NovelliESO wrote: »NovelliESO wrote: »CannedChicken wrote: »Teeba_Shei wrote: »CannedChicken wrote: »Alchimiste1 wrote: »CannedChicken wrote: »Alchimiste1 wrote: »CannedChicken wrote: »Alchimiste1 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.CannedChicken wrote: »Alchimiste1 wrote: »CannedChicken wrote: »Alchimiste1 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.
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?
A debate in good faith is when one party makes corrections to their original claim to clarify their point, and the other party acknowledges that correction and moves forward with the new position. What you have been doing is using a specific line I said that wasn't clarified, then holding on to that line to argue against my experience in the game in a very hostile and bait-ey manner. You're not really arguing in good faith.
Also, knowing that you and several people in this thread are Adrestia members who play in organized groups, I think I understand your motive now. Streak is the only skill that still disrupts your group, so you naturally want it nerfed to benefit your playstyle, while also abusing the more harmful mechanics like heal/shield stacking.
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. I will stop responding to you here from now on, as any further interaction will risk potential moderation. However, feel free to discuss this matter in game or on Discord.
CannedChicken wrote: »CannedChicken wrote: »Alchimiste1 wrote: »CannedChicken wrote: »Alchimiste1 wrote: »CannedChicken wrote: »Alchimiste1 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.CannedChicken wrote: »Alchimiste1 wrote: »CannedChicken wrote: »Alchimiste1 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.
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.
TheAwesomeChimpanzee wrote: »Honestly, if Streak only stunned one player or was blockable, it’d be a much more balanced skill. Power creep, especially regarding sustain, has turned Streak into an absurdly spammable mobility tool, while also making it ridiculously strong offensively.
It simply does too much for how few drawbacks it has. The increasing cost used to be what kept it in check, but with the direction the game is heading, where sustain is becoming almost irrelevant across multiple classes, its offensive capabilities should be adjusted. Either that, or its cost needs to be increased significantly to account for modern sustain levels.
Lol that video is ridiculous. So sprinting and locking your stam regen and ability to cast skills is the equivalent to streak where you instantly cross a distance, can blockcast to reduce damage taken if needed, and then can turn your camera to plan your next GCD. Alright. Streak is too weak!
Your video actually shows that streak is freaking OP. A competent sorc could LOS and become unhittable and negate damage in the same way a NB cloak negates damage. If you actually managed to get close, streak stun would stop you again.
Also you had hurricane, most classes do not have Minor Expedition in their kit. If a class builds 3x swift they lose damage.
Please do the opportunity cost between streaking 3x in a row vs casting Quick Cloak and sprinting for 4s and tell me which drain more resources.
forum_propagandist wrote: »forum_propagandist wrote: »forum_propagandist wrote: »CannedChicken wrote: »Streak is not getting nerfed lol. No valid reason to nerf this ability at all.
"No valid reason at all" is a pretty hard claim to make when I've already given several specific reasons for a nerf.
I've pointed out that Streak is an instant AoE CC that is unblockable and undodgeable, has no meaningful target cap, deals damage, and is attached to arguably the strongest mobility ability in the game. There isn't another ability that comes close to combining that level of utility, CC, and mobility into one skill.
I've also explained why the lack of a target cap is particularly problematic in group PvP, where small groups and ball groups can use it for instant mass CC.
You don't have to agree that those things justify a nerf, but simply saying there is "no valid reason at all" without addressing any of them isn't really an argument. It's just dismissing the argument without engaging with it.
If none of those are valid reasons in your view, then explain why. That's the part I'm interested in hearing.
You forgot to mention it's a 15m skill shot that requires aiming and fails to work on uneven terrain and against mobile targets.
Imagine calling a 6×15m area a skill shot. LOL.
You barely need to aim — just point Streak in their general direction and you're hitting them. Calling this a skill shot like it requires precision is ridiculous. It's arguably the easiest CC in the game to land.
Easiest CC to land lol. Javelin is a max range CC that's way easier to land.
forum_propagandist wrote: »Lol that video is ridiculous. So sprinting and locking your stam regen and ability to cast skills is the equivalent to streak where you instantly cross a distance, can blockcast to reduce damage taken if needed, and then can turn your camera to plan your next GCD. Alright. Streak is too weak!
Your video actually shows that streak is freaking OP. A competent sorc could LOS and become unhittable and negate damage in the same way a NB cloak negates damage. If you actually managed to get close, streak stun would stop you again.
Also you had hurricane, most classes do not have Minor Expedition in their kit. If a class builds 3x swift they lose damage.
Please do the opportunity cost between streaking 3x in a row vs casting Quick Cloak and sprinting for 4s and tell me which drain more resources.
I read through this thread before bed, and this take genuinely gave me a laugh. Yes, casting Streak three times costs more total resources — congratulations, you’ve identified how ramping cost works!! That misses the point entirely however. Trading resources for health and survival is exactly what players do whenever they heal, block, or dodge roll.
Players chain Streak because it is an exceptionally strong mobility tool. When they are low on health and need to escape immediately, the increasing cost becomes a secondary concern. If resource efficiency were the only thing that mattered then sorcs would just use race against time and sprint away instead. Obviously they dont, because streak provides far more value.
forum_propagandist wrote: »forum_propagandist wrote: »forum_propagandist wrote: »forum_propagandist wrote: »CannedChicken wrote: »Streak is not getting nerfed lol. No valid reason to nerf this ability at all.
"No valid reason at all" is a pretty hard claim to make when I've already given several specific reasons for a nerf.
I've pointed out that Streak is an instant AoE CC that is unblockable and undodgeable, has no meaningful target cap, deals damage, and is attached to arguably the strongest mobility ability in the game. There isn't another ability that comes close to combining that level of utility, CC, and mobility into one skill.
I've also explained why the lack of a target cap is particularly problematic in group PvP, where small groups and ball groups can use it for instant mass CC.
You don't have to agree that those things justify a nerf, but simply saying there is "no valid reason at all" without addressing any of them isn't really an argument. It's just dismissing the argument without engaging with it.
If none of those are valid reasons in your view, then explain why. That's the part I'm interested in hearing.
You forgot to mention it's a 15m skill shot that requires aiming and fails to work on uneven terrain and against mobile targets.
Imagine calling a 6×15m area a skill shot. LOL.
You barely need to aim — just point Streak in their general direction and you're hitting them. Calling this a skill shot like it requires precision is ridiculous. It's arguably the easiest CC in the game to land.
Easiest CC to land lol. Javelin is a max range CC that's way easier to land.
Yes, I was being hyperbolic, well done catching that. It still does not rescue the claim that streak is difficult cc to land.
Streak throws a 6-by-15-meter area directly in front of your character. You are not lining up a pixel-perfect skill shot, calculating a lead on a moving target, or placing a mage’s guild rune under somebody's feet. You point yourself vaguely toward the person you want to hit and press the button. Calling that difficult is an humiliating confession that even the game’s easiest skill to use is somehow asking more of you than you can manage.
forum_propagandist wrote: »forum_propagandist wrote: »forum_propagandist wrote: »forum_propagandist wrote: »CannedChicken wrote: »Streak is not getting nerfed lol. No valid reason to nerf this ability at all.
"No valid reason at all" is a pretty hard claim to make when I've already given several specific reasons for a nerf.
I've pointed out that Streak is an instant AoE CC that is unblockable and undodgeable, has no meaningful target cap, deals damage, and is attached to arguably the strongest mobility ability in the game. There isn't another ability that comes close to combining that level of utility, CC, and mobility into one skill.
I've also explained why the lack of a target cap is particularly problematic in group PvP, where small groups and ball groups can use it for instant mass CC.
You don't have to agree that those things justify a nerf, but simply saying there is "no valid reason at all" without addressing any of them isn't really an argument. It's just dismissing the argument without engaging with it.
If none of those are valid reasons in your view, then explain why. That's the part I'm interested in hearing.
You forgot to mention it's a 15m skill shot that requires aiming and fails to work on uneven terrain and against mobile targets.
Imagine calling a 6×15m area a skill shot. LOL.
You barely need to aim — just point Streak in their general direction and you're hitting them. Calling this a skill shot like it requires precision is ridiculous. It's arguably the easiest CC in the game to land.
Easiest CC to land lol. Javelin is a max range CC that's way easier to land.
Yes, I was being hyperbolic, well done catching that. It still does not rescue the claim that streak is difficult cc to land.
Streak throws a 6-by-15-meter area directly in front of your character. You are not lining up a pixel-perfect skill shot, calculating a lead on a moving target, or placing a mage’s guild rune under somebody's feet. You point yourself vaguely toward the person you want to hit and press the button. Calling that difficult is an humiliating confession that even the game’s easiest skill to use is somehow asking more of you than you can manage.
Just because it has a larger conal effect does not diminish its nature. A skill shot is a skill shot. Compare that to single target CCs like Javelin or Fossilize which are even easier to land, don't require aiming or misplace your character if you position incorrectly, Streak is much harder to use.
Also, using subpar CCs like Mage's Guild rune that nobody uses to make Streak sound easier to land is disingenous. If you're going to make that argument, at least compare it to meta CC abilities.
forum_propagandist wrote: »Lol that video is ridiculous. So sprinting and locking your stam regen and ability to cast skills is the equivalent to streak where you instantly cross a distance, can blockcast to reduce damage taken if needed, and then can turn your camera to plan your next GCD. Alright. Streak is too weak!
Your video actually shows that streak is freaking OP. A competent sorc could LOS and become unhittable and negate damage in the same way a NB cloak negates damage. If you actually managed to get close, streak stun would stop you again.
Also you had hurricane, most classes do not have Minor Expedition in their kit. If a class builds 3x swift they lose damage.
Please do the opportunity cost between streaking 3x in a row vs casting Quick Cloak and sprinting for 4s and tell me which drain more resources.
I read through this thread before bed, and this take genuinely gave me a laugh. Yes, casting Streak three times costs more total resources — congratulations, you’ve identified how ramping cost works!! That misses the point entirely however. Trading resources for health and survival is exactly what players do whenever they heal, block, or dodge roll.
Players chain Streak because it is an exceptionally strong mobility tool. When they are low on health and need to escape immediately, the increasing cost becomes a secondary concern. If resource efficiency were the only thing that mattered then sorcs would just use race against time and sprint away instead. Obviously they dont, because streak provides far more value.
Your first paragraph is irrelevant and doesn't address my point. I asked you to do a cost analysis between casting Streak 3x in a row vs casting Quick Cloak and sprinting for 4s. You wrote a bunch of words without meaning.
Casting Streak 3x in a row would have costed you over 10k mag, while sprinting and casing Quick Cloak in the same duration would have required less stamina in comparison.
We obviously do not play the same game then because this is how I chase down Sorcs all the time in Cyro without Streak. I spend less stamina while they exhaust a ton more mag. I could make a video proving this too, but you'd deny it anyway lol
forum_propagandist wrote: »forum_propagandist wrote: »forum_propagandist wrote: »forum_propagandist wrote: »CannedChicken wrote: »Streak is not getting nerfed lol. No valid reason to nerf this ability at all.
"No valid reason at all" is a pretty hard claim to make when I've already given several specific reasons for a nerf.
I've pointed out that Streak is an instant AoE CC that is unblockable and undodgeable, has no meaningful target cap, deals damage, and is attached to arguably the strongest mobility ability in the game. There isn't another ability that comes close to combining that level of utility, CC, and mobility into one skill.
I've also explained why the lack of a target cap is particularly problematic in group PvP, where small groups and ball groups can use it for instant mass CC.
You don't have to agree that those things justify a nerf, but simply saying there is "no valid reason at all" without addressing any of them isn't really an argument. It's just dismissing the argument without engaging with it.
If none of those are valid reasons in your view, then explain why. That's the part I'm interested in hearing.
You forgot to mention it's a 15m skill shot that requires aiming and fails to work on uneven terrain and against mobile targets.
Imagine calling a 6×15m area a skill shot. LOL.
You barely need to aim — just point Streak in their general direction and you're hitting them. Calling this a skill shot like it requires precision is ridiculous. It's arguably the easiest CC in the game to land.
Easiest CC to land lol. Javelin is a max range CC that's way easier to land.
Yes, I was being hyperbolic, well done catching that. It still does not rescue the claim that streak is difficult cc to land.
Streak throws a 6-by-15-meter area directly in front of your character. You are not lining up a pixel-perfect skill shot, calculating a lead on a moving target, or placing a mage’s guild rune under somebody's feet. You point yourself vaguely toward the person you want to hit and press the button. Calling that difficult is an humiliating confession that even the game’s easiest skill to use is somehow asking more of you than you can manage.
Just because it has a larger conal effect does not diminish its nature. A skill shot is a skill shot. Compare that to single target CCs like Javelin or Fossilize which are even easier to land, don't require aiming or misplace your character if you position incorrectly, Streak is much harder to use.
Also, using subpar CCs like Mage's Guild rune that nobody uses to make Streak sound easier to land is disingenous. If you're going to make that argument, at least compare it to meta CC abilities.
Strongly disagree with anyone saying “cooldown”. We don’t need cooldowns in ESO. Leave that for the slow paced games.
Anyway, I think it would be interesting if you could block streak, like actually block it, stopping the Sorc at the point of block. Feel like that’s a risky adjustment though cause it would buff permablock troll tanks.
Strongly disagree with anyone saying “cooldown”. We don’t need cooldowns in ESO. Leave that for the slow paced games.
Anyway, I think it would be interesting if you could block streak, like actually block it, stopping the Sorc at the point of block. Feel like that’s a risky adjustment though cause it would buff permablock troll tanks.
MeridiaFavorsMe wrote: »forum_propagandist wrote: »forum_propagandist wrote: »forum_propagandist wrote: »forum_propagandist wrote: »CannedChicken wrote: »Streak is not getting nerfed lol. No valid reason to nerf this ability at all.
"No valid reason at all" is a pretty hard claim to make when I've already given several specific reasons for a nerf.
I've pointed out that Streak is an instant AoE CC that is unblockable and undodgeable, has no meaningful target cap, deals damage, and is attached to arguably the strongest mobility ability in the game. There isn't another ability that comes close to combining that level of utility, CC, and mobility into one skill.
I've also explained why the lack of a target cap is particularly problematic in group PvP, where small groups and ball groups can use it for instant mass CC.
You don't have to agree that those things justify a nerf, but simply saying there is "no valid reason at all" without addressing any of them isn't really an argument. It's just dismissing the argument without engaging with it.
If none of those are valid reasons in your view, then explain why. That's the part I'm interested in hearing.
You forgot to mention it's a 15m skill shot that requires aiming and fails to work on uneven terrain and against mobile targets.
Imagine calling a 6×15m area a skill shot. LOL.
You barely need to aim — just point Streak in their general direction and you're hitting them. Calling this a skill shot like it requires precision is ridiculous. It's arguably the easiest CC in the game to land.
Easiest CC to land lol. Javelin is a max range CC that's way easier to land.
Yes, I was being hyperbolic, well done catching that. It still does not rescue the claim that streak is difficult cc to land.
Streak throws a 6-by-15-meter area directly in front of your character. You are not lining up a pixel-perfect skill shot, calculating a lead on a moving target, or placing a mage’s guild rune under somebody's feet. You point yourself vaguely toward the person you want to hit and press the button. Calling that difficult is an humiliating confession that even the game’s easiest skill to use is somehow asking more of you than you can manage.
Just because it has a larger conal effect does not diminish its nature. A skill shot is a skill shot. Compare that to single target CCs like Javelin or Fossilize which are even easier to land, don't require aiming or misplace your character if you position incorrectly, Streak is much harder to use.
Also, using subpar CCs like Mage's Guild rune that nobody uses to make Streak sound easier to land is disingenous. If you're going to make that argument, at least compare it to meta CC abilities.
Streak is not a skill shot. It is extremely easy to hit. If if were actually a "skill shot" that was difficult to land then we wouldn't be having this conversation.
Strongly disagree with anyone saying “cooldown”. We don’t need cooldowns in ESO. Leave that for the slow paced games.
Anyway, I think it would be interesting if you could block streak, like actually block it, stopping the Sorc at the point of block. Feel like that’s a risky adjustment though cause it would buff permablock troll tanks.
albertberku wrote: »
I don't think it needs to be blockable or dodgeable, nor do I think it should receive any sort of cooldown or reduction to it's AOE size. Whether or not people think it is difficult to land a streak, it is a "skill shot" ability that has a reasonably high skill cap to use as a stun with things like spacing, well timed camera panning, etc to be considered when using it. Perhaps there are settings and use cases that diminish the importance of those things, but when thinking about it compared to other stuns in the game, I do think it has some of the most room for skill expression out of any of them.
At most, I could see a reasonable argument being made about either the base cost needing a slight increase or the escalating cost needing a slight increase. Sustain is obviously much easier post hybridization, and dramatically easier post class mastery passives with COE being added. It is a little ridiculous seeing sorcerers that often aren't build into max mag streaking 4-5 times in a row.
MeridiaFavorsMe wrote: »
And it honestly amazes me how many "skilled" players keep trying to argue that Streak is some difficult skill shot. It is one of the easiest CCs in the game to land. If you're consistently missing people with Streak, maybe the problem isn't the ability's skill ceiling.
Compare it to other non-ultimate AoE CCs. They're generally much harder to land, have smaller areas, and provide considerably less utility when they do land. Streak gives you an enormous area, no target cap, and an unblockable and undodgeable CC while simultaneously providing mobility and damage. The risk/reward and difficulty to use aren't even remotely comparable.
MeridiaFavorsMe wrote: »
And increasing the cost doesn't suddenly give the person being hit any counterplay. The Sorc having to spend more resources doesn't help the player who just got hit by a CC, they had no way to block or dodge.
MeridiaFavorsMe wrote: »And it honestly amazes me how many "skilled" players keep trying to argue that Streak is some difficult skill shot. It is one of the easiest CCs in the game to land. If you're consistently missing people with Streak, maybe the problem isn't the ability's skill ceiling.
Well, the comment you're quoting never suggested it was difficult to land. Just that there are more factors to consider when casting it than the CCs you're comparing it to (which would be nightblade fear, ww fear, FG fear?). It isn't like the positional displacement, additional camera panning/targeting, and increased cost scaling are non-factors.
I like to counterplay streak in a few ways - momentum jumping backwards when I know a sorc will streak through/towards me, to place myself at the position they will land in. Moving frequently to either side of them to increase the chance they'll miss the ability. Positioning myself near walls or other terrain features so they can't travel past me if they want to stun me with it. Casting sprint in between every ability to constantly remain close to them, forcing them to waste stuns on me by repositioning, giving me free CC immunity from their mobility skill.
For me, the part of the skill that really lacks any counterplay is the nature of streaking many times in a row, which is where I think a nerf might actually be warranted in the form of a base cost increase or increase to the ramping cost.
I am dead serious. I bring it like i mean it. They see us streakin', they hatin' 😎MeridiaFavorsMe wrote: »I don't know if you were being sarcastic or not, but my build can do 8 streaks in a row as well.albertberku wrote: »I streak x8 in a row usually. 😎
CannedChicken wrote: »Strongly disagree with anyone saying “cooldown”. We don’t need cooldowns in ESO. Leave that for the slow paced games.
Anyway, I think it would be interesting if you could block streak, like actually block it, stopping the Sorc at the point of block. Feel like that’s a risky adjustment though cause it would buff permablock troll tanks.
Sorc already has Rune Cage, which is unblockable. You can use that against permablock tanks, or swap to it when you're specifically dealing with that playstyle.
If we're getting to the point where we're afraid to give Streak reasonable counterplay because it might indirectly benefit permablock tanks, then the answer is to address permablock in Cyrodiil separately, not to leave Streak's CC without counterplay.
We shouldn't be keeping an overtuned ability untouched because another broken mechanic might benefit from the change. Balance Streak on its own merits, and address permablock separately.