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Streak needs a CC nerf

  • Goregram1
    Goregram1
    ✭✭✭
    Goregram1 wrote: »
    streak is one of the few things u can use to drain a ball groups stam but the same people complaining about ball groups want to nerf the tools u can use to counter them

    Yeah, you're absolutely wrong on this. You're not going to drain a competent ball group's stamina by throwing random CC at them. All you're doing is giving them free CC immunity and making it harder to actually kill them.

    The effective ways to break a ball group are bombing them or pulling people out of formation with things like Chains, Silver Leash, and Frozen Gate. Randomly CCing the group actively works against both strategies by giving them immunity.

    I always wondered why I was having such a hard time pulling people out of these groups. Now I think I understand why. Stop trolling your own faction and giving ball groups free CC immunity.

    And the irony here is pretty funny. The other poster spent the entire thread talking about how dangerous it supposedly is to use Streak, yet you're casually using it against arguably one of the most dangerous things in Cyrodiil without any apparent concern for that "risk" or any actual danger.

    were did i say random?
  • Goregram1
    Goregram1
    ✭✭✭
    Luneca wrote: »
    Goregram1 wrote: »
    streak is one of the few things u can use to drain a ball groups stam but the same people complaining about ball groups want to nerf the tools u can use to counter them

    Streak does nothing to a ball group. It is used by them along with negate and bombing in reality on PC NA. You should know since DC stacked hard early doing just that on PC NA.

    then i guess u are using it wrong
  • NovelliESO
    NovelliESO
    ✭✭✭✭
    Goregram1 wrote: »
    Goregram1 wrote: »
    streak is one of the few things u can use to drain a ball groups stam but the same people complaining about ball groups want to nerf the tools u can use to counter them

    you're not draining ballgroup stam you're makin it harder for the bombers to bomb them by giving free cc immunity.

    Unless its a really bad ball thats barely a ball

    not when u are the bomb an or a 2nd follows up an ect cc immunity lasts a short time if it even register's on these sh!t severs. an enough ppl spam it the"ll run out ive seen it

    Couldn't have said it better myself.
  • Goregram1
    Goregram1
    ✭✭✭
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    not when u are the bomb an or a 2nd follows up an ect cc immunity lasts a short time if it even register's on these sh!t severs. an enough ppl spam it the"ll run out ive seen it
  • CannedChicken
    CannedChicken
    ✭✭✭
    Goregram1 wrote: »
    Goregram1 wrote: »
    streak is one of the few things u can use to drain a ball groups stam but the same people complaining about ball groups want to nerf the tools u can use to counter them

    Yeah, you're absolutely wrong on this. You're not going to drain a competent ball group's stamina by throwing random CC at them. All you're doing is giving them free CC immunity and making it harder to actually kill them.

    The effective ways to break a ball group are bombing them or pulling people out of formation with things like Chains, Silver Leash, and Frozen Gate. Randomly CCing the group actively works against both strategies by giving them immunity.

    I always wondered why I was having such a hard time pulling people out of these groups. Now I think I understand why. Stop trolling your own faction and giving ball groups free CC immunity.

    And the irony here is pretty funny. The other poster spent the entire thread talking about how dangerous it supposedly is to use Streak, yet you're casually using it against arguably one of the most dangerous things in Cyrodiil without any apparent concern for that "risk" or any actual danger.

    were did i say random?

    You aren't understanding what "random" means in the context I used it. I wasn't saying you were literally throwing out random CC.

    I meant using Streak as a CC on the ball group without a specific purpose, simply because you can hit them, rather than using CC strategically to set up an actual kill. In that situation, you're giving the entire group free CC immunity, which can make it harder to pull someone out or land the CCs that actually help kill them.
  • Luneca
    Luneca
    ✭✭✭✭✭
    Goregram1 wrote: »
    Luneca wrote: »
    Goregram1 wrote: »
    streak is one of the few things u can use to drain a ball groups stam but the same people complaining about ball groups want to nerf the tools u can use to counter them

    Streak does nothing to a ball group. It is used by them along with negate and bombing in reality on PC NA. You should know since DC stacked hard early doing just that on PC NA.

    then i guess u are using it wrong

    And using It right being in the context of a faction stack (DC) with multiple ball groups on during "off time" attacking a 1 bar faction with 4 people defending a keep?

    Such skillful play. Such enlightenment. And the saddest part is that the ball groups almost died from a bomb attempt that was stopped because they all streaked and negated.

    Guess who was in one of those groups in that faction stack that put negate everywhere and had multiple sorcs spamming streak before ultidumping on one person? It wasn't me, but someone here whose name starts with a G and ends with a 1.

    When that's the case and I have seen you play and encountered you, and not even once you have used the ability in the way you've claimed but instead used it exactly as was described by others to oppress smaller numbers while in a ball or faction stack it's impossible for me to take the claim that "Streak is for the ball groups" and counters them seriously.

    And even if that were the case, it doesn't discount the fact that sorc is also the class that can force you to have to roll by using negate and then just streak the rolling target and keep them in negate. You know what that sounds like? It sounds like a situation with absolutely 0 counterplay. That's not oppressing a ball, it's doing the opposite since a ball can handle being negated or be built in a way it doesn't matter

    Wow, what a shocker. How surprising that is exactly the conclusion that people have been coming to since the discussion started.
  • Alchimiste1
    Alchimiste1
    ✭✭✭✭✭
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.
  • CannedChicken
    CannedChicken
    ✭✭✭
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.
  • Alchimiste1
    Alchimiste1
    ✭✭✭✭✭
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.

    So, to be clear would you be satisfied if the only nerf was to put a cap on the amount of people that can be stunned by it?
    In my experience it wouldn't make a difference in 95%+ of the situations I've been in but perhaps it might for very large scale pvp.
  • CannedChicken
    CannedChicken
    ✭✭✭
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.

    So, to be clear would you be satisfied if the only nerf was to put a cap on the amount of people that can be stunned by it?
    In my experience it wouldn't make a difference in 95%+ of the situations I've been in but perhaps it might for very large scale pvp.

    A 6-person target cap would be a step in the right direction, but I don't think that alone would be enough. Realistically, if Streak is going to retain its massive area, the CC needs to have some actual counterplay.

    One option would be giving the stun a short delay and making it blockable, similar to the Arcanist rune CC. That would preserve the mobility and large area while giving the people on the receiving end an actual defensive interaction.

    I'm not asking for Streak to be gutted. It just needs some limitation or counterplay on the CC itself. One ability having that many advantages with essentially no way to defend against the stun doesn't make sense.
  • Alchimiste1
    Alchimiste1
    ✭✭✭✭✭
    We shall agree to disagree on this.


  • hoangdz
    hoangdz
    ✭✭✭✭✭
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.

    So, to be clear would you be satisfied if the only nerf was to put a cap on the amount of people that can be stunned by it?
    In my experience it wouldn't make a difference in 95%+ of the situations I've been in but perhaps it might for very large scale pvp.

    A 6-person target cap would be a step in the right direction, but I don't think that alone would be enough. Realistically, if Streak is going to retain its massive area, the CC needs to have some actual counterplay.

    One option would be giving the stun a short delay and making it blockable, similar to the Arcanist rune CC. That would preserve the mobility and large area while giving the people on the receiving end an actual defensive interaction.

    I'm not asking for Streak to be gutted. It just needs some limitation or counterplay on the CC itself. One ability having that many advantages with essentially no way to defend against the stun doesn't make sense.

    No offense but your double CC nerf suggestion would kill the skill as a CC lol.

  • CannedChicken
    CannedChicken
    ✭✭✭
    hoangdz wrote: »
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.

    So, to be clear would you be satisfied if the only nerf was to put a cap on the amount of people that can be stunned by it?
    In my experience it wouldn't make a difference in 95%+ of the situations I've been in but perhaps it might for very large scale pvp.

    A 6-person target cap would be a step in the right direction, but I don't think that alone would be enough. Realistically, if Streak is going to retain its massive area, the CC needs to have some actual counterplay.

    One option would be giving the stun a short delay and making it blockable, similar to the Arcanist rune CC. That would preserve the mobility and large area while giving the people on the receiving end an actual defensive interaction.

    I'm not asking for Streak to be gutted. It just needs some limitation or counterplay on the CC itself. One ability having that many advantages with essentially no way to defend against the stun doesn't make sense.

    No offense but your double CC nerf suggestion would kill the skill as a CC lol.

    I don't think making the CC blockable and giving it a short delay would "kill" it as a CC. It would just mean the CC actually has counterplay, which is the entire point of the discussion.

    If the ability retains its massive AoE, range, damage, and mobility, it's still going to be an extremely strong CC. The difference is that the person being hit would actually have a defensive option instead of simply having to hope the Sorc misses.

    Every other CC has counterplay. Why do you think it's justified that Streak doesn't have any?

    Edit: It doesn't even necessarily need to have a delay. Just being blockable would solve most of the issues.
    Edited by CannedChicken on 24 August 2026 02:57
  • hoangdz
    hoangdz
    ✭✭✭✭✭
    hoangdz wrote: »
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.

    So, to be clear would you be satisfied if the only nerf was to put a cap on the amount of people that can be stunned by it?
    In my experience it wouldn't make a difference in 95%+ of the situations I've been in but perhaps it might for very large scale pvp.

    A 6-person target cap would be a step in the right direction, but I don't think that alone would be enough. Realistically, if Streak is going to retain its massive area, the CC needs to have some actual counterplay.

    One option would be giving the stun a short delay and making it blockable, similar to the Arcanist rune CC. That would preserve the mobility and large area while giving the people on the receiving end an actual defensive interaction.

    I'm not asking for Streak to be gutted. It just needs some limitation or counterplay on the CC itself. One ability having that many advantages with essentially no way to defend against the stun doesn't make sense.

    No offense but your double CC nerf suggestion would kill the skill as a CC lol.

    I don't think making the CC blockable and giving it a short delay would "kill" it as a CC. It would just mean the CC actually has counterplay, which is the entire point of the discussion.

    If the ability retains its massive AoE, range, damage, and mobility, it's still going to be an extremely strong CC. The difference is that the person being hit would actually have a defensive option instead of simply having to hope the Sorc misses.

    Every other CC has counterplay. Why do you think it's justified that Streak doesn't have any?


    Making Streak blockable kills the ability against blockers, who make up the majority of the top tier playerbase, and removes any meaningful counter towards permablockers or defensive blocking in Cyrodiil.

    Sorry but no, Streak does not need to be blockable. In fact, giving it a delay would absolutely kill it too since it's a skill shot, meaning any sort of delay without a snare would make the CC nearly impossible to connect.


    Edited by hoangdz on 24 August 2026 03:06
  • Teeba_Shei
    Teeba_Shei
    ✭✭✭✭✭
    hoangdz wrote: »
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.

    So, to be clear would you be satisfied if the only nerf was to put a cap on the amount of people that can be stunned by it?
    In my experience it wouldn't make a difference in 95%+ of the situations I've been in but perhaps it might for very large scale pvp.

    A 6-person target cap would be a step in the right direction, but I don't think that alone would be enough. Realistically, if Streak is going to retain its massive area, the CC needs to have some actual counterplay.

    One option would be giving the stun a short delay and making it blockable, similar to the Arcanist rune CC. That would preserve the mobility and large area while giving the people on the receiving end an actual defensive interaction.

    I'm not asking for Streak to be gutted. It just needs some limitation or counterplay on the CC itself. One ability having that many advantages with essentially no way to defend against the stun doesn't make sense.

    No offense but your double CC nerf suggestion would kill the skill as a CC lol.

    If making the CC blockable would somehow "kill the skill as a CC," then why were you arguing that Fossilize is as strong as or even stronger than Streak because it has more effects attached to it?

    Fossilize can be roll dodged. The important distinction is that it still has a defensive counterplay that Streak doesn't.

    So if Fossilize is supposedly comparable to or stronger than Streak despite being roll-dodgeable, why would making Streak blockable or giving it a short delay suddenly "kill" it as a CC?

    You're arguing that another CC can be just as strong despite having counterplay, while simultaneously arguing that giving Streak the same sort of counterplay would make it useless. Those positions don't really fit together.
  • CannedChicken
    CannedChicken
    ✭✭✭
    hoangdz wrote: »
    hoangdz wrote: »
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.

    So, to be clear would you be satisfied if the only nerf was to put a cap on the amount of people that can be stunned by it?
    In my experience it wouldn't make a difference in 95%+ of the situations I've been in but perhaps it might for very large scale pvp.

    A 6-person target cap would be a step in the right direction, but I don't think that alone would be enough. Realistically, if Streak is going to retain its massive area, the CC needs to have some actual counterplay.

    One option would be giving the stun a short delay and making it blockable, similar to the Arcanist rune CC. That would preserve the mobility and large area while giving the people on the receiving end an actual defensive interaction.

    I'm not asking for Streak to be gutted. It just needs some limitation or counterplay on the CC itself. One ability having that many advantages with essentially no way to defend against the stun doesn't make sense.

    No offense but your double CC nerf suggestion would kill the skill as a CC lol.

    I don't think making the CC blockable and giving it a short delay would "kill" it as a CC. It would just mean the CC actually has counterplay, which is the entire point of the discussion.

    If the ability retains its massive AoE, range, damage, and mobility, it's still going to be an extremely strong CC. The difference is that the person being hit would actually have a defensive option instead of simply having to hope the Sorc misses.

    Every other CC has counterplay. Why do you think it's justified that Streak doesn't have any?


    Making Streak blockable kills the ability against blockers, who make up the majority of the top tier playerbase, and removes any meaningful counter towards permablockers or defensive blocking in Cyrodiil.

    Sorry but no, Streak does not need to be blockable. At best, I can accept a short 0.3s delay at the target location (which is already a significant nerf against people building movement speed), but Streak NEEDS to remain unblockable. In fact, giving it a delay would absolutely kill it too since it's a skill shot, meaning any sort of delay without a snare would make the CC nearly impossible to connect.


    You're not understanding the delay aspect. I'm not suggesting the Sorc applies a delayed stun that the target can simply walk away from. The idea would be that Streak applies a debuff to anyone hit by the initial effect, and that debuff stuns them shortly afterward unless they block. It would function more like the way Fossilize and Rune Cage give the target a window to respond rather than simply turning Streak into a slow-moving skill shot.

    So the Sorc still gets the massive AoE and still has a very strong CC, but the person being hit finally has an actual defensive interaction. You're treating "delay" as though I'm proposing the stun itself has to physically travel to the target.

    And Sorc already has Rune Cage if the concern is having an unblockable CC available. There's no reason Streak also needs to be an unblockable, undodgeable AoE CC with no target cap simply because Sorc needs a way to pressure blockers.

    The whole point is to give Streak counterplay without gutting its identity as a mobility skill. A delayed stun that can be prevented by blocking does exactly that.
  • hoangdz
    hoangdz
    ✭✭✭✭✭
    hoangdz wrote: »
    hoangdz wrote: »
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.

    So, to be clear would you be satisfied if the only nerf was to put a cap on the amount of people that can be stunned by it?
    In my experience it wouldn't make a difference in 95%+ of the situations I've been in but perhaps it might for very large scale pvp.

    A 6-person target cap would be a step in the right direction, but I don't think that alone would be enough. Realistically, if Streak is going to retain its massive area, the CC needs to have some actual counterplay.

    One option would be giving the stun a short delay and making it blockable, similar to the Arcanist rune CC. That would preserve the mobility and large area while giving the people on the receiving end an actual defensive interaction.

    I'm not asking for Streak to be gutted. It just needs some limitation or counterplay on the CC itself. One ability having that many advantages with essentially no way to defend against the stun doesn't make sense.

    No offense but your double CC nerf suggestion would kill the skill as a CC lol.

    I don't think making the CC blockable and giving it a short delay would "kill" it as a CC. It would just mean the CC actually has counterplay, which is the entire point of the discussion.

    If the ability retains its massive AoE, range, damage, and mobility, it's still going to be an extremely strong CC. The difference is that the person being hit would actually have a defensive option instead of simply having to hope the Sorc misses.

    Every other CC has counterplay. Why do you think it's justified that Streak doesn't have any?


    Making Streak blockable kills the ability against blockers, who make up the majority of the top tier playerbase, and removes any meaningful counter towards permablockers or defensive blocking in Cyrodiil.

    Sorry but no, Streak does not need to be blockable. At best, I can accept a short 0.3s delay at the target location (which is already a significant nerf against people building movement speed), but Streak NEEDS to remain unblockable. In fact, giving it a delay would absolutely kill it too since it's a skill shot, meaning any sort of delay without a snare would make the CC nearly impossible to connect.


    You're not understanding the delay aspect. I'm not suggesting the Sorc applies a delayed stun that the target can simply walk away from. The idea would be that Streak applies a debuff to anyone hit by the initial effect, and that debuff stuns them shortly afterward unless they block. It would function more like the way Fossilize and Rune Cage give the target a window to respond rather than simply turning Streak into a slow-moving skill shot.

    So the Sorc still gets the massive AoE and still has a very strong CC, but the person being hit finally has an actual defensive interaction. You're treating "delay" as though I'm proposing the stun itself has to physically travel to the target.

    And Sorc already has Rune Cage if the concern is having an unblockable CC available. There's no reason Streak also needs to be an unblockable, undodgeable AoE CC with no target cap simply because Sorc needs a way to pressure blockers.

    The whole point is to give Streak counterplay without gutting its identity as a mobility skill. A delayed stun that can be prevented by blocking does exactly that.

    Why do you think most CCs are unblockable? Making it blockable would literally render it completely useless against good players.

    Since blocking is one of the easiest defensive maneuvers and only costs resources after an ability has been blocked, any good player would be tracking that "debuff" and holding down block before Streak can actually stun. It's literally the reason why Curse is so painfully bad after ZOS made it blockable.

    Your suggestion does not work and will only make Streak completely worthless against good players, while doing nothing to help newbies.

    Also, why are you bringing up Rune Cage? It's cleansable and incredibly telegraphed. Nobody good is getting stunned by it. Even if Streak got nerfed, nobody would use it either because it's that bad.

    I'm starting to wonder what your actual agenda is here, because your suggestions are ridiculous from a balance perspective.

  • Alchimiste1
    Alchimiste1
    ✭✭✭✭✭
    Teeba_Shei wrote: »
    hoangdz wrote: »
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.

    So, to be clear would you be satisfied if the only nerf was to put a cap on the amount of people that can be stunned by it?
    In my experience it wouldn't make a difference in 95%+ of the situations I've been in but perhaps it might for very large scale pvp.

    A 6-person target cap would be a step in the right direction, but I don't think that alone would be enough. Realistically, if Streak is going to retain its massive area, the CC needs to have some actual counterplay.

    One option would be giving the stun a short delay and making it blockable, similar to the Arcanist rune CC. That would preserve the mobility and large area while giving the people on the receiving end an actual defensive interaction.

    I'm not asking for Streak to be gutted. It just needs some limitation or counterplay on the CC itself. One ability having that many advantages with essentially no way to defend against the stun doesn't make sense.

    No offense but your double CC nerf suggestion would kill the skill as a CC lol.

    If making the CC blockable would somehow "kill the skill as a CC," then why were you arguing that Fossilize is as strong as or even stronger than Streak because it has more effects attached to it?

    Fossilize can be roll dodged. The important distinction is that it still has a defensive counterplay that Streak doesn't.

    So if Fossilize is supposedly comparable to or stronger than Streak despite being roll-dodgeable, why would making Streak blockable or giving it a short delay suddenly "kill" it as a CC?

    You're arguing that another CC can be just as strong despite having counterplay, while simultaneously arguing that giving Streak the same sort of counterplay would make it useless. Those positions don't really fit together.

    To be fair DK also has 2 layered delayed burst skills that can be followed up with 5 stacks of a hard-hitting skill that can be spammed back-to-back X5 that sorc doesn't. Also fossilize being a delayed stun that needs to be roll dodged is far better than a delayed stun that you can block. Take the arcanist skill for example, that thing sucks, I block it every single time.

    A delayed stun that is also blockable is garbage, a delayed stunned that is roll dodgeable is inconsistent but useable. A stun that is instant but also blockable is inconsistent but useable.

    You need to look at the whole class kit.
  • CannedChicken
    CannedChicken
    ✭✭✭
    hoangdz wrote: »
    hoangdz wrote: »
    hoangdz wrote: »
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.

    So, to be clear would you be satisfied if the only nerf was to put a cap on the amount of people that can be stunned by it?
    In my experience it wouldn't make a difference in 95%+ of the situations I've been in but perhaps it might for very large scale pvp.

    A 6-person target cap would be a step in the right direction, but I don't think that alone would be enough. Realistically, if Streak is going to retain its massive area, the CC needs to have some actual counterplay.

    One option would be giving the stun a short delay and making it blockable, similar to the Arcanist rune CC. That would preserve the mobility and large area while giving the people on the receiving end an actual defensive interaction.

    I'm not asking for Streak to be gutted. It just needs some limitation or counterplay on the CC itself. One ability having that many advantages with essentially no way to defend against the stun doesn't make sense.

    No offense but your double CC nerf suggestion would kill the skill as a CC lol.

    I don't think making the CC blockable and giving it a short delay would "kill" it as a CC. It would just mean the CC actually has counterplay, which is the entire point of the discussion.

    If the ability retains its massive AoE, range, damage, and mobility, it's still going to be an extremely strong CC. The difference is that the person being hit would actually have a defensive option instead of simply having to hope the Sorc misses.

    Every other CC has counterplay. Why do you think it's justified that Streak doesn't have any?


    Making Streak blockable kills the ability against blockers, who make up the majority of the top tier playerbase, and removes any meaningful counter towards permablockers or defensive blocking in Cyrodiil.

    Sorry but no, Streak does not need to be blockable. At best, I can accept a short 0.3s delay at the target location (which is already a significant nerf against people building movement speed), but Streak NEEDS to remain unblockable. In fact, giving it a delay would absolutely kill it too since it's a skill shot, meaning any sort of delay without a snare would make the CC nearly impossible to connect.


    You're not understanding the delay aspect. I'm not suggesting the Sorc applies a delayed stun that the target can simply walk away from. The idea would be that Streak applies a debuff to anyone hit by the initial effect, and that debuff stuns them shortly afterward unless they block. It would function more like the way Fossilize and Rune Cage give the target a window to respond rather than simply turning Streak into a slow-moving skill shot.

    So the Sorc still gets the massive AoE and still has a very strong CC, but the person being hit finally has an actual defensive interaction. You're treating "delay" as though I'm proposing the stun itself has to physically travel to the target.

    And Sorc already has Rune Cage if the concern is having an unblockable CC available. There's no reason Streak also needs to be an unblockable, undodgeable AoE CC with no target cap simply because Sorc needs a way to pressure blockers.

    The whole point is to give Streak counterplay without gutting its identity as a mobility skill. A delayed stun that can be prevented by blocking does exactly that.

    Why do you think most CCs are unblockable? Making it blockable would literally render it completely useless against good players.

    Since blocking is one of the easiest defensive maneuvers and only costs resources after an ability has been blocked, any good player would be tracking that "debuff" and holding down block before Streak can actually stun. It's literally the reason why Curse is so painfully bad after ZOS made it blockable.

    Your suggestion does not work and will only make Streak completely worthless against good players, while doing nothing to help newbies.

    Also, why are you bringing up Rune Cage? It's cleansable and incredibly telegraphed. Nobody good is getting stunned by it. Even if Streak got nerfed, nobody would use it either because it's that bad.

    I'm starting to wonder what your actual agenda is here, because your suggestions are ridiculous from a balance perspective.

    This is getting pretty contradictory. When someone asked you earlier to name a CC that was comparable to Streak, you specifically brought up Fossilize as an example of a similarly overloaded CC. Now you're trying to dismiss Rune Cage because it's "cleansable and telegraphed" and supposedly nobody good gets hit by it.

    That's especially ironic because Fossilize and Rune Cage are nearly a 1-to-1 comparison mechanically. If Rune Cage is apparently so useless because it can be cleansed and is telegraphed, then those same limitations apply to the very Fossilize comparison you were using to defend Streak.

    You can't have it both ways. You can't hold up Fossilize as evidence that another CC can be comparable to Streak, then turn around and dismiss Rune Cage because it has the same general counterplay characteristics as Fossilize.

    At this point, you're just moving the goalposts to protect Streak. You keep changing the standard depending on whether the comparison helps your argument, and when it doesn't, you dismiss it outright. That's not a serious balance argument; it's what happens when someone is so invested in defending the ability that they'll find any excuse to avoid addressing its actual lack of counterplay.

    You're not arguing against the point anymore. You're trying to derail the discussion because your bias toward Streak won't let you acknowledge the obvious contradiction in your own arguments.


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  • Teeba_Shei
    Teeba_Shei
    ✭✭✭✭✭
    hoangdz wrote: »
    hoangdz wrote: »
    hoangdz wrote: »
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.

    So, to be clear would you be satisfied if the only nerf was to put a cap on the amount of people that can be stunned by it?
    In my experience it wouldn't make a difference in 95%+ of the situations I've been in but perhaps it might for very large scale pvp.

    A 6-person target cap would be a step in the right direction, but I don't think that alone would be enough. Realistically, if Streak is going to retain its massive area, the CC needs to have some actual counterplay.

    One option would be giving the stun a short delay and making it blockable, similar to the Arcanist rune CC. That would preserve the mobility and large area while giving the people on the receiving end an actual defensive interaction.

    I'm not asking for Streak to be gutted. It just needs some limitation or counterplay on the CC itself. One ability having that many advantages with essentially no way to defend against the stun doesn't make sense.

    No offense but your double CC nerf suggestion would kill the skill as a CC lol.

    I don't think making the CC blockable and giving it a short delay would "kill" it as a CC. It would just mean the CC actually has counterplay, which is the entire point of the discussion.

    If the ability retains its massive AoE, range, damage, and mobility, it's still going to be an extremely strong CC. The difference is that the person being hit would actually have a defensive option instead of simply having to hope the Sorc misses.

    Every other CC has counterplay. Why do you think it's justified that Streak doesn't have any?


    Making Streak blockable kills the ability against blockers, who make up the majority of the top tier playerbase, and removes any meaningful counter towards permablockers or defensive blocking in Cyrodiil.

    Sorry but no, Streak does not need to be blockable. At best, I can accept a short 0.3s delay at the target location (which is already a significant nerf against people building movement speed), but Streak NEEDS to remain unblockable. In fact, giving it a delay would absolutely kill it too since it's a skill shot, meaning any sort of delay without a snare would make the CC nearly impossible to connect.


    You're not understanding the delay aspect. I'm not suggesting the Sorc applies a delayed stun that the target can simply walk away from. The idea would be that Streak applies a debuff to anyone hit by the initial effect, and that debuff stuns them shortly afterward unless they block. It would function more like the way Fossilize and Rune Cage give the target a window to respond rather than simply turning Streak into a slow-moving skill shot.

    So the Sorc still gets the massive AoE and still has a very strong CC, but the person being hit finally has an actual defensive interaction. You're treating "delay" as though I'm proposing the stun itself has to physically travel to the target.

    And Sorc already has Rune Cage if the concern is having an unblockable CC available. There's no reason Streak also needs to be an unblockable, undodgeable AoE CC with no target cap simply because Sorc needs a way to pressure blockers.

    The whole point is to give Streak counterplay without gutting its identity as a mobility skill. A delayed stun that can be prevented by blocking does exactly that.

    Why do you think most CCs are unblockable? Making it blockable would literally render it completely useless against good players.

    Since blocking is one of the easiest defensive maneuvers and only costs resources after an ability has been blocked, any good player would be tracking that "debuff" and holding down block before Streak can actually stun. It's literally the reason why Curse is so painfully bad after ZOS made it blockable.

    Your suggestion does not work and will only make Streak completely worthless against good players, while doing nothing to help newbies.

    Also, why are you bringing up Rune Cage? It's cleansable and incredibly telegraphed. Nobody good is getting stunned by it. Even if Streak got nerfed, nobody would use it either because it's that bad.

    I'm starting to wonder what your actual agenda is here, because your suggestions are ridiculous from a balance perspective.

    You can't even keep your arguments straight at this point. Fossilize has the same CC mechanics as Rune Cage.

    Even @Alchimiste1 agrees that Rune Cage is a strong skill because you have to dodge it.
  • hoangdz
    hoangdz
    ✭✭✭✭✭
    Teeba_Shei wrote: »
    hoangdz wrote: »
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.

    So, to be clear would you be satisfied if the only nerf was to put a cap on the amount of people that can be stunned by it?
    In my experience it wouldn't make a difference in 95%+ of the situations I've been in but perhaps it might for very large scale pvp.

    A 6-person target cap would be a step in the right direction, but I don't think that alone would be enough. Realistically, if Streak is going to retain its massive area, the CC needs to have some actual counterplay.

    One option would be giving the stun a short delay and making it blockable, similar to the Arcanist rune CC. That would preserve the mobility and large area while giving the people on the receiving end an actual defensive interaction.

    I'm not asking for Streak to be gutted. It just needs some limitation or counterplay on the CC itself. One ability having that many advantages with essentially no way to defend against the stun doesn't make sense.

    No offense but your double CC nerf suggestion would kill the skill as a CC lol.

    If making the CC blockable would somehow "kill the skill as a CC," then why were you arguing that Fossilize is as strong as or even stronger than Streak because it has more effects attached to it?

    Fossilize can be roll dodged. The important distinction is that it still has a defensive counterplay that Streak doesn't.

    So if Fossilize is supposedly comparable to or stronger than Streak despite being roll-dodgeable, why would making Streak blockable or giving it a short delay suddenly "kill" it as a CC?

    You're arguing that another CC can be just as strong despite having counterplay, while simultaneously arguing that giving Streak the same sort of counterplay would make it useless. Those positions don't really fit together.

    There is a reason why good players use unblockable CCs on every build. If you fought me or anyone good without an unblockable CC, you are never landing a single combo. Making a stun blockable completely kills it against good players because they block. All. The. Time.

    The thing is Fossilize locks the stun onto a target, while Streak requires aiming the stun. Giving it a delay would also kill its CC potential because you now have to aim at someone, then hope that he doesn't move away from the affected area or cleanse it off if it's a debuff.

    These suggestions would not work in practice and would make people swap to BoL instead because it's a much better mobility tool. Streak would be left in storage and Sorc would never land a single combo vs good players. These suggestions are genuinely horrible lol.
    Edited by hoangdz on 24 August 2026 03:42
  • HelloPlayers
    HelloPlayers
    Soul Shriven
    I’d definitely like to see some adjustment to Streak CC. The CC feels pretty oppressive right now. The combination of mobility, evasion, and the CC can feel pretty one-sided.

    Maybe there’s room to reduce the CC duration, add some kind of diminishing return, or otherwise give the target a little more counterplay.

    I’d rather see it adjusted than have the skill stay in a state where fighting against it feels more frustrating than interactive.
    Edited by HelloPlayers on 24 August 2026 03:47
  • CannedChicken
    CannedChicken
    ✭✭✭
    hoangdz wrote: »
    Teeba_Shei wrote: »
    hoangdz wrote: »
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.

    So, to be clear would you be satisfied if the only nerf was to put a cap on the amount of people that can be stunned by it?
    In my experience it wouldn't make a difference in 95%+ of the situations I've been in but perhaps it might for very large scale pvp.

    A 6-person target cap would be a step in the right direction, but I don't think that alone would be enough. Realistically, if Streak is going to retain its massive area, the CC needs to have some actual counterplay.

    One option would be giving the stun a short delay and making it blockable, similar to the Arcanist rune CC. That would preserve the mobility and large area while giving the people on the receiving end an actual defensive interaction.

    I'm not asking for Streak to be gutted. It just needs some limitation or counterplay on the CC itself. One ability having that many advantages with essentially no way to defend against the stun doesn't make sense.

    No offense but your double CC nerf suggestion would kill the skill as a CC lol.

    If making the CC blockable would somehow "kill the skill as a CC," then why were you arguing that Fossilize is as strong as or even stronger than Streak because it has more effects attached to it?

    Fossilize can be roll dodged. The important distinction is that it still has a defensive counterplay that Streak doesn't.

    So if Fossilize is supposedly comparable to or stronger than Streak despite being roll-dodgeable, why would making Streak blockable or giving it a short delay suddenly "kill" it as a CC?

    You're arguing that another CC can be just as strong despite having counterplay, while simultaneously arguing that giving Streak the same sort of counterplay would make it useless. Those positions don't really fit together.

    There is a reason why good players use unblockable CCs on every build. If you fought me or anyone good without an unblockable CC, you are never landing a single combo. Making a stun blockable completely kills it against good players because they block. All. The. Time.

    The thing is Fossilize locks the stun onto a target, while Streak requires aiming the stun. Giving it a delay would also kill its CC potential because you now have to aim at someone, then hope that he doesn't move away from the affected area or cleanse it off if it's a debuff.

    These suggestions would not work in practice and would make people swap to BoL instead because it's a much better mobility tool. Streak would be left in storage and Sorc would never land a single combo vs good players. These suggestions are genuinely horrible lol.

    I already addressed this. The delayed-stun proposal was specifically not a "skill shot with a delayed explosion that you have to hope someone stays inside." You're arguing against a version of the idea that I didn't propose. I've already pointed this out.

    The idea is that Streak hits the target and applies a debuff, with the stun triggering shortly afterward unless the target responds appropriately, similar to how other delayed CC mechanics give the defender a window to react. The Sorc still has to successfully land Streak in the first place; the delay simply creates counterplay after the hit.

    So the "hope they don't move out of the area" argument doesn't apply to what I actually suggested. Please read the proposal before explaining why a different version of it wouldn't work.
  • Alchimiste1
    Alchimiste1
    ✭✭✭✭✭
    Teeba_Shei wrote: »
    hoangdz wrote: »
    hoangdz wrote: »
    hoangdz wrote: »
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.

    So, to be clear would you be satisfied if the only nerf was to put a cap on the amount of people that can be stunned by it?
    In my experience it wouldn't make a difference in 95%+ of the situations I've been in but perhaps it might for very large scale pvp.

    A 6-person target cap would be a step in the right direction, but I don't think that alone would be enough. Realistically, if Streak is going to retain its massive area, the CC needs to have some actual counterplay.

    One option would be giving the stun a short delay and making it blockable, similar to the Arcanist rune CC. That would preserve the mobility and large area while giving the people on the receiving end an actual defensive interaction.

    I'm not asking for Streak to be gutted. It just needs some limitation or counterplay on the CC itself. One ability having that many advantages with essentially no way to defend against the stun doesn't make sense.

    No offense but your double CC nerf suggestion would kill the skill as a CC lol.

    I don't think making the CC blockable and giving it a short delay would "kill" it as a CC. It would just mean the CC actually has counterplay, which is the entire point of the discussion.

    If the ability retains its massive AoE, range, damage, and mobility, it's still going to be an extremely strong CC. The difference is that the person being hit would actually have a defensive option instead of simply having to hope the Sorc misses.

    Every other CC has counterplay. Why do you think it's justified that Streak doesn't have any?


    Making Streak blockable kills the ability against blockers, who make up the majority of the top tier playerbase, and removes any meaningful counter towards permablockers or defensive blocking in Cyrodiil.

    Sorry but no, Streak does not need to be blockable. At best, I can accept a short 0.3s delay at the target location (which is already a significant nerf against people building movement speed), but Streak NEEDS to remain unblockable. In fact, giving it a delay would absolutely kill it too since it's a skill shot, meaning any sort of delay without a snare would make the CC nearly impossible to connect.


    You're not understanding the delay aspect. I'm not suggesting the Sorc applies a delayed stun that the target can simply walk away from. The idea would be that Streak applies a debuff to anyone hit by the initial effect, and that debuff stuns them shortly afterward unless they block. It would function more like the way Fossilize and Rune Cage give the target a window to respond rather than simply turning Streak into a slow-moving skill shot.

    So the Sorc still gets the massive AoE and still has a very strong CC, but the person being hit finally has an actual defensive interaction. You're treating "delay" as though I'm proposing the stun itself has to physically travel to the target.

    And Sorc already has Rune Cage if the concern is having an unblockable CC available. There's no reason Streak also needs to be an unblockable, undodgeable AoE CC with no target cap simply because Sorc needs a way to pressure blockers.

    The whole point is to give Streak counterplay without gutting its identity as a mobility skill. A delayed stun that can be prevented by blocking does exactly that.

    Why do you think most CCs are unblockable? Making it blockable would literally render it completely useless against good players.

    Since blocking is one of the easiest defensive maneuvers and only costs resources after an ability has been blocked, any good player would be tracking that "debuff" and holding down block before Streak can actually stun. It's literally the reason why Curse is so painfully bad after ZOS made it blockable.

    Your suggestion does not work and will only make Streak completely worthless against good players, while doing nothing to help newbies.

    Also, why are you bringing up Rune Cage? It's cleansable and incredibly telegraphed. Nobody good is getting stunned by it. Even if Streak got nerfed, nobody would use it either because it's that bad.

    I'm starting to wonder what your actual agenda is here, because your suggestions are ridiculous from a balance perspective.

    You can't even keep your arguments straight at this point. Fossilize has the same CC mechanics as Rune Cage.

    Even @Alchimiste1 agrees that Rune Cage is a strong skill because you have to dodge it.

    When did I say that it was a strong skill? I never said that. Go back and read what I actually wrote. I just generically compared a roll dodeable delayed stun to a bad delayed but blockable one and said it was much more usable.

    My entire point was that you have to look at the whole picture of things. That includes things like what class does it belong to and what other abilities can interact with it. And hoang is right about it being different with streak and that also takes into positioning. A dk can double foss if they think the opponent will roll, a double streak would put the sorc out of position.

  • hoangdz
    hoangdz
    ✭✭✭✭✭
    Teeba_Shei wrote: »
    hoangdz wrote: »
    hoangdz wrote: »
    hoangdz wrote: »
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.

    So, to be clear would you be satisfied if the only nerf was to put a cap on the amount of people that can be stunned by it?
    In my experience it wouldn't make a difference in 95%+ of the situations I've been in but perhaps it might for very large scale pvp.

    A 6-person target cap would be a step in the right direction, but I don't think that alone would be enough. Realistically, if Streak is going to retain its massive area, the CC needs to have some actual counterplay.

    One option would be giving the stun a short delay and making it blockable, similar to the Arcanist rune CC. That would preserve the mobility and large area while giving the people on the receiving end an actual defensive interaction.

    I'm not asking for Streak to be gutted. It just needs some limitation or counterplay on the CC itself. One ability having that many advantages with essentially no way to defend against the stun doesn't make sense.

    No offense but your double CC nerf suggestion would kill the skill as a CC lol.

    I don't think making the CC blockable and giving it a short delay would "kill" it as a CC. It would just mean the CC actually has counterplay, which is the entire point of the discussion.

    If the ability retains its massive AoE, range, damage, and mobility, it's still going to be an extremely strong CC. The difference is that the person being hit would actually have a defensive option instead of simply having to hope the Sorc misses.

    Every other CC has counterplay. Why do you think it's justified that Streak doesn't have any?


    Making Streak blockable kills the ability against blockers, who make up the majority of the top tier playerbase, and removes any meaningful counter towards permablockers or defensive blocking in Cyrodiil.

    Sorry but no, Streak does not need to be blockable. At best, I can accept a short 0.3s delay at the target location (which is already a significant nerf against people building movement speed), but Streak NEEDS to remain unblockable. In fact, giving it a delay would absolutely kill it too since it's a skill shot, meaning any sort of delay without a snare would make the CC nearly impossible to connect.


    You're not understanding the delay aspect. I'm not suggesting the Sorc applies a delayed stun that the target can simply walk away from. The idea would be that Streak applies a debuff to anyone hit by the initial effect, and that debuff stuns them shortly afterward unless they block. It would function more like the way Fossilize and Rune Cage give the target a window to respond rather than simply turning Streak into a slow-moving skill shot.

    So the Sorc still gets the massive AoE and still has a very strong CC, but the person being hit finally has an actual defensive interaction. You're treating "delay" as though I'm proposing the stun itself has to physically travel to the target.

    And Sorc already has Rune Cage if the concern is having an unblockable CC available. There's no reason Streak also needs to be an unblockable, undodgeable AoE CC with no target cap simply because Sorc needs a way to pressure blockers.

    The whole point is to give Streak counterplay without gutting its identity as a mobility skill. A delayed stun that can be prevented by blocking does exactly that.

    Why do you think most CCs are unblockable? Making it blockable would literally render it completely useless against good players.

    Since blocking is one of the easiest defensive maneuvers and only costs resources after an ability has been blocked, any good player would be tracking that "debuff" and holding down block before Streak can actually stun. It's literally the reason why Curse is so painfully bad after ZOS made it blockable.

    Your suggestion does not work and will only make Streak completely worthless against good players, while doing nothing to help newbies.

    Also, why are you bringing up Rune Cage? It's cleansable and incredibly telegraphed. Nobody good is getting stunned by it. Even if Streak got nerfed, nobody would use it either because it's that bad.

    I'm starting to wonder what your actual agenda is here, because your suggestions are ridiculous from a balance perspective.

    You can't even keep your arguments straight at this point. Fossilize has the same CC mechanics as Rune Cage.

    Even @Alchimiste1 agrees that Rune Cage is a strong skill because you have to dodge it.

    Fossilize isn't cleansable, snares and roots the target, and applies Minor Breach. Shattering Rocks gives a fat heal. If you're going to compare Rune Cage to these skills, at least compare the actual skill tooltips.

    Also, when did Alchemist say Rune Cage is strong? He said it's inconsistent but usable, not strong. We duel each other alot and he's consistently avoided my Defensive Rune CC.

    Your arguments don't take into account how these skills perform in a real fight. That's ironically how ZOS make balance changes too lol.
    Edited by hoangdz on 24 August 2026 04:16
  • hoangdz
    hoangdz
    ✭✭✭✭✭
    hoangdz wrote: »
    Teeba_Shei wrote: »
    hoangdz wrote: »
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.

    So, to be clear would you be satisfied if the only nerf was to put a cap on the amount of people that can be stunned by it?
    In my experience it wouldn't make a difference in 95%+ of the situations I've been in but perhaps it might for very large scale pvp.

    A 6-person target cap would be a step in the right direction, but I don't think that alone would be enough. Realistically, if Streak is going to retain its massive area, the CC needs to have some actual counterplay.

    One option would be giving the stun a short delay and making it blockable, similar to the Arcanist rune CC. That would preserve the mobility and large area while giving the people on the receiving end an actual defensive interaction.

    I'm not asking for Streak to be gutted. It just needs some limitation or counterplay on the CC itself. One ability having that many advantages with essentially no way to defend against the stun doesn't make sense.

    No offense but your double CC nerf suggestion would kill the skill as a CC lol.

    If making the CC blockable would somehow "kill the skill as a CC," then why were you arguing that Fossilize is as strong as or even stronger than Streak because it has more effects attached to it?

    Fossilize can be roll dodged. The important distinction is that it still has a defensive counterplay that Streak doesn't.

    So if Fossilize is supposedly comparable to or stronger than Streak despite being roll-dodgeable, why would making Streak blockable or giving it a short delay suddenly "kill" it as a CC?

    You're arguing that another CC can be just as strong despite having counterplay, while simultaneously arguing that giving Streak the same sort of counterplay would make it useless. Those positions don't really fit together.

    There is a reason why good players use unblockable CCs on every build. If you fought me or anyone good without an unblockable CC, you are never landing a single combo. Making a stun blockable completely kills it against good players because they block. All. The. Time.

    The thing is Fossilize locks the stun onto a target, while Streak requires aiming the stun. Giving it a delay would also kill its CC potential because you now have to aim at someone, then hope that he doesn't move away from the affected area or cleanse it off if it's a debuff.

    These suggestions would not work in practice and would make people swap to BoL instead because it's a much better mobility tool. Streak would be left in storage and Sorc would never land a single combo vs good players. These suggestions are genuinely horrible lol.

    I already addressed this. The delayed-stun proposal was specifically not a "skill shot with a delayed explosion that you have to hope someone stays inside." You're arguing against a version of the idea that I didn't propose. I've already pointed this out.

    The idea is that Streak hits the target and applies a debuff, with the stun triggering shortly afterward unless the target responds appropriately, similar to how other delayed CC mechanics give the defender a window to react. The Sorc still has to successfully land Streak in the first place; the delay simply creates counterplay after the hit.

    So the "hope they don't move out of the area" argument doesn't apply to what I actually suggested. Please read the proposal before explaining why a different version of it wouldn't work.

    Again, your suggestion is flawed. Streak already requires the caster to do 2 things:

    1) Properly aim their crosshair at a target, which gets increasingly difficult against players with high movement speed
    2) If the caster is a melee player, they need to position themselves correctly so as to not create too much distance between them and the target after Streaking. If the caster is a ranged player, they also need to position themselves correctly in order to create enough distance to avoid getting hit after using the ability.

    That is already pretty damn hard for an average player. Most of them either mindlessly Streak through you and fail to connect the follow-up spammable because they allowed too much spacing, or did not create enough distance between them and a melee target and end up getting counter-bursted.

    Imagine having to perform those 2 aforementioned mechanics, then also pray your target doesn't track the debuff or block between abilities. No good player would use Streak if it worked as suggested. The debuff can be cleansed off, and Streak being blockable would render it trash against good players who frequently block between abilities and track their debuffs.

  • NovelliESO
    NovelliESO
    ✭✭✭✭
    hoangdz wrote: »
    hoangdz wrote: »
    Teeba_Shei wrote: »
    hoangdz wrote: »
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.

    So, to be clear would you be satisfied if the only nerf was to put a cap on the amount of people that can be stunned by it?
    In my experience it wouldn't make a difference in 95%+ of the situations I've been in but perhaps it might for very large scale pvp.

    A 6-person target cap would be a step in the right direction, but I don't think that alone would be enough. Realistically, if Streak is going to retain its massive area, the CC needs to have some actual counterplay.

    One option would be giving the stun a short delay and making it blockable, similar to the Arcanist rune CC. That would preserve the mobility and large area while giving the people on the receiving end an actual defensive interaction.

    I'm not asking for Streak to be gutted. It just needs some limitation or counterplay on the CC itself. One ability having that many advantages with essentially no way to defend against the stun doesn't make sense.

    No offense but your double CC nerf suggestion would kill the skill as a CC lol.

    If making the CC blockable would somehow "kill the skill as a CC," then why were you arguing that Fossilize is as strong as or even stronger than Streak because it has more effects attached to it?

    Fossilize can be roll dodged. The important distinction is that it still has a defensive counterplay that Streak doesn't.

    So if Fossilize is supposedly comparable to or stronger than Streak despite being roll-dodgeable, why would making Streak blockable or giving it a short delay suddenly "kill" it as a CC?

    You're arguing that another CC can be just as strong despite having counterplay, while simultaneously arguing that giving Streak the same sort of counterplay would make it useless. Those positions don't really fit together.

    There is a reason why good players use unblockable CCs on every build. If you fought me or anyone good without an unblockable CC, you are never landing a single combo. Making a stun blockable completely kills it against good players because they block. All. The. Time.

    The thing is Fossilize locks the stun onto a target, while Streak requires aiming the stun. Giving it a delay would also kill its CC potential because you now have to aim at someone, then hope that he doesn't move away from the affected area or cleanse it off if it's a debuff.

    These suggestions would not work in practice and would make people swap to BoL instead because it's a much better mobility tool. Streak would be left in storage and Sorc would never land a single combo vs good players. These suggestions are genuinely horrible lol.

    I already addressed this. The delayed-stun proposal was specifically not a "skill shot with a delayed explosion that you have to hope someone stays inside." You're arguing against a version of the idea that I didn't propose. I've already pointed this out.

    The idea is that Streak hits the target and applies a debuff, with the stun triggering shortly afterward unless the target responds appropriately, similar to how other delayed CC mechanics give the defender a window to react. The Sorc still has to successfully land Streak in the first place; the delay simply creates counterplay after the hit.

    So the "hope they don't move out of the area" argument doesn't apply to what I actually suggested. Please read the proposal before explaining why a different version of it wouldn't work.

    Again, your suggestion is flawed. Streak already requires the caster to do 2 things:

    1) Properly aim their crosshair at a target, which gets increasingly difficult against players with high movement speed
    2) If the caster is a melee player, they need to position themselves correctly so as to not create too much distance between them and the target after Streaking. If the caster is a ranged player, they also need to position themselves correctly in order to create enough distance to avoid getting hit after using the ability.

    That is already pretty damn hard for an average player. Most of them either mindlessly Streak through you and fail to connect the follow-up spammable because they allowed too much spacing, or did not create enough distance between them and a melee target and end up getting counter-bursted.

    Imagine having to perform those 2 aforementioned mechanics, then also pray your target doesn't track the debuff or block between abilities. No good player would use Streak if it worked as suggested. The debuff can be cleansed off, and Streak being blockable would render it trash against good players who frequently block between abilities and track their debuffs.

    With all due respect, you just learned the difference today between block canceling and block casting. You swore up and down you block casted every single ability unless you were kiting, which was verifiably false when looking at your own videos that you linked. You have played the game for such a long time and you just learned today what the difference was, that's a little alarming. You bragged about having done over 15,000 duels but still lack that basic understanding, so when you keep going back to streak having to be aimed as if it's some skillshot or that people can just run out of streak as your main talking points, when you can't reactionarily run out of it, it lands on deaf ears. That as your rationale is so off-base and faulty it makes me want to side with someone on the opposite end of the argument just because you are so bad faith in your engagement with it.

    Have a better response. If you legit don't have a better response to why streak shouldn't be nerfed other than "omg you have to aim it" or "go fast and streak will miss!!!" then you just don't have an actual good reason as to why it shouldn't be nerfed, because those reasons are not it. Stop saying you can play perfectly around streak, when as I said before, I have watched you die to sorcs solo, and watched you get stunned by the skill you say you can react to every time because you know when someone is going to streak. It is a silly talking point and does nothing but make your argument look shaky.

    I will ask you again, and the fact that you gave me shattering rocks as an alternative is just a joke. But can you name a single CC that is analogous to streak in the way that it functions?
    Edited by NovelliESO on 24 August 2026 04:39
  • hoangdz
    hoangdz
    ✭✭✭✭✭
    My entire point was that you have to look at the whole picture of things. That includes things like what class does it belong to and what other abilities can interact with it. And hoang is right about it being different with streak and that also takes into positioning. A dk can double foss if they think the opponent will roll, a double streak would put the sorc out of position.

    This is precisely what I have been trying to get through to these people. They look at Streak in isolation and claim it's broken, yet a simple fight in game proves otherwise. Streak doubling as a 15m skill shot and gap closer/escape tool is a double edge sword and also its own limitation. If a Sorc mispositions themselves before the Streak, they will most likely fail to land the follow-up burst combo. If they miss the CC, they are also very likely to be out of position and cannot just double cast it like Fossilize or Javelin. I've seen DKs and Templars cast their CC 4 times in a row and still complete their burst combo, but I've yet to see a Sorc use Streak after a failed attempt and still retain any kill potential, not to mention Streaking twice would have put them out of position and increasing the cost of subsequent casts.
    Edited by hoangdz on 24 August 2026 04:42
  • NovelliESO
    NovelliESO
    ✭✭✭✭
    hoangdz wrote: »
    NovelliESO wrote: »
    hoangdz wrote: »
    hoangdz wrote: »
    Teeba_Shei wrote: »
    hoangdz wrote: »
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.

    So, to be clear would you be satisfied if the only nerf was to put a cap on the amount of people that can be stunned by it?
    In my experience it wouldn't make a difference in 95%+ of the situations I've been in but perhaps it might for very large scale pvp.

    A 6-person target cap would be a step in the right direction, but I don't think that alone would be enough. Realistically, if Streak is going to retain its massive area, the CC needs to have some actual counterplay.

    One option would be giving the stun a short delay and making it blockable, similar to the Arcanist rune CC. That would preserve the mobility and large area while giving the people on the receiving end an actual defensive interaction.

    I'm not asking for Streak to be gutted. It just needs some limitation or counterplay on the CC itself. One ability having that many advantages with essentially no way to defend against the stun doesn't make sense.

    No offense but your double CC nerf suggestion would kill the skill as a CC lol.

    If making the CC blockable would somehow "kill the skill as a CC," then why were you arguing that Fossilize is as strong as or even stronger than Streak because it has more effects attached to it?

    Fossilize can be roll dodged. The important distinction is that it still has a defensive counterplay that Streak doesn't.

    So if Fossilize is supposedly comparable to or stronger than Streak despite being roll-dodgeable, why would making Streak blockable or giving it a short delay suddenly "kill" it as a CC?

    You're arguing that another CC can be just as strong despite having counterplay, while simultaneously arguing that giving Streak the same sort of counterplay would make it useless. Those positions don't really fit together.

    There is a reason why good players use unblockable CCs on every build. If you fought me or anyone good without an unblockable CC, you are never landing a single combo. Making a stun blockable completely kills it against good players because they block. All. The. Time.

    The thing is Fossilize locks the stun onto a target, while Streak requires aiming the stun. Giving it a delay would also kill its CC potential because you now have to aim at someone, then hope that he doesn't move away from the affected area or cleanse it off if it's a debuff.

    These suggestions would not work in practice and would make people swap to BoL instead because it's a much better mobility tool. Streak would be left in storage and Sorc would never land a single combo vs good players. These suggestions are genuinely horrible lol.

    I already addressed this. The delayed-stun proposal was specifically not a "skill shot with a delayed explosion that you have to hope someone stays inside." You're arguing against a version of the idea that I didn't propose. I've already pointed this out.

    The idea is that Streak hits the target and applies a debuff, with the stun triggering shortly afterward unless the target responds appropriately, similar to how other delayed CC mechanics give the defender a window to react. The Sorc still has to successfully land Streak in the first place; the delay simply creates counterplay after the hit.

    So the "hope they don't move out of the area" argument doesn't apply to what I actually suggested. Please read the proposal before explaining why a different version of it wouldn't work.

    Again, your suggestion is flawed. Streak already requires the caster to do 2 things:

    1) Properly aim their crosshair at a target, which gets increasingly difficult against players with high movement speed
    2) If the caster is a melee player, they need to position themselves correctly so as to not create too much distance between them and the target after Streaking. If the caster is a ranged player, they also need to position themselves correctly in order to create enough distance to avoid getting hit after using the ability.

    That is already pretty damn hard for an average player. Most of them either mindlessly Streak through you and fail to connect the follow-up spammable because they allowed too much spacing, or did not create enough distance between them and a melee target and end up getting counter-bursted.

    Imagine having to perform those 2 aforementioned mechanics, then also pray your target doesn't track the debuff or block between abilities. No good player would use Streak if it worked as suggested. The debuff can be cleansed off, and Streak being blockable would render it trash against good players who frequently block between abilities and track their debuffs.

    With all due respect, you just learned the difference today between block canceling and block casting. You swore up and down you block casted every single ability unless you were kiting, which was verifiably false when looking at your own videos that you linked. You have played the game for such a long time and you just learned today what the difference was, that's a little alarming. You bragged about having done over 15,000 duels but still lack that basic understanding, so when you keep going back to streak having to be aimed as if it's some skillshot or that people can just run out of streak as your main talking points, when you can't reactionarily run out of it, it lands on deaf ears. That as your rationale is so off-base and faulty it makes me want to side with someone on the opposite end of the argument just because you are so bad faith in your engagement with it.

    Have a better response. If you legit don't have a better response to why streak shouldn't be nerfed other than "omg you have to aim it" or "go fast and streak will miss!!!" then you just don't have an actual good reason as to why it shouldn't be nerfed, because those reasons are not it. Stop saying you can play perfectly around streak, when as I said before, I have watched you die to sorcs solo, and watched you get stunned by the skill you say you can react to every time because you know when someone is going to streak. It is a silly talking point and does nothing but make your argument look shaky.

    I will ask you again, and the fact that you gave me shattering rocks as an alternative is just a joke. But can you name a single CC that is analogous to streak in the way that it functions?

    [snip]

    Good substantiative argument to what I said. You literally gave shattering rocks as an alternative to streak and you think I'm the one trolling? After 10 years on the game you said you block cast every single skill you cast, and you think I'm the one trolling? That isn't a catch all response for when you can't argue with something, you don't just get to write someone off as trolling. I'll ask for the 4th time now, can you give me an analogous CC comparable to streak that does everything streak can?
    [edited to remove quote]
    Edited by ZOS_Icy on 24 August 2026 16:00
  • hoangdz
    hoangdz
    ✭✭✭✭✭
    NovelliESO wrote: »
    hoangdz wrote: »
    NovelliESO wrote: »
    hoangdz wrote: »
    hoangdz wrote: »
    Teeba_Shei wrote: »
    hoangdz wrote: »
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.
    Ah yes, nerf one of the most iconic, class-defining, and fun-to-use skills in the game because it has the potential to be used by ball groups to kill groups of pugs. What a great idea.

    On a serious note, I think you're looking at this the wrong way. No ball group is just going to streak into a randomly spread group of players before dumping their ultimates. The group will be too scattered for that to be effective. However, they might get pulled together by something like Rush of Agony or DC (which should never have been introduced into the game in the first place) and then stunned(ROA to be clear). At that point, it doesn't really matter whether the follow-up stun is Streak, Fear, Turn Evil, or the Warden charm.

    Furthermore, the main issue with ball groups isn't really their kill potential. It's how incredibly tanky they are, with 45k+ health and who knows how many thousands worth of shields on top of that.

    Personally, I'd address COE on Sorc long before I'd even consider touching Streak. Let Streak remain a strong and fun skill to use.

    Lastly, I know a lot of Sorc haters don't want to hear this, but unironically, there is some skill involved in using Streak properly. A lot of Sorcs probably can't accurately judge the distance they need to travel to get the most out of it.

    The framing around Streak only being a potential ball-group tool completely misses the point of the thread. At this point there have been about 15 posts explaining the same thing, so it's hard to imagine you missed the argument by accident.

    Streak has an enormous range, no target cap, and the CC is unblockable and undodgeable. That's what makes it stand out. It's the most effective CC in the game and it's not even close. It essentially has no real counterplay, regardless of whether it's being used by a ball group, a solo player, or a small group.

    And the ball-group example actually makes the problem even more obvious. A lot of these groups eventually end up fighting around keeps where players are naturally compressed together. They don't necessarily need Rush of Agony to create the perfect setup. Streak itself is extremely effective at locking down pugs in those situations. Rush of Agony has a 6-person target cap, delay, and can be blocked. Dark Convergence has a long cooldown. If they added the same limitations on Streak that exist on Rush then all my complaints would cease to exist. Streak doesn't have those limitations.

    CoE is already being addressed, so bringing it up doesn't answer the Streak argument at all. Even if CoE disappeared tomorrow, Streak would still have the exact same CC mechanics we're discussing. You can't use a separate balance issue as a reason to ignore an overtuned CC.

    And I'm genuinely curious what you mean by the last paragraph. Are you saying the difficulty with Streak is that Sorc players have trouble judging the distance they need to travel because they can't accurately tell where they are in relation to their target? If so, I'm not sure how that supports your argument. If you mean something else by "accurately judge the distance," please clarify, because as written it sounds like you're arguing that Streak has a skill ceiling because players sometimes struggle with basic distance perception.

    I think you're the one framing it that way. I was simply addressing your point about Streak being especially problematic when used in ball groups. My argument was a counter to that by saying that streak isn't the issue and I stand by that.

    Streak is undoubtedly one of the strongest skills in the game, but I don't think skills should be nerfed simply because its strong. You have to look at the bigger picture and ask: what specific problems is Streak actually creating for the game?

    Things like CoE, Inhale, ROA, etc. are also very strong, but the reason I advocate for nerfs to those abilities is because they create specific, problematic interactions—things like effectively infinite sustain which leads to permablock+heal spam or CC-like interactions that don't properly respect immunity. What does Streak actually do that's problematic, aside from allowing someone to annoy you by running away?

    If the argument is that Sorcs shouldn't be able to Streak indefinitely, then I agree. But I think the better approach is to address what's enabling them to do that in the first place, which is CoE.

    Streak is such a class-defining ability that I really don't want to see it nerfed simply because it's strong. Having one or two exceptionally powerful abilities is part of what makes individual classes unique and fun to play. I don't want to see the game become even more homogenized than it already is.

    I think the stronger argument would be something along the lines of: "Using Streak in combination with X, Y, and Z creates a scenario with effectively zero counterplay while also dealing an unreasonable amount of damage." That's a legitimate argument for looking at the skill. But if the issue is simply Streak being used in combination with Curse, I don't really see that as particularly problematic.

    I think there are a few major problems with that argument.

    First, you're still framing Streak almost entirely around mobility, when that's not what I'm arguing needs to change. You ask what Streak does that's problematic "aside from allowing someone to annoy you by running away," but the issue being discussed is its CC, not its ability to escape.

    The specific problematic interaction is pretty straightforward: Streak provides one of the strongest AoE CCs in the game, with no target cap, while being unblockable and undodgeable, and it does so as part of a mobility skill. I have no issue with this remaining a strong mobility skill, but it needs to be pointed out that those benefits are attached to the strongest mobility skill in the game. That creates effectively zero direct counterplay to the CC itself. You can't block it, dodge it, or prevent the Sorc from hitting multiple people with it. In large-scale PvP, that makes it incredibly effective at locking down groups.

    That's why saying "strong skills shouldn't automatically be nerfed" misses the point. Nobody is asking for Streak to be nerfed merely because it's strong. We're identifying specific mechanics that make its CC disproportionately powerful: massive area, no target cap, no block/dodge counterplay, damage, and mobility.

    I also don't buy the "class-defining" argument as a reason it can't be adjusted. You can keep Streak as the iconic Sorc mobility skill without preserving every single property of its CC. A 6-person target cap or making the stun blockable would leave the mobility—and the identity of the skill—completely intact while finally giving opponents some actual counterplay.

    That's the bigger picture: the problem isn't that Streak is strong. The problem is that its CC has an unusually long list of advantages and virtually no direct defensive interaction for the people being hit by it.

    So, to be clear would you be satisfied if the only nerf was to put a cap on the amount of people that can be stunned by it?
    In my experience it wouldn't make a difference in 95%+ of the situations I've been in but perhaps it might for very large scale pvp.

    A 6-person target cap would be a step in the right direction, but I don't think that alone would be enough. Realistically, if Streak is going to retain its massive area, the CC needs to have some actual counterplay.

    One option would be giving the stun a short delay and making it blockable, similar to the Arcanist rune CC. That would preserve the mobility and large area while giving the people on the receiving end an actual defensive interaction.

    I'm not asking for Streak to be gutted. It just needs some limitation or counterplay on the CC itself. One ability having that many advantages with essentially no way to defend against the stun doesn't make sense.

    No offense but your double CC nerf suggestion would kill the skill as a CC lol.

    If making the CC blockable would somehow "kill the skill as a CC," then why were you arguing that Fossilize is as strong as or even stronger than Streak because it has more effects attached to it?

    Fossilize can be roll dodged. The important distinction is that it still has a defensive counterplay that Streak doesn't.

    So if Fossilize is supposedly comparable to or stronger than Streak despite being roll-dodgeable, why would making Streak blockable or giving it a short delay suddenly "kill" it as a CC?

    You're arguing that another CC can be just as strong despite having counterplay, while simultaneously arguing that giving Streak the same sort of counterplay would make it useless. Those positions don't really fit together.

    There is a reason why good players use unblockable CCs on every build. If you fought me or anyone good without an unblockable CC, you are never landing a single combo. Making a stun blockable completely kills it against good players because they block. All. The. Time.

    The thing is Fossilize locks the stun onto a target, while Streak requires aiming the stun. Giving it a delay would also kill its CC potential because you now have to aim at someone, then hope that he doesn't move away from the affected area or cleanse it off if it's a debuff.

    These suggestions would not work in practice and would make people swap to BoL instead because it's a much better mobility tool. Streak would be left in storage and Sorc would never land a single combo vs good players. These suggestions are genuinely horrible lol.

    I already addressed this. The delayed-stun proposal was specifically not a "skill shot with a delayed explosion that you have to hope someone stays inside." You're arguing against a version of the idea that I didn't propose. I've already pointed this out.

    The idea is that Streak hits the target and applies a debuff, with the stun triggering shortly afterward unless the target responds appropriately, similar to how other delayed CC mechanics give the defender a window to react. The Sorc still has to successfully land Streak in the first place; the delay simply creates counterplay after the hit.

    So the "hope they don't move out of the area" argument doesn't apply to what I actually suggested. Please read the proposal before explaining why a different version of it wouldn't work.

    Again, your suggestion is flawed. Streak already requires the caster to do 2 things:

    1) Properly aim their crosshair at a target, which gets increasingly difficult against players with high movement speed
    2) If the caster is a melee player, they need to position themselves correctly so as to not create too much distance between them and the target after Streaking. If the caster is a ranged player, they also need to position themselves correctly in order to create enough distance to avoid getting hit after using the ability.

    That is already pretty damn hard for an average player. Most of them either mindlessly Streak through you and fail to connect the follow-up spammable because they allowed too much spacing, or did not create enough distance between them and a melee target and end up getting counter-bursted.

    Imagine having to perform those 2 aforementioned mechanics, then also pray your target doesn't track the debuff or block between abilities. No good player would use Streak if it worked as suggested. The debuff can be cleansed off, and Streak being blockable would render it trash against good players who frequently block between abilities and track their debuffs.

    With all due respect, you just learned the difference today between block canceling and block casting. You swore up and down you block casted every single ability unless you were kiting, which was verifiably false when looking at your own videos that you linked. You have played the game for such a long time and you just learned today what the difference was, that's a little alarming. You bragged about having done over 15,000 duels but still lack that basic understanding, so when you keep going back to streak having to be aimed as if it's some skillshot or that people can just run out of streak as your main talking points, when you can't reactionarily run out of it, it lands on deaf ears. That as your rationale is so off-base and faulty it makes me want to side with someone on the opposite end of the argument just because you are so bad faith in your engagement with it.

    Have a better response. If you legit don't have a better response to why streak shouldn't be nerfed other than "omg you have to aim it" or "go fast and streak will miss!!!" then you just don't have an actual good reason as to why it shouldn't be nerfed, because those reasons are not it. Stop saying you can play perfectly around streak, when as I said before, I have watched you die to sorcs solo, and watched you get stunned by the skill you say you can react to every time because you know when someone is going to streak. It is a silly talking point and does nothing but make your argument look shaky.

    I will ask you again, and the fact that you gave me shattering rocks as an alternative is just a joke. But can you name a single CC that is analogous to streak in the way that it functions?

    [snip]

    Good substantiative argument to what I said. You literally gave shattering rocks as an alternative to streak and you think I'm the one trolling? After 10 years on the game you said you block cast every single skill you cast, and you think I'm the one trolling? That isn't a catch all response for when you can't argue with something, you don't just get to write someone off as trolling. I'll ask for the 4th time now, can you give me an analogous CC comparable to streak that does everything streak can?

    In a good-faith debate, when one party corrects or clarifies an earlier statement, the other party acknowledges that clarification and responds to the updated position. Instead, you keep returning to one statement that I have already clarified and using it to attack my experience in a hostile and baity manner. That is not a good-faith discussion.

    Knowing that you and several people in this thread are Adrestia members who play in organized groups, I also wonder whether that context influences your position. Streak is one of the few remaining reliable abilities capable of disrupting a tightly stacked group, so perhaps that contributes to your support for nerfing it. That is only an observation, not the basis of my argument.

    I'm not going to give you an analogous CC comparison because it is a ridiculous request framed to make Streak look imbalanced. I've already laid out several strong CCs with mechanics that Streak simply does not have, but you will never argue in good faith. In fact, I could reverse the framing just as easily to suit my agenda:

    What analogous CC requires the caster to position correctly before using it, forcibly displaces the caster by 7–15 meters, potentially makes the follow-up burst unreliable, and becomes progressively more expensive with subsequent casts?

    See how little that question proves? No exact analogue exists because Streak’s advantages and limitations are mechanically linked. Uniqueness does not establish imbalance.

    Since you continue returning to personal attacks rather than engaging with the complete mechanical comparison, I’m ending this exchange here. Further interaction would only risk unnecessary moderation.
    [edited to remove quote]
    Edited by hoangdz on 25 August 2026 02:23
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