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Shattered Paths Signet Is Problematic

  • React
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    SneaK wrote: »
    React wrote: »
    SneaK wrote: »
    React wrote: »
    >33% of damage coming from status effects with zero counterplay isn't healthy gameplay. Status effects are consistently top 3 damage received every single engagement it seems, even without pulse gankers present.

    High damage with counterplay is good. High damage without counterplay is bad.

    lhacsgm5qtw3.png

    I’m not playing dumb I’m actually dumb. What does this CMX thing show me? Was this a duel or BG or what is this?

    Scrappy cyrodiil fight with heavy line of sight against 3-5 players at different moments. Guess I should have given context, my fault.

    No I just still live in the gutter here on Xbox.

    Did you win the fight/s?

    No, there is no winning against people spamming status effects like this. There was one person in this fight engaging in the status spam behavior, and they completely shut down any chance of me fighting back. The second you stop line of sighting or try to fight back, you fall over. As you can see I am VERY tanky on that build as well. Didn't matter at all.

    When the status werewolves arrive next patch, I think the people in here defending this playstyle will be singing a different tune. It isn't fun when a 50k HP build is doing twice your damage, healing, and kills you in seconds without you having any hope of fighting back. That is what is coming if this doesn't see an adjustment. The wardens will be very, very strong as well.

    Status effects in the past were supposed to be secondary sources of debuffs primarily, because they're applied for free off normal ability usage/weaving/glyph & set procs. After the buff however long ago it was now (maybe 2 years?), we started to see burning/poisoned/hemo become very prominent sources of damage taken, but usually not top 3 like you see here.

    Now these "secondary sources of debuffs" are doing top DPS every engagement and often dealing more damage than ability sourced dots, and typically more per-gcd direct damage than ability sourced direct damage skills. It's just way too much return for how little investment it takes.
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  • SneaK
    SneaK
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    React wrote: »
    SneaK wrote: »
    React wrote: »
    SneaK wrote: »
    React wrote: »
    >33% of damage coming from status effects with zero counterplay isn't healthy gameplay. Status effects are consistently top 3 damage received every single engagement it seems, even without pulse gankers present.

    High damage with counterplay is good. High damage without counterplay is bad.

    lhacsgm5qtw3.png

    I’m not playing dumb I’m actually dumb. What does this CMX thing show me? Was this a duel or BG or what is this?

    Scrappy cyrodiil fight with heavy line of sight against 3-5 players at different moments. Guess I should have given context, my fault.

    No I just still live in the gutter here on Xbox.

    Did you win the fight/s?

    No, there is no winning against people spamming status effects like this. There was one person in this fight engaging in the status spam behavior, and they completely shut down any chance of me fighting back. The second you stop line of sighting or try to fight back, you fall over. As you can see I am VERY tanky on that build as well. Didn't matter at all.

    When the status werewolves arrive next patch, I think the people in here defending this playstyle will be singing a different tune. It isn't fun when a 50k HP build is doing twice your damage, healing, and kills you in seconds without you having any hope of fighting back. That is what is coming if this doesn't see an adjustment. The wardens will be very, very strong as well.

    Status effects in the past were supposed to be secondary sources of debuffs primarily, because they're applied for free off normal ability usage/weaving/glyph & set procs. After the buff however long ago it was now (maybe 2 years?), we started to see burning/poisoned/hemo become very prominent sources of damage taken, but usually not top 3 like you see here.

    Now these "secondary sources of debuffs" are doing top DPS every engagement and often dealing more damage than ability sourced dots, and typically more per-gcd direct damage than ability sourced direct damage skills. It's just way too much return for how little investment it takes.

    I see.. I ran it last night and 1v1-2 it was good, but more than that (if decent) it was not great. I can see how it could be an issue for a solo player fighting against it, plus multiple people. I guess the way it sits with me right now is it’s good for small fights and Xv1’ing.. it’s not good for crushing zergs in comped groups or fighting outnumbered. When u50 hits with WW that could change the outnumbered viewpoint though.

    IMO, the masteries are going to bring enough variety out where I doubt it’ll be completely overrun with status builds. I think gankers and bursty NBs are a good counter to the signet builds. If ZOS would stop nerfing NB masteries on the pts maybe u50 NBs would help reign in the comfortability of Xv1’ing with a status build. ie actual balance via playstyles.
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • BardokRedSnow
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    xylena wrote: »
    There will be a number of crazy builds come next patch
    And most of them will be running Shattered Path.

    Why am I trying to help the balance of GH anyway? I should just say "yeah let the ring stay broken op" because that will drive even more players over to Vengeance!

    Because these forums are your greyhost

    Most people using monomyth right now, they always move to the next new hotness.
    Edited by BardokRedSnow on 8 May 2026 20:40
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • Decimus
    Decimus
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    Alright, the next bit I keep reading...

    "Strong in 1v1/smaller fights/Xv1, less good in larger fights"

    There is nothing that makes status effects scale worse with more enemies - quite the opposite in fact if you've got AoEs proccing them.

    What is scaling worse is the defenses on your build if switching out from Monomyth without adjusting the defensive aspects - switch out to more armor (Lady Mundus, Protective etc) and you can get back to same/more tankiness and still have 15-20% more damage compared to running Monomyth.


    Next.
  • SneaK
    SneaK
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    Decimus wrote: »
    Alright, the next bit I keep reading...

    "Strong in 1v1/smaller fights/Xv1, less good in larger fights"

    There is nothing that makes status effects scale worse with more enemies - quite the opposite in fact if you've got AoEs proccing them.

    What is scaling worse is the defenses on your build if switching out from Monomyth without adjusting the defensive aspects - switch out to more armor (Lady Mundus, Protective etc) and you can get back to same/more tankiness and still have 15-20% more damage compared to running Monomyth.


    Next.

    Maybe it’s an issue with tab targeting on console I dunno, but when there’s 3,4,5,6+ people it gets harder and harder to succeed with a pressure type build like that. It’s much easier to run a mono crit turn and burn build when outnumbered. Console issue (or player issue?) I dunno.
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • React
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    Average debuff bar right now.

    cde8zrmfg4ad.png
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  • YandereGirlfriend
    YandereGirlfriend
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    React wrote: »
    Average debuff bar right now.

    cde8zrmfg4ad.png

    Yep!

    This looks about right for May 2026 PvP.

    Sure takes a lot of "skill" to apply all of those free debuffs from range, heh.
    Edited by YandereGirlfriend on 8 May 2026 22:02
  • Decimus
    Decimus
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    SneaK wrote: »
    Decimus wrote: »
    Alright, the next bit I keep reading...

    "Strong in 1v1/smaller fights/Xv1, less good in larger fights"

    There is nothing that makes status effects scale worse with more enemies - quite the opposite in fact if you've got AoEs proccing them.

    What is scaling worse is the defenses on your build if switching out from Monomyth without adjusting the defensive aspects - switch out to more armor (Lady Mundus, Protective etc) and you can get back to same/more tankiness and still have 15-20% more damage compared to running Monomyth.


    Next.

    Maybe it’s an issue with tab targeting on console I dunno, but when there’s 3,4,5,6+ people it gets harder and harder to succeed with a pressure type build like that. It’s much easier to run a mono crit turn and burn build when outnumbered. Console issue (or player issue?) I dunno.

    I don't know much about the build here, but it sounds like you've also changed the build to be more single target then and don't have that functionality of going for ulti burst anymore. You can have that though if you switch the monster set to Balorgh, it's very easy to build up to 500 for maximum value when running Signet & then dump ultis on people who have been taking 3-4k DPS from your status procs while chasing, if needed.

    Can do one cast of jabs before the dawnbreaker for example and the value you get for your turn and burn from that alone is like an additional proc set going off (3x Sundered procs on everyone hit by jabs), followed by the max value Balorgh - that 20% crit damage pales in comparison, even if you have "no mythic" for the damage following your ultimate.
  • Ankael07
    Ankael07
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    Minor timidity you get from this mythic should apply out of combat so gankers cant run around with 500 ulti at all times
    If you want me to reply to your comment type @Ankael07 in it.
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