MalaVrazica wrote: »
How can this be "indented" lol? Where did Battle Spirit go? Camouflage Hunter proc's doing more dmg than skills and ultimates.
Imagine if my templar Burning Light proc's, did 19k dmg in less than 1 second...
This is one of the worse game designs I ever seen in any MMORPG. If working as indented, should at least be subject to change. Especially since they're selling WW/vamp for 1.5k crowns and this is the unavoidable outcome as soon as the poor newbie enters PvP.
i can confirm it's back, posted one i get MANY times, always involves a stealth snipe.
Refuse2GrowUp wrote: »Certainly hope camo hunter exploit isn't back!! Tho 13k hit is nothing compared to the old CH exploit death recaps
CrowsDescend wrote: »Does anybody know what developer deals with combat skills & mechanics?
Thanks for spending so much time and effort writing up detailed posts on this topic. PvP players are very passionate and seeing passionate fans enjoy the game is the reason we get up in the morning.
We want PvP fights to be tactical, involving player positioning as a key element of engagements. We don’t want 2 huge masses of players mindlessly bumping into each other while spamming 1 ability. Part of the issue currently is that damaging PBAoE abilities are very powerful, and there are not a lot of effective options to combat this strategy from range. The two avenues of attack we are perusing are buffing siege weapons and investigating making ranged abilities more effective at damaging large groups of players.
Wheeler is making significant adjustments to siege weapons. You can view and comment on these new changes here. As siege already hits an unlimited number of targets and has an effective cooldown, it’s the perfect tool to get players to spread out.
On the ability side we’ve got a number of changes planned. PBAoE abilities such as Steel Tornado and purge are much too powerful and cause players to want to stack together to make sure they can all hit the same targets and be purged by the same ally. We’ll be reducing the radius of Steel Tornado so it’s not so much more effective at dealing AoE damage relative to the other abilities in the game. Also, we are reducing the initial damage of Magicka Detonation so it’s less effective vs a single target. To compensate, both the bonus damage per target and the max size of this bonus is increasing. In addition to this we’re looking into making other ranged class abilities deal effective AoE damage.
These modifications are substantial, and we don’t want to stack too many changes at once. We need to be able to measure the impact and performance changes. We’re going to continue working on performance in Cyrodiil - Fixing the lag is something everyone wants to fix.
Here are some additional issues we’re considering based on your feedback from this thread:
• Cone abilities are much harder to hit with than a standard circle, but aren't more effective
• Multiple gap closers used on the same target means they can’t move
• Cammo hunter stealth attacks can double proc, killing targets very quickly
• Force pulse counts as 3 reflects against Reflective Scales
• Retreating Maneuver buff sticks on healers while they are casting
• XP to advance Assault and Support skill lines is very high
Please continue to keep the posts constructive. Productive discussions are best for the players and the devs Top posts on both sides of this debate: Zheg #93 and Sublime #60.
The-Baconator wrote: »CrowsDescend wrote: »Does anybody know what developer deals with combat skills & mechanics?
That would be Wrobel and he referenced camo hunter as something being looked at in the AOE cap thread:Thanks for spending so much time and effort writing up detailed posts on this topic. PvP players are very passionate and seeing passionate fans enjoy the game is the reason we get up in the morning.
We want PvP fights to be tactical, involving player positioning as a key element of engagements. We don’t want 2 huge masses of players mindlessly bumping into each other while spamming 1 ability. Part of the issue currently is that damaging PBAoE abilities are very powerful, and there are not a lot of effective options to combat this strategy from range. The two avenues of attack we are perusing are buffing siege weapons and investigating making ranged abilities more effective at damaging large groups of players.
Wheeler is making significant adjustments to siege weapons. You can view and comment on these new changes here. As siege already hits an unlimited number of targets and has an effective cooldown, it’s the perfect tool to get players to spread out.
On the ability side we’ve got a number of changes planned. PBAoE abilities such as Steel Tornado and purge are much too powerful and cause players to want to stack together to make sure they can all hit the same targets and be purged by the same ally. We’ll be reducing the radius of Steel Tornado so it’s not so much more effective at dealing AoE damage relative to the other abilities in the game. Also, we are reducing the initial damage of Magicka Detonation so it’s less effective vs a single target. To compensate, both the bonus damage per target and the max size of this bonus is increasing. In addition to this we’re looking into making other ranged class abilities deal effective AoE damage.
These modifications are substantial, and we don’t want to stack too many changes at once. We need to be able to measure the impact and performance changes. We’re going to continue working on performance in Cyrodiil - Fixing the lag is something everyone wants to fix.
Here are some additional issues we’re considering based on your feedback from this thread:
• Cone abilities are much harder to hit with than a standard circle, but aren't more effective
• Multiple gap closers used on the same target means they can’t move
• Cammo hunter stealth attacks can double proc, killing targets very quickly
• Force pulse counts as 3 reflects against Reflective Scales
• Retreating Maneuver buff sticks on healers while they are casting
• XP to advance Assault and Support skill lines is very high
Please continue to keep the posts constructive. Productive discussions are best for the players and the devs Top posts on both sides of this debate: Zheg #93 and Sublime #60.
• Cammo hunter stealth attacks can double proc, killing targets very quickly
Now imagine they did not nerf damage with the IC patch. You would have died twice in a row!!!
The-Baconator wrote: »
NovaShadow wrote: »This skill is deeply broken at the moment and its well known therefore everyone is running it.
I was hit for 15k on a human no less, no undead in me and it still hit me so hard.
NovaShadow wrote: »This skill is deeply broken at the moment and its well known therefore everyone is running it.
I was hit for 15k on a human no less, no undead in me and it still hit me so hard.
Had the same Nightblade 3 shot me twice in a row with camo hunter in the space of 5 minutes earlier. The kicker? I wasn't a vampire.
Holycannoli wrote: »Guys it's not a big deal, it's just a single skill. You can spend stamina by activating weapon abilities, blocking, dodging, sprinting, interrupting, or removing control effects.
dwemer_paleologist wrote: »Holycannoli wrote: »Guys it's not a big deal, it's just a single skill. You can spend stamina by activating weapon abilities, blocking, dodging, sprinting, interrupting, or removing control effects.
wut? you think being one shot is not a big deal?
Refuse2GrowUp wrote: »Had the same Nightblade 3 shot me twice in a row with camo hunter in the space of 5 minutes earlier. The kicker? I wasn't a vampire.
Camo Hunter can proc against non-undead targets. It is a lower proc rate and 3 times in a row seems a bit high...but then again, no one on the forums has ever been known to exagerate
I only exaggerate over 95% of the time anyway.
Refuse2GrowUp wrote: »dwemer_paleologist wrote: »Holycannoli wrote: »Guys it's not a big deal, it's just a single skill. You can spend stamina by activating weapon abilities, blocking, dodging, sprinting, interrupting, or removing control effects.
wut? you think being one shot is not a big deal?
I don't think Camo Hunter is one-shotting anyone. I think it more likely that the death recap involving camo hunter is bugged and not showing all damage taken. Just like it is more than likely that the 13k damage in the OP is most likely not the only damage taken, nor even the damage dealt by camo hunter alone, but rather a bugged death recap that isn't properly accounting for all damage taken. Much akin to how some weaves/animation cancels don't show all the skills you were hit with.
@Xantaria has a thread tracking current known bugs and exploits. This is something that requires a little more research and might be suitable for inclusion on hit list.
CrowsDescend wrote: »Refuse2GrowUp wrote: »dwemer_paleologist wrote: »Holycannoli wrote: »Guys it's not a big deal, it's just a single skill. You can spend stamina by activating weapon abilities, blocking, dodging, sprinting, interrupting, or removing control effects.
wut? you think being one shot is not a big deal?
I don't think Camo Hunter is one-shotting anyone. I think it more likely that the death recap involving camo hunter is bugged and not showing all damage taken. Just like it is more than likely that the 13k damage in the OP is most likely not the only damage taken, nor even the damage dealt by camo hunter alone, but rather a bugged death recap that isn't properly accounting for all damage taken. Much akin to how some weaves/animation cancels don't show all the skills you were hit with.
@Xantaria has a thread tracking current known bugs and exploits. This is something that requires a little more research and might be suitable for inclusion on hit list.
It is though. It just 1-shotted me in the video, it doesn't matter whether or not the other 7k damage was done by a spud or a lettuce, because the 13k camo hunter was caught red handed at the scene of a literal 1-shot death. ^^