Joy_Division wrote: »Impulse was never as good as whiners made it out to be. It's main redeeming feature before 1.6 was that it could not be blocked. This skill quite frankly now is not very good and should not be used as a benchmark. If zerglings are spamming some other skill it is not because that other skill is OP, it is because impulse is a poor performer.
I dislike it when people post screenshots because we do not know all the factors that went into those screenshots. Impulse has a HIGHER damage coefficient than steel tornado. Those are the game's intended mechanics. If the game is not following it's intended mechanics that's one thing, but just calling for nerfs with a screenshot as "proof" is not the best way to go. Steel tornado hits for barely 3k on my tool tip...why are you taking so much damage? Are you low health, rooted, and other conditions that triggers a duel wield/class damage buff that is making this skill hit hard?
mike.gaziotisb16_ESO wrote: »Your tact seems to be "don't touch an OP skill even if it ends up ruining PvP". I'm not cool with that
Me: Radius could be tweaked, regen mechanics need to be looked at, make small changes first and see how it effects the issue.
Ifthir_ESO wrote: »
Also steel Tornado builds have the best grp heal (given enough people stack it) in the game with alliance war rank 24...
Joy_Division wrote: »Impulse was never as good as whiners made it out to be. It's main redeeming feature before 1.6 was that it could not be blocked. This skill quite frankly now is not very good and should not be used as a benchmark. If zerglings are spamming some other skill it is not because that other skill is OP, it is because impulse is a poor performer.
I dislike it when people post screenshots because we do not know all the factors that went into those screenshots. Impulse has a HIGHER damage coefficient than steel tornado. Those are the game's intended mechanics. If the game is not following it's intended mechanics that's one thing, but just calling for nerfs with a screenshot as "proof" is not the best way to go. Steel tornado hits for barely 3k on my tool tip...why are you taking so much damage? Are you low health, rooted, and other conditions that triggers a duel wield/class damage buff that is making this skill hit hard?
Crit. I haven't checked the math on this but you should be able to have over 2-2,5k weapon damage and 100% weapon crit. If I get some time tonight I might try it. That would lead to.. Something like this.
mike.gaziotisb16_ESO wrote: »I think @DDuke and @pppontus have hit the nail on the head.
The ridiculous regen and cost reduction people can achieve in 1.6 means they can spam anything forever. It has completely dumbed down the game for everyone and removed the element of resource management altogether. In a game with no cooldowns infinite resources just make it a ridiculous spamfest.
And that includes me and my sorc shields. I can shield through and disengage at will from 90% of combat situations because I don't even have to look at my mana bar.
Moving on, Vigor is now the best AoE Heal and Steel Tornado the best AoE damage dealer. Thus the Impulse and Healing Springs zergs are slowly converting to ST and Vigor (where they can). It was a great idea to give stamina users a heal but a terrible idea to make "stamina healers" by giving that heal the largest PBAoE in the game (10m-15m like wtf). Healing Springs is 8m in comparison and requires you to equip a resto staff. A stamina version of Green Dragon Blood would have been great and enough.
All that said, I still think Steel Tornado's range is too high. At Rank IV it's 12.5 meters... That's more than double the range and 3 times the radius of every other PBAoE and it's also the hardest hitting one. If the base skill has 5 meters range, giving the morph 8 meters would have already made it a great choice and the biggest PBAoE damage skill. At 12.5 meters it's just unavoidable in any close quarter situation.
mike.gaziotisb16_ESO wrote: »I think @DDuke and @pppontus have hit the nail on the head.
The ridiculous regen and cost reduction people can achieve in 1.6 means they can spam anything forever. It has completely dumbed down the game for everyone and removed the element of resource management altogether. In a game with no cooldowns infinite resources just make it a ridiculous spamfest.
And that includes me and my sorc shields. I can shield through and disengage at will from 90% of combat situations because I don't even have to look at my mana bar.
Moving on, Vigor is now the best AoE Heal and Steel Tornado the best AoE damage dealer. Thus the Impulse and Healing Springs zergs are slowly converting to ST and Vigor (where they can). It was a great idea to give stamina users a heal but a terrible idea to make "stamina healers" by giving that heal the largest PBAoE in the game (10m-15m like wtf). Healing Springs is 8m in comparison and requires you to equip a resto staff. A stamina version of Green Dragon Blood would have been great and enough.
All that said, I still think Steel Tornado's range is too high. At Rank IV it's 12.5 meters... That's more than double the range and 3 times the radius of every other PBAoE and it's also the hardest hitting one. If the base skill has 5 meters range, giving the morph 8 meters would have already made it a great choice and the biggest PBAoE damage skill. At 12.5 meters it's just unavoidable in any close quarter situation.
mike.gaziotisb16_ESO wrote: »Yes really.
Was PvE ruined in 1.5 when you needed to take your resource management more into consideration? No, so stop your hyperbole.
If anything, from my perspective, 1.6 has ruined PvE and PvP in terms of there being any challenge.
I remember months back passing the bloodspawn DPS check could be a challenge. Now I only need one heal-tank to keep him at bay and I can do all the DPS myself and finish him like 1 minute before he gets enraged!
And I never have to look at my mana bar for christssakes. I dunno how one runs out of magicka while DPSing but I havent found a way yet. It's ridiculous.
The infinite resource sustain is dumbing down a game with no cooldowns. You might like that and you're entitled to your opinion, but I hate it.
Emma_Eunjung wrote: »mike.gaziotisb16_ESO wrote: »I think @DDuke and @pppontus have hit the nail on the head.
The ridiculous regen and cost reduction people can achieve in 1.6 means they can spam anything forever. It has completely dumbed down the game for everyone and removed the element of resource management altogether. In a game with no cooldowns infinite resources just make it a ridiculous spamfest.
And that includes me and my sorc shields. I can shield through and disengage at will from 90% of combat situations because I don't even have to look at my mana bar.
Moving on, Vigor is now the best AoE Heal and Steel Tornado the best AoE damage dealer. Thus the Impulse and Healing Springs zergs are slowly converting to ST and Vigor (where they can). It was a great idea to give stamina users a heal but a terrible idea to make "stamina healers" by giving that heal the largest PBAoE in the game (10m-15m like wtf). Healing Springs is 8m in comparison and requires you to equip a resto staff. A stamina version of Green Dragon Blood would have been great and enough.
All that said, I still think Steel Tornado's range is too high. At Rank IV it's 12.5 meters... That's more than double the range and 3 times the radius of every other PBAoE and it's also the hardest hitting one. If the base skill has 5 meters range, giving the morph 8 meters would have already made it a great choice and the biggest PBAoE damage skill. At 12.5 meters it's just unavoidable in any close quarter situation.mike.gaziotisb16_ESO wrote: »Yes really.
Was PvE ruined in 1.5 when you needed to take your resource management more into consideration? No, so stop your hyperbole.
If anything, from my perspective, 1.6 has ruined PvE and PvP in terms of there being any challenge.
I remember months back passing the bloodspawn DPS check could be a challenge. Now I only need one heal-tank to keep him at bay and I can do all the DPS myself and finish him like 1 minute before he gets enraged!
And I never have to look at my mana bar for christssakes. I dunno how one runs out of magicka while DPSing but I havent found a way yet. It's ridiculous.
The infinite resource sustain is dumbing down a game with no cooldowns. You might like that and you're entitled to your opinion, but I hate it.
In 1.5, I could use massive Critical Surge heals to help me survive an intense encounter. With 1.6+, I need to either become half-tank or half-healer in order to solo the toughest content. In either case, the more regen, the better. Blocking costs stamina, and healing costs magicka - it's that simple. You can never have too much regen! The fact that you mention having some OTHER GUY keep Bloodspawn "at bay" tells me everything. You obviously have no idea how insanely difficult this game can be for solo players tackling group PvE content, or you wouldn't be accusing me of "hyperbole" or whatever.
Emma_Eunjung wrote: »mike.gaziotisb16_ESO wrote: »I think @DDuke and @pppontus have hit the nail on the head.
The ridiculous regen and cost reduction people can achieve in 1.6 means they can spam anything forever. It has completely dumbed down the game for everyone and removed the element of resource management altogether. In a game with no cooldowns infinite resources just make it a ridiculous spamfest.
And that includes me and my sorc shields. I can shield through and disengage at will from 90% of combat situations because I don't even have to look at my mana bar.
Moving on, Vigor is now the best AoE Heal and Steel Tornado the best AoE damage dealer. Thus the Impulse and Healing Springs zergs are slowly converting to ST and Vigor (where they can). It was a great idea to give stamina users a heal but a terrible idea to make "stamina healers" by giving that heal the largest PBAoE in the game (10m-15m like wtf). Healing Springs is 8m in comparison and requires you to equip a resto staff. A stamina version of Green Dragon Blood would have been great and enough.
All that said, I still think Steel Tornado's range is too high. At Rank IV it's 12.5 meters... That's more than double the range and 3 times the radius of every other PBAoE and it's also the hardest hitting one. If the base skill has 5 meters range, giving the morph 8 meters would have already made it a great choice and the biggest PBAoE damage skill. At 12.5 meters it's just unavoidable in any close quarter situation.mike.gaziotisb16_ESO wrote: »Yes really.
Was PvE ruined in 1.5 when you needed to take your resource management more into consideration? No, so stop your hyperbole.
If anything, from my perspective, 1.6 has ruined PvE and PvP in terms of there being any challenge.
I remember months back passing the bloodspawn DPS check could be a challenge. Now I only need one heal-tank to keep him at bay and I can do all the DPS myself and finish him like 1 minute before he gets enraged!
And I never have to look at my mana bar for christssakes. I dunno how one runs out of magicka while DPSing but I havent found a way yet. It's ridiculous.
The infinite resource sustain is dumbing down a game with no cooldowns. You might like that and you're entitled to your opinion, but I hate it.
In 1.5, I could use massive Critical Surge heals to help me survive an intense encounter. With 1.6+, I need to either become half-tank or half-healer in order to solo the toughest content. In either case, the more regen, the better. Blocking costs stamina, and healing costs magicka - it's that simple. You can never have too much regen! The fact that you mention having some OTHER GUY keep Bloodspawn "at bay" tells me everything. You obviously have no idea how insanely difficult this game can be for solo players tackling group PvE content, or you wouldn't be accusing me of "hyperbole" or whatever.
Yes, let's balance group PvE and PvP for solo players soloing group content.
I thought we were suggesting balance changes that wouldn't make the entire game population quit. I misunderstood!
Rune_Relic wrote: »OK...so which we does every one want to go
Hi stamina regen > reduce burst damage to compensate
Hi burst damage > reduce stamina regen to compemsate
..because it looks to me that we have to have one or the other or a very tricky balance somewhere between.
I hated stamina regen in 1.5...it was non existant. Stamina builds were burst builds.
Now there a few players at the top of the food chain that can regen indefinitely.
I like the idea of better sustain...so if the price is burst damage reduction to balance that out then fair enough.
BUT is it simply a case that armour sets is throwing everything out of kilter ?
Emma_Eunjung wrote: »mike.gaziotisb16_ESO wrote: »I think @DDuke and @pppontus have hit the nail on the head.
The ridiculous regen and cost reduction people can achieve in 1.6 means they can spam anything forever. It has completely dumbed down the game for everyone and removed the element of resource management altogether. In a game with no cooldowns infinite resources just make it a ridiculous spamfest.
And that includes me and my sorc shields. I can shield through and disengage at will from 90% of combat situations because I don't even have to look at my mana bar.
Moving on, Vigor is now the best AoE Heal and Steel Tornado the best AoE damage dealer. Thus the Impulse and Healing Springs zergs are slowly converting to ST and Vigor (where they can). It was a great idea to give stamina users a heal but a terrible idea to make "stamina healers" by giving that heal the largest PBAoE in the game (10m-15m like wtf). Healing Springs is 8m in comparison and requires you to equip a resto staff. A stamina version of Green Dragon Blood would have been great and enough.
All that said, I still think Steel Tornado's range is too high. At Rank IV it's 12.5 meters... That's more than double the range and 3 times the radius of every other PBAoE and it's also the hardest hitting one. If the base skill has 5 meters range, giving the morph 8 meters would have already made it a great choice and the biggest PBAoE damage skill. At 12.5 meters it's just unavoidable in any close quarter situation.mike.gaziotisb16_ESO wrote: »Yes really.
Was PvE ruined in 1.5 when you needed to take your resource management more into consideration? No, so stop your hyperbole.
If anything, from my perspective, 1.6 has ruined PvE and PvP in terms of there being any challenge.
I remember months back passing the bloodspawn DPS check could be a challenge. Now I only need one heal-tank to keep him at bay and I can do all the DPS myself and finish him like 1 minute before he gets enraged!
And I never have to look at my mana bar for christssakes. I dunno how one runs out of magicka while DPSing but I havent found a way yet. It's ridiculous.
The infinite resource sustain is dumbing down a game with no cooldowns. You might like that and you're entitled to your opinion, but I hate it.
In 1.5, I could use massive Critical Surge heals to help me survive an intense encounter. With 1.6+, I need to either become half-tank or half-healer in order to solo the toughest content. In either case, the more regen, the better. Blocking costs stamina, and healing costs magicka - it's that simple. You can never have too much regen! The fact that you mention having some OTHER GUY keep Bloodspawn "at bay" tells me everything. You obviously have no idea how insanely difficult this game can be for solo players tackling group PvE content, or you wouldn't be accusing me of "hyperbole" or whatever.
Yes, let's balance group PvE and PvP for solo players soloing group content.
I thought we were suggesting balance changes that wouldn't make the entire game population quit. I misunderstood!
Strange, it sounded a lot more like the OP wants to make sweeping changes to the skill w/out even stopping to consider how it might effect other avenues of gameplay.
The posters you are quoting have every right to be wary of such a thing, because doing what the OP suggests would be detrimental to other facets of gameplay in the worst case, and even in the BEST case is an extremely amateur and terrible way to implement changes.
Small steps, I say.
mike.gaziotisb16_ESO wrote: »And I never have to look at my mana bar for christssakes. I dunno how one runs out of magicka while DPSing but I havent found a way yet. It's ridiculous.
Topic: It doesn't matter how much radius or dmg Steel Tornado has. Because you clearly cant be a zergmonkey spamming pbaoe if your skills costs stamina and scales of weapon power. It's impossible because you wear leather like Jax Teller and masculine weapons like Aragorn, PvP'ing for the right reason, honour and so on. The skill needs to cost magicka or be vampire related, girly so to speak, for it to count as a zergling scum tactic. This because of dresses, Edward/Twilight and double standards.
Only Sorcerers really benefit from endless Magicka stacking. Everybody else also needs Health and Stamina.Than I'm clearly doing something wrong
My magicka DK has major sustain issues in 1.6.
mike.gaziotisb16_ESO wrote: »Emma_Eunjung wrote: »mike.gaziotisb16_ESO wrote: »I think @DDuke and @pppontus have hit the nail on the head.
The ridiculous regen and cost reduction people can achieve in 1.6 means they can spam anything forever. It has completely dumbed down the game for everyone and removed the element of resource management altogether. In a game with no cooldowns infinite resources just make it a ridiculous spamfest.
And that includes me and my sorc shields. I can shield through and disengage at will from 90% of combat situations because I don't even have to look at my mana bar.
Moving on, Vigor is now the best AoE Heal and Steel Tornado the best AoE damage dealer. Thus the Impulse and Healing Springs zergs are slowly converting to ST and Vigor (where they can). It was a great idea to give stamina users a heal but a terrible idea to make "stamina healers" by giving that heal the largest PBAoE in the game (10m-15m like wtf). Healing Springs is 8m in comparison and requires you to equip a resto staff. A stamina version of Green Dragon Blood would have been great and enough.
All that said, I still think Steel Tornado's range is too high. At Rank IV it's 12.5 meters... That's more than double the range and 3 times the radius of every other PBAoE and it's also the hardest hitting one. If the base skill has 5 meters range, giving the morph 8 meters would have already made it a great choice and the biggest PBAoE damage skill. At 12.5 meters it's just unavoidable in any close quarter situation.mike.gaziotisb16_ESO wrote: »Yes really.
Was PvE ruined in 1.5 when you needed to take your resource management more into consideration? No, so stop your hyperbole.
If anything, from my perspective, 1.6 has ruined PvE and PvP in terms of there being any challenge.
I remember months back passing the bloodspawn DPS check could be a challenge. Now I only need one heal-tank to keep him at bay and I can do all the DPS myself and finish him like 1 minute before he gets enraged!
And I never have to look at my mana bar for christssakes. I dunno how one runs out of magicka while DPSing but I havent found a way yet. It's ridiculous.
The infinite resource sustain is dumbing down a game with no cooldowns. You might like that and you're entitled to your opinion, but I hate it.
In 1.5, I could use massive Critical Surge heals to help me survive an intense encounter. With 1.6+, I need to either become half-tank or half-healer in order to solo the toughest content. In either case, the more regen, the better. Blocking costs stamina, and healing costs magicka - it's that simple. You can never have too much regen! The fact that you mention having some OTHER GUY keep Bloodspawn "at bay" tells me everything. You obviously have no idea how insanely difficult this game can be for solo players tackling group PvE content, or you wouldn't be accusing me of "hyperbole" or whatever.
Yes, let's balance group PvE and PvP for solo players soloing group content.
I thought we were suggesting balance changes that wouldn't make the entire game population quit. I misunderstood!
Strange, it sounded a lot more like the OP wants to make sweeping changes to the skill w/out even stopping to consider how it might effect other avenues of gameplay.
The posters you are quoting have every right to be wary of such a thing, because doing what the OP suggests would be detrimental to other facets of gameplay in the worst case, and even in the BEST case is an extremely amateur and terrible way to implement changes.
Small steps, I say.
What facets of gameplay? Soloing veteran group dungeon bosses is an accepted facet of gameplay, rather than an obvious issue with game balance and difficulty?
End of conversation for me. You live in could cuckoo land.
xsorusb14_ESO wrote: »Why are people talking about Sustain with Steel Tornado builds? unless you're something like a Wood Elf nightblade with Siphoning (which is going to decrease your damage) you cannot spam it forever..
For one, you're stacking Weapon Damage with these builds..and none of these sets have a lot of Stamina Recovery on them.
Which means unless you're what I just listed..Your stamina recovery is not great...I can get around 900 or so right now while putting CP points into stamina recovery on my Nord DK right now..That's with Potion Up as well...
So i'm not going to sustain spamming Steel Tornado anytime soon.
Also steel Tornado builds have the best grp heal (given enough people stack it) in the game with alliance war rank 24...
xsorusb14_ESO wrote: »Why are people talking about Sustain with Steel Tornado builds? unless you're something like a Wood Elf nightblade with Siphoning (which is going to decrease your damage) you cannot spam it forever..
Lava_Croft wrote: »It's amazing how much crying there was over Impulse and how much silence over Steel Tornado.
Lava_Croft wrote: »It's amazing how much crying there was over Impulse and how much silence over Steel Tornado.