mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »I can't believe you're even talking about lighting flood as a counter to steel tornado. It's hilarious to me at this point. It's like some people are playing different PvP to me.
Not even the maths make any sense. 700 damage per 0.5" over 6". So 8.5k over 6" per target IF they stand within the 6m radius for the full duration.
...or you spam 6x Steel Tornado in the same time and you do over 30k per target in 3 times the area.
Do you go around fearing sorcs spamming liquid flood? Really?
Here's the secret, don't stand in range of steel tornado. The range of caltrops and lightning flood are further than the radius of steel tornado. If you stand back far enough that they can't hit you, but you can hit them, they can't just heal through it forever, especially when you start lobbing siege at their little ball.
Stop. You're talking nonsense.
Lightning flood has half the radius of steel tornado.
If I stand off them I will use siege, not lightning flood. Ever.
You cannot always stand off them.
The same tired arguments were used about the impulse bats meta. Had enough of them over the last year and clearly so have the devs since they nerfed impulse and bats repeatedly
mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »I can't believe you're even talking about lighting flood as a counter to steel tornado. It's hilarious to me at this point. It's like some people are playing different PvP to me.
Not even the maths make any sense. 700 damage per 0.5" over 6". So 8.5k over 6" per target IF they stand within the 6m radius for the full duration.
...or you spam 6x Steel Tornado in the same time and you do over 30k per target in 3 times the area.
Do you go around fearing sorcs spamming liquid flood? Really?
Here's the secret, don't stand in range of steel tornado. The range of caltrops and lightning flood are further than the radius of steel tornado. If you stand back far enough that they can't hit you, but you can hit them, they can't just heal through it forever, especially when you start lobbing siege at their little ball.
Stop. You're talking nonsense.
Lightning flood has half the radius of steel tornado.
If I stand off them I will use siege, not lightning flood. Ever.
You cannot always stand off them.
The same tired arguments were used about the impulse bats meta. Had enough of them over the last year and clearly so have the devs since they nerfed impulse and bats repeatedly
Radius & range are two different things. The range of Lightning Flood is 38 meters on my sorc, the radius of steel tornado is 12. Therefore the effective range of steel tornado is 12m.
Sorry bud, but 38 is a greater number than 12.
mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »I can't believe you're even talking about lighting flood as a counter to steel tornado. It's hilarious to me at this point. It's like some people are playing different PvP to me.
Not even the maths make any sense. 700 damage per 0.5" over 6". So 8.5k over 6" per target IF they stand within the 6m radius for the full duration.
...or you spam 6x Steel Tornado in the same time and you do over 30k per target in 3 times the area.
Do you go around fearing sorcs spamming liquid flood? Really?
Here's the secret, don't stand in range of steel tornado. The range of caltrops and lightning flood are further than the radius of steel tornado. If you stand back far enough that they can't hit you, but you can hit them, they can't just heal through it forever, especially when you start lobbing siege at their little ball.
Stop. You're talking nonsense.
Lightning flood has half the radius of steel tornado.
If I stand off them I will use siege, not lightning flood. Ever.
You cannot always stand off them.
The same tired arguments were used about the impulse bats meta. Had enough of them over the last year and clearly so have the devs since they nerfed impulse and bats repeatedly
Radius & range are two different things. The range of Lightning Flood is 38 meters on my sorc, the radius of steel tornado is 12. Therefore the effective range of steel tornado is 12m.
Sorry bud, but 38 is a greater number than 12.
mike.gaziotisb16_ESO wrote: »So Impulse was an AoE spammable skill that made stacking and zerging efficient and was quite rightly nerfed. It had its range decreased, its cost increased and ultimately its damage nerfed.
But now there's a new Impulse. One we can all get behind. One with 12m radius and double the damage of the previous Impulse. An Impulse by the people, for the people. An Impulse named Steel Tornado that every zerg currently runs
~6k AoE damage over 12m and even more when your health drops? Can we give this the Impulse treatment pls?
mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »I can't believe you're even talking about lighting flood as a counter to steel tornado. It's hilarious to me at this point. It's like some people are playing different PvP to me.
Not even the maths make any sense. 700 damage per 0.5" over 6". So 8.5k over 6" per target IF they stand within the 6m radius for the full duration.
...or you spam 6x Steel Tornado in the same time and you do over 30k per target in 3 times the area.
Do you go around fearing sorcs spamming liquid flood? Really?
Here's the secret, don't stand in range of steel tornado. The range of caltrops and lightning flood are further than the radius of steel tornado. If you stand back far enough that they can't hit you, but you can hit them, they can't just heal through it forever, especially when you start lobbing siege at their little ball.
Stop. You're talking nonsense.
Lightning flood has half the radius of steel tornado.
If I stand off them I will use siege, not lightning flood. Ever.
You cannot always stand off them.
The same tired arguments were used about the impulse bats meta. Had enough of them over the last year and clearly so have the devs since they nerfed impulse and bats repeatedly
Radius & range are two different things. The range of Lightning Flood is 38 meters on my sorc, the radius of steel tornado is 12. Therefore the effective range of steel tornado is 12m.
Sorry bud, but 38 is a greater number than 12.
It sounds like the OP is just upset that he has to use Siege to break zergs now instead of just running into the middle of the AoE-spamming mob of players like he apparently used to.
Why use lightning flood? Simply because it's a ranged AOE. You can't be effective firing single target skills at a group, therefore lightning flood becomes good by default for magicka users and stamina users use caltrops. Of course siege works best, but it isn't always possible to use siege, it depends on the situation.
My whole point has always been to fight an AOE spamming group by using ranged AOE. The OP got all uppity about how crappy the ranged AOEs are, so I tried to explain how they're useful despite the low damage they do.
I still can't see why so many people are disagreeing with me, they can't be bothered to explain themselves other than making stupid comments about steel tornado being better than lightning flood....like they don't understand what the ranged part of ranged AOE means.
Spoken like a true zergling..
I mean you can't seriously think that it's balanced that the DW AOE has 4x the range and 2x the damage to destro, and ~the same cost. Considering that you can't really argue that it's not either way OP or Impulse is way ***.
mike.gaziotisb16_ESO wrote: »@Varicite the situation has greatly changed in 1.6
The sole reason sustain was better on Impulse is cause you could block-cast thus using stamina for defence and magicka for offense. Now people don't block-cast in AoE fights cause it drains your stamina instantly so the ground is even.
Secondly, the cost is largely the same. The Controlled Fury passive( 20% cost reduction) makes sure of that. On my naked, no racial passives, Breton NB, I get these costs:
Impulse: 2641
Steel Tornado: 2764
Steel Tornado is only 4% more expensive and it covers 3 times the area and hits harder than Impulse.
Also I know there's a Destro passive that gives you magicka back if you get the killing blow with a destro ability (Destruction Expert). Well PvPers are using the Vengeance of Leech set (aka the PvP Axes) that give all 3 resources back on killing blow. So there's a way to even that up too.
Ultimately the skill is now far far better than Impulse which is why Steel Tornado blobs are emerging while Impulse blobs are disappearing. It's just that some people are in denial of the facts and others are being hugely hypocritical about it. Because some were the same people screaming to high heavens when Impulse zergs did the same thing, but now they tell you to "simply, move away" from the double radius of ST
mike.gaziotisb16_ESO wrote: »@Varicite the situation has greatly changed in 1.6
The sole reason sustain was better on Impulse is cause you could block-cast thus using stamina for defence and magicka for offense. Now people don't block-cast in AoE fights cause it drains your stamina instantly so the ground is even.
Secondly, the cost is largely the same. The Controlled Fury passive( 20% cost reduction) makes sure of that. On my naked, no racial passives, Breton NB, I get these costs:
Impulse: 2641
Steel Tornado: 2764
Steel Tornado is only 4% more expensive and it covers 3 times the area and hits harder than Impulse.
Also I know there's a Destro passive that gives you magicka back if you get the killing blow with a destro ability (Destruction Expert). Well PvPers are using the Vengeance of Leech set (aka the PvP Axes) that give all 3 resources back on killing blow. So there's a way to even that up too.
Ultimately the skill is now far far better than Impulse which is why Steel Tornado blobs are emerging while Impulse blobs are disappearing. It's just that some people are in denial of the facts and others are being hugely hypocritical about it. Because some were the same people screaming to high heavens when Impulse zergs did the same thing, but now they tell you to "simply, move away" from the double radius of ST
I'm not sure why you quoted me and then basically expanded on exactly what I just said. <.<
tino.antoninieb17_ESO wrote: »Basically op was hit 3 times with it and that means that he didnt move from it in 3,5 seconds. In that period of time he just received one shot besides ww. What u were doing there for 3,5 seconds without block or dodging?
mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »@Varicite the situation has greatly changed in 1.6
The sole reason sustain was better on Impulse is cause you could block-cast thus using stamina for defence and magicka for offense. Now people don't block-cast in AoE fights cause it drains your stamina instantly so the ground is even.
Secondly, the cost is largely the same. The Controlled Fury passive( 20% cost reduction) makes sure of that. On my naked, no racial passives, Breton NB, I get these costs:
Impulse: 2641
Steel Tornado: 2764
Steel Tornado is only 4% more expensive and it covers 3 times the area and hits harder than Impulse.
Also I know there's a Destro passive that gives you magicka back if you get the killing blow with a destro ability (Destruction Expert). Well PvPers are using the Vengeance of Leech set (aka the PvP Axes) that give all 3 resources back on killing blow. So there's a way to even that up too.
Ultimately the skill is now far far better than Impulse which is why Steel Tornado blobs are emerging while Impulse blobs are disappearing. It's just that some people are in denial of the facts and others are being hugely hypocritical about it. Because some were the same people screaming to high heavens when Impulse zergs did the same thing, but now they tell you to "simply, move away" from the double radius of ST
I'm not sure why you quoted me and then basically expanded on exactly what I just said. <.<
The difference between our opinions is that you think that regen is the only problem, while I think that is regen is the major problem BUT Steel Tornado steel needs a range nerf to bring it in line with the other PBAoEs. Or at least that's what I understood from your statement "the problem isn't the skill itself".
Because yes, a hard hitting PBAoE with 3 times the radius of every other and same cost, is a balance problem in itself.
mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »@Varicite the situation has greatly changed in 1.6
The sole reason sustain was better on Impulse is cause you could block-cast thus using stamina for defence and magicka for offense. Now people don't block-cast in AoE fights cause it drains your stamina instantly so the ground is even.
Secondly, the cost is largely the same. The Controlled Fury passive( 20% cost reduction) makes sure of that. On my naked, no racial passives, Breton NB, I get these costs:
Impulse: 2641
Steel Tornado: 2764
Steel Tornado is only 4% more expensive and it covers 3 times the area and hits harder than Impulse.
Also I know there's a Destro passive that gives you magicka back if you get the killing blow with a destro ability (Destruction Expert). Well PvPers are using the Vengeance of Leech set (aka the PvP Axes) that give all 3 resources back on killing blow. So there's a way to even that up too.
Ultimately the skill is now far far better than Impulse which is why Steel Tornado blobs are emerging while Impulse blobs are disappearing. It's just that some people are in denial of the facts and others are being hugely hypocritical about it. Because some were the same people screaming to high heavens when Impulse zergs did the same thing, but now they tell you to "simply, move away" from the double radius of ST
I'm not sure why you quoted me and then basically expanded on exactly what I just said. <.<
The difference between our opinions is that you think that regen is the only problem, while I think that is regen is the major problem BUT Steel Tornado steel needs a range nerf to bring it in line with the other PBAoEs. Or at least that's what I understood from your statement "the problem isn't the skill itself".
Because yes, a hard hitting PBAoE with 3 times the radius of every other and same cost, is a balance problem in itself.
You can't look at the cost of a stamina skill and magicka skill in the same light, due to it STILL being a quadruple-dipped resource (damage, utility, rolling, blocking) as compared to magicka only being double-dipped (damage, utility).
However, this limitation is no longer prohibitive, which is why you ARE viewing their costs in the same light.
There was never an issue w/ Steel Tornado's range prior to caps being removed and all of these other factors entering the equation. You were never here complaining about Tornado's "balance problems" prior to 1.6.
Why is that, do you think?
mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »@Varicite the situation has greatly changed in 1.6
The sole reason sustain was better on Impulse is cause you could block-cast thus using stamina for defence and magicka for offense. Now people don't block-cast in AoE fights cause it drains your stamina instantly so the ground is even.
Secondly, the cost is largely the same. The Controlled Fury passive( 20% cost reduction) makes sure of that. On my naked, no racial passives, Breton NB, I get these costs:
Impulse: 2641
Steel Tornado: 2764
Steel Tornado is only 4% more expensive and it covers 3 times the area and hits harder than Impulse.
Also I know there's a Destro passive that gives you magicka back if you get the killing blow with a destro ability (Destruction Expert). Well PvPers are using the Vengeance of Leech set (aka the PvP Axes) that give all 3 resources back on killing blow. So there's a way to even that up too.
Ultimately the skill is now far far better than Impulse which is why Steel Tornado blobs are emerging while Impulse blobs are disappearing. It's just that some people are in denial of the facts and others are being hugely hypocritical about it. Because some were the same people screaming to high heavens when Impulse zergs did the same thing, but now they tell you to "simply, move away" from the double radius of ST
I'm not sure why you quoted me and then basically expanded on exactly what I just said. <.<
The difference between our opinions is that you think that regen is the only problem, while I think that is regen is the major problem BUT Steel Tornado steel needs a range nerf to bring it in line with the other PBAoEs. Or at least that's what I understood from your statement "the problem isn't the skill itself".
Because yes, a hard hitting PBAoE with 3 times the radius of every other and same cost, is a balance problem in itself.
You can't look at the cost of a stamina skill and magicka skill in the same light, due to it STILL being a quadruple-dipped resource (damage, utility, rolling, blocking) as compared to magicka only being double-dipped (damage, utility).
However, this limitation is no longer prohibitive, which is why you ARE viewing their costs in the same light.
There was never an issue w/ Steel Tornado's range prior to caps being removed and all of these other factors entering the equation. You were never here complaining about Tornado's "balance problems" prior to 1.6.
Why is that, do you think?
Like I said, I believe there were 2 reasons of equal weighting. One of the two reasons was because certain AoEs (like Impulse were unblockable). Making all AoEs blockable meant that both the average damage per hit has decreased and block-casting is no longer possible.
I believe that was as much a factor in the AoE meta change as the high regen rates.
mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »@Varicite the situation has greatly changed in 1.6
The sole reason sustain was better on Impulse is cause you could block-cast thus using stamina for defence and magicka for offense. Now people don't block-cast in AoE fights cause it drains your stamina instantly so the ground is even.
Secondly, the cost is largely the same. The Controlled Fury passive( 20% cost reduction) makes sure of that. On my naked, no racial passives, Breton NB, I get these costs:
Impulse: 2641
Steel Tornado: 2764
Steel Tornado is only 4% more expensive and it covers 3 times the area and hits harder than Impulse.
Also I know there's a Destro passive that gives you magicka back if you get the killing blow with a destro ability (Destruction Expert). Well PvPers are using the Vengeance of Leech set (aka the PvP Axes) that give all 3 resources back on killing blow. So there's a way to even that up too.
Ultimately the skill is now far far better than Impulse which is why Steel Tornado blobs are emerging while Impulse blobs are disappearing. It's just that some people are in denial of the facts and others are being hugely hypocritical about it. Because some were the same people screaming to high heavens when Impulse zergs did the same thing, but now they tell you to "simply, move away" from the double radius of ST
I'm not sure why you quoted me and then basically expanded on exactly what I just said. <.<
The difference between our opinions is that you think that regen is the only problem, while I think that is regen is the major problem BUT Steel Tornado steel needs a range nerf to bring it in line with the other PBAoEs. Or at least that's what I understood from your statement "the problem isn't the skill itself".
Because yes, a hard hitting PBAoE with 3 times the radius of every other and same cost, is a balance problem in itself.
You can't look at the cost of a stamina skill and magicka skill in the same light, due to it STILL being a quadruple-dipped resource (damage, utility, rolling, blocking) as compared to magicka only being double-dipped (damage, utility).
However, this limitation is no longer prohibitive, which is why you ARE viewing their costs in the same light.
There was never an issue w/ Steel Tornado's range prior to caps being removed and all of these other factors entering the equation. You were never here complaining about Tornado's "balance problems" prior to 1.6.
Why is that, do you think?
Like I said, I believe there were 2 reasons of equal weighting. One of the two reasons was because certain AoEs (like Impulse were unblockable). Making all AoEs blockable meant that both the average damage per hit has decreased and block-casting is no longer possible.
I believe that was as much a factor in the AoE meta change as the high regen rates.
Well, Steel Tornado was ALWAYS blockable, as were all stamina-based AoEs (except maybe Caltrops?).
I tend to see making magicka AoEs behave in the same manner as balance.
But yes, making Whirlwind not completely suck when compared to Impulse definitely has made it appear more in Cyro.
I see it as a factor, just not nearly as important as you are trying to make it out to be. Magicka AoE should have always been blockable, imo.
Block casting was lame and I don't miss it. You can still do it, just not as permanently as before, and that's fine.
You still dodge roll out of siege, which is the primary way to deal w/ zergs atm, btw.
You seem to be trying to nerf Tornado down to Impulse level, which I disagree w/, because Tornado has ALWAYS BEEN better than Impulse.
Since you seem so hell-bent on nerfing everything about it (radius, damage, all other factors contributing to its sustainability), no, I do not agree w/ you. And I'm certain that I have the right to continue saying that.
Me: Radius could be tweaked, regen mechanics need to be looked at, make small changes first and see how it effects the issue.
You: Nope nerf it all, all of it, who cares about how it will effect other aspects of the game, I like running into zergs on foot, so MAKE IT EXACTLY LIKE IMPULSE.
That's my problem w/ your tact in this matter.
/shrug