line with the original intent, but I think they missed the mark. As it is, it is useless against ball groups, but it explodes a solo player using Ring of Pale Order, or Puncturing Sweeps, or the healing morph of Flurry, which is not what they stated the intent to be.
whiteshadow711jppreub18_ESO wrote: »ZOS this set is still WAY too strong,
it can make a player who is affected during that 4 sec window of healing, take 46,800 Oblivion damage (no mitigation for that), it says that dmg can proc every .1 sec's for 4 seconds that is 40 tenth's of a second, that means it can damage the player 40 times.
1170 Oblivion Damage x 40 is TADA: 46,800 Oblivion damage. No one will survive that with someone actively attacking you. the only thing you can do is to dodge roll away when infected with this.
(5 items) Applying a Major or Minor Debuff to an enemy applies Star Venom to them for 4 seconds. This effect can occur once every 12 seconds. Whenever an enemy with Star Venom is healed, they take 1170 Oblivion Damage, up to once every 0.1 seconds. An enemy can only be effected by one instance of Star Venom every 12 seconds.
This needs to be only 4 seconds at 1170 Oblivion Damage, MAX 4,680 damage.
Maybe it's intended to be a dueling set? Is there a particular reason why some people think it is meant for group busting? I'm not the best at reading and remembering patch notes so... Honest question.
Seems to me that people just want it to be. But with the cooldown it almost certainly isn't?
Maybe it's intended to be a dueling set? Is there a particular reason why some people think it is meant for group busting? I'm not the best at reading and remembering patch notes so... Honest question.
Seems to me that people just want it to be. But with the cooldown it almost certainly isn't?
whiteshadow711jppreub18_ESO wrote: »ZOS this set is still WAY too strong,
it can make a player who is affected during that 4 sec window of healing, take 46,800 Oblivion damage (no mitigation for that), it says that dmg can proc every .1 sec's for 4 seconds that is 40 tenth's of a second, that means it can damage the player 40 times.
1170 Oblivion Damage x 40 is TADA: 46,800 Oblivion damage. No one will survive that with someone actively attacking you. the only thing you can do is to dodge roll away when infected with this.
(5 items) Applying a Major or Minor Debuff to an enemy applies Star Venom to them for 4 seconds. This effect can occur once every 12 seconds. Whenever an enemy with Star Venom is healed, they take 1170 Oblivion Damage, up to once every 0.1 seconds. An enemy can only be effected by one instance of Star Venom every 12 seconds.
This needs to be only 4 seconds at 1170 Oblivion Damage, MAX 4,680 damage.
So, I'm still interested in this set. It sounds good on paper BUT has anyone tested it yet? Tried it out against large groups, etc....What if you paired this with VD and slotted Occult in the blue tree? Take down a healer or 1 person, cause the rest of the group to go kaboom? I'm just throwing ideas out there to see what's the best option for this set. As of now I'd like to run it on a Magcro, thoughts?