trimsic_ESO wrote: »trimsic_ESO wrote: »Obviously, this must be fixed before update 7 is released. This update tries to increase the ttk so people can react to incoming burst damage.
What do you want to fix at it? Someone could do the same with many other skills if you stack it that high with buffs..
Probably a bit less damage, but most abilities don't need to be casted twice and build up.
Then fix all the other skills too.
If this is not enough, implement diminishing returns on damage inflicted, i.e. increase the PVP bonus on damage reduction when the amount of damage dealt to a player is too important.
For instance:
0-10k damage dealt: 50% damage reduction on players
> 10k damage dealt: 75% damage reduction on players (above 10k damage dealt)
Example:
You hit a target for a potential of 30k damage: then, you actually hit the target for 10k * 50% + 20k * 25% = 5k + 5k = 10k damage (instead of 15k with the current system).
Easy.
trimsic_ESO wrote: »trimsic_ESO wrote: »Obviously, this must be fixed before update 7 is released. This update tries to increase the ttk so people can react to incoming burst damage.
What do you want to fix at it? Someone could do the same with many other skills if you stack it that high with buffs..
Probably a bit less damage, but most abilities don't need to be casted twice and build up.
Then fix all the other skills too.
If this is not enough, implement diminishing returns on damage inflicted, i.e. increase the PVP bonus on damage reduction when the amount of damage dealt to a player is too important.
For instance:
0-10k damage dealt: 50% damage reduction on players
> 10k damage dealt: 75% damage reduction on players (above 10k damage dealt)
Example:
You hit a target for a potential of 30k damage: then, you actually hit the target for 10k * 50% + 20k * 25% = 5k + 5k = 10k damage (instead of 15k with the current system).
Easy.
You want to punish someone using multiple dmg buffs which takes quite some time and the enemy doesn't do anything about it?
trimsic_ESO wrote: »trimsic_ESO wrote: »Obviously, this must be fixed before update 7 is released. This update tries to increase the ttk so people can react to incoming burst damage.
What do you want to fix at it? Someone could do the same with many other skills if you stack it that high with buffs..
Probably a bit less damage, but most abilities don't need to be casted twice and build up.
Then fix all the other skills too.
If this is not enough, implement diminishing returns on damage inflicted, i.e. increase the PVP bonus on damage reduction when the amount of damage dealt to a player is too important.
For instance:
0-10k damage dealt: 50% damage reduction on players
> 10k damage dealt: 75% damage reduction on players (above 10k damage dealt)
Example:
You hit a target for a potential of 30k damage: then, you actually hit the target for 10k * 50% + 20k * 25% = 5k + 5k = 10k damage (instead of 15k with the current system).
Easy.
You want to punish someone using multiple dmg buffs which takes quite some time and the enemy doesn't do anything about it?
RIP.
Why do people always want more dmg mitigation......srlsy, good players will be even harder to kill gg. If you reduce damage even more, ppl with 40k health will be unkillable, prolly already are.
And there are many buffs in the game that set the dmg higher
12% inc crit dmg Shadow Mundus (with 7x Divine Traits)
30% Aggro Warhorn
8% inc dmg Cprayer
and if the dude already had like 4k-5k+ Spelldmg, then this number is fine because its a gank build.
Nightblade City inc next patch.
Heavy attacks will also be insane for DKs due to CP+Molten Armaments.
And one more thing:
ZOS puts in more dmg Mitigation
BUT
In the same time they release a set that increases your dmg by ridiculous amounts. GG
trimsic_ESO wrote: »trimsic_ESO wrote: »Obviously, this must be fixed before update 7 is released. This update tries to increase the ttk so people can react to incoming burst damage.
What do you want to fix at it? Someone could do the same with many other skills if you stack it that high with buffs..
Probably a bit less damage, but most abilities don't need to be casted twice and build up.
Then fix all the other skills too.
If this is not enough, implement diminishing returns on damage inflicted, i.e. increase the PVP bonus on damage reduction when the amount of damage dealt to a player is too important.
For instance:
0-10k damage dealt: 50% damage reduction on players
> 10k damage dealt: 75% damage reduction on players (above 10k damage dealt)
Example:
You hit a target for a potential of 30k damage: then, you actually hit the target for 10k * 50% + 20k * 25% = 5k + 5k = 10k damage (instead of 15k with the current system).
Easy.
You want to punish someone using multiple dmg buffs which takes quite some time and the enemy doesn't do anything about it?
This is happening in some way or form every patch, good players gets nerfed for being good, and bad players call for nerf because they cant do the same thing
RIP.
Why do people always want more dmg mitigation......srlsy, good players will be even harder to kill gg. If you reduce damage even more, ppl with 40k health will be unkillable, prolly already are.
trimsic_ESO wrote: »RIP.
Why do people always want more dmg mitigation......srlsy, good players will be even harder to kill gg. If you reduce damage even more, ppl with 40k health will be unkillable, prolly already are.
Maybe because these "good players" will one shot most of the other players in PvP? 90% of the player base are casual players who will never understand the reasons why they got one shot.
And to be honest, there should not be any game mechanics or skills that allow someone to one shot someone else, no matter the reason why. People should have the time to react when they are attacked, and take appropriate measures when they are burst hit.
And the problem reported by the OP is even worse: where is the evidence that someone has prepared this final blow and is about to land it to one shot people? Some visual effects? Some audio effects? Even with a clear visual effect in place, in NvN combat situations you would hardly see it...
I can see many over powered usages of this proc. For instance, as a NB you prepare your attack on a tank. Then, when you know you are about to be ready to proc Grim Focus, you suddenly focus a healer, and one shot him. Is it fair?
trimsic_ESO wrote: »RIP.
Why do people always want more dmg mitigation......srlsy, good players will be even harder to kill gg. If you reduce damage even more, ppl with 40k health will be unkillable, prolly already are.
Maybe because these "good players" will one shot most of the other players in PvP? 90% of the player base are casual players who will never understand the reasons why they got one shot.
And to be honest, there should not be any game mechanics or skills that allow someone to one shot someone else, no matter the reason why. People should have the time to react when they are attacked, and take appropriate measures when they are burst hit.
And the problem reported by the OP is even worse: where is the evidence that someone has prepared this final blow and is about to land it to one shot people? Some visual effects? Some audio effects? Even with a clear visual effect in place, in NvN combat situations you would hardly see it...
I can see many over powered usages of this proc. For instance, as a NB you prepare your attack on a tank. Then, when you know you are about to be ready to proc Grim Focus, you suddenly focus a healer, and one shot him. Is it fair?
trimsic_ESO wrote: »RIP.
Why do people always want more dmg mitigation......srlsy, good players will be even harder to kill gg. If you reduce damage even more, ppl with 40k health will be unkillable, prolly already are.
Maybe because these "good players" will one shot most of the other players in PvP? 90% of the player base are casual players who will never understand the reasons why they got one shot.
And to be honest, there should not be any game mechanics or skills that allow someone to one shot someone else, no matter the reason why. People should have the time to react when they are attacked, and take appropriate measures when they are burst hit.
And the problem reported by the OP is even worse: where is the evidence that someone has prepared this final blow and is about to land it to one shot people? Some visual effects? Some audio effects? Even with a clear visual effect in place, in NvN combat situations you would hardly see it...
I can see many over powered usages of this proc. For instance, as a NB you prepare your attack on a tank. Then, when you know you are about to be ready to proc Grim Focus, you suddenly focus a healer, and one shot him. Is it fair?
Fair... until it happens to you again and again. I don't think you realize what being one shot means for the vast majority of people playing this gametrimsic_ESO wrote: »RIP.
Why do people always want more dmg mitigation......srlsy, good players will be even harder to kill gg. If you reduce damage even more, ppl with 40k health will be unkillable, prolly already are.
Maybe because these "good players" will one shot most of the other players in PvP? 90% of the player base are casual players who will never understand the reasons why they got one shot.
And to be honest, there should not be any game mechanics or skills that allow someone to one shot someone else, no matter the reason why. People should have the time to react when they are attacked, and take appropriate measures when they are burst hit.
And the problem reported by the OP is even worse: where is the evidence that someone has prepared this final blow and is about to land it to one shot people? Some visual effects? Some audio effects? Even with a clear visual effect in place, in NvN combat situations you would hardly see it...
I can see many over powered usages of this proc. For instance, as a NB you prepare your attack on a tank. Then, when you know you are about to be ready to proc Grim Focus, you suddenly focus a healer, and one shot him. Is it fair?
Absolutely fair! Serves him right for running around with such low health and no damage shield. Why must everyone think that regardless of their spec/stats/gear they should have the chance to respond? You pay the price for not being prepared, period.
trimsic_ESO wrote: »trimsic_ESO wrote: »trimsic_ESO wrote: »Obviously, this must be fixed before update 7 is released. This update tries to increase the ttk so people can react to incoming burst damage.
What do you want to fix at it? Someone could do the same with many other skills if you stack it that high with buffs..
Probably a bit less damage, but most abilities don't need to be casted twice and build up.
Then fix all the other skills too.
If this is not enough, implement diminishing returns on damage inflicted, i.e. increase the PVP bonus on damage reduction when the amount of damage dealt to a player is too important.
For instance:
0-10k damage dealt: 50% damage reduction on players
> 10k damage dealt: 75% damage reduction on players (above 10k damage dealt)
Example:
You hit a target for a potential of 30k damage: then, you actually hit the target for 10k * 50% + 20k * 25% = 5k + 5k = 10k damage (instead of 15k with the current system).
Easy.
You want to punish someone using multiple dmg buffs which takes quite some time and the enemy doesn't do anything about it?
As long as the target has no clue that his enemy is accumulating multiple damage buffs, and then get suddenly one shot (100% HP to 0 in one shot), then such s burst damage needs to be nerfed.
In a XvX combat, things are even worse, for obvious reasons, unless you can watch everyone on the screen, included those that are at some distance behind you.
trimsic_ESO wrote: »trimsic_ESO wrote: »Obviously, this must be fixed before update 7 is released. This update tries to increase the ttk so people can react to incoming burst damage.
What do you want to fix at it? Someone could do the same with many other skills if you stack it that high with buffs..
Probably a bit less damage, but most abilities don't need to be casted twice and build up.
Then fix all the other skills too.
If this is not enough, implement diminishing returns on damage inflicted, i.e. increase the PVP bonus on damage reduction when the amount of damage dealt to a player is too important.
For instance:
0-10k damage dealt: 50% damage reduction on players
> 10k damage dealt: 75% damage reduction on players (above 10k damage dealt)
Example:
You hit a target for a potential of 30k damage: then, you actually hit the target for 10k * 50% + 20k * 25% = 5k + 5k = 10k damage (instead of 15k with the current system).
Easy.
You want to punish someone using multiple dmg buffs which takes quite some time and the enemy doesn't do anything about it?
This is happening in some way or form every patch, good players gets nerfed for being good, and bad players call for nerf because they cant do the same thing
trimsic_ESO wrote: »trimsic_ESO wrote: »trimsic_ESO wrote: »Obviously, this must be fixed before update 7 is released. This update tries to increase the ttk so people can react to incoming burst damage.
What do you want to fix at it? Someone could do the same with many other skills if you stack it that high with buffs..
Probably a bit less damage, but most abilities don't need to be casted twice and build up.
Then fix all the other skills too.
If this is not enough, implement diminishing returns on damage inflicted, i.e. increase the PVP bonus on damage reduction when the amount of damage dealt to a player is too important.
For instance:
0-10k damage dealt: 50% damage reduction on players
> 10k damage dealt: 75% damage reduction on players (above 10k damage dealt)
Example:
You hit a target for a potential of 30k damage: then, you actually hit the target for 10k * 50% + 20k * 25% = 5k + 5k = 10k damage (instead of 15k with the current system).
Easy.
You want to punish someone using multiple dmg buffs which takes quite some time and the enemy doesn't do anything about it?
As long as the target has no clue that his enemy is accumulating multiple damage buffs, and then get suddenly one shot (100% HP to 0 in one shot), then such s burst damage needs to be nerfed.
In a XvX combat, things are even worse, for obvious reasons, unless you can watch everyone on the screen, included those that are at some distance behind you.
Dude did you even look at the screenshot? He was hit by 11 attacks and now we have to "let" him know that we are accumulating multiple damge buffs. HAHAHAHAHAHAHAHAHAHA....
*falls out of chair laughing
trimsic_ESO wrote: »RIP.
Why do people always want more dmg mitigation......srlsy, good players will be even harder to kill gg. If you reduce damage even more, ppl with 40k health will be unkillable, prolly already are.
Maybe because these "good players" will one shot most of the other players in PvP? 90% of the player base are casual players who will never understand the reasons why they got one shot.
And to be honest, there should not be any game mechanics or skills that allow someone to one shot someone else, no matter the reason why. People should have the time to react when they are attacked, and take appropriate measures when they are burst hit.
And the problem reported by the OP is even worse: where is the evidence that someone has prepared this final blow and is about to land it to one shot people? Some visual effects? Some audio effects? Even with a clear visual effect in place, in NvN combat situations you would hardly see it...
I can see many over powered usages of this proc. For instance, as a NB you prepare your attack on a tank. Then, when you know you are about to be ready to proc Grim Focus, you suddenly focus a healer, and one shot him. Is it fair?
trimsic_ESO wrote: »trimsic_ESO wrote: »trimsic_ESO wrote: »Obviously, this must be fixed before update 7 is released. This update tries to increase the ttk so people can react to incoming burst damage.
What do you want to fix at it? Someone could do the same with many other skills if you stack it that high with buffs..
Probably a bit less damage, but most abilities don't need to be casted twice and build up.
Then fix all the other skills too.
If this is not enough, implement diminishing returns on damage inflicted, i.e. increase the PVP bonus on damage reduction when the amount of damage dealt to a player is too important.
For instance:
0-10k damage dealt: 50% damage reduction on players
> 10k damage dealt: 75% damage reduction on players (above 10k damage dealt)
Example:
You hit a target for a potential of 30k damage: then, you actually hit the target for 10k * 50% + 20k * 25% = 5k + 5k = 10k damage (instead of 15k with the current system).
Easy.
You want to punish someone using multiple dmg buffs which takes quite some time and the enemy doesn't do anything about it?
As long as the target has no clue that his enemy is accumulating multiple damage buffs, and then get suddenly one shot (100% HP to 0 in one shot), then such s burst damage needs to be nerfed.
In a XvX combat, things are even worse, for obvious reasons, unless you can watch everyone on the screen, included those that are at some distance behind you.