>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.
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?
>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.
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.
And most of them will be running Shattered Path.BardokRedSnow wrote: »There will be a number of crazy builds come next patch
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!
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.

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.