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Proximity Detonation Nerf = Good. Inevitable Detonation Change = Ehh

Kildayen
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One of the PTS changes I'm not happy about so far is the nerf to the single target damage of Inev/Proxy Det. The tooltip in the current live game with the way I have everything set up (cp points and gear) says 14,460. On the PTS the new version with the exact same setup says 6623 damage. That is also with the additional buff you get on dual swords with Nirnhoned trait. Cut that number in half because of PVP and you are hitting a single target for 3300 damage.

A nerf was definitely needed to the Detonation skills because of the way people were using them, but I dont like the way it was changed. The more people who are hit, the more damage the skill does. That is fine, but for someone who plays a lot of solo PVP and uses it more as a 1v1 skill, this change is disappointing. What I would love to see is to make the changes to the morphs a little different. Proxy Det could keep the new changes because of how it works. People can group up together and time it to beat zergs down. I would love to see the Inevitable Detonation morph keep its original single target damage. That way people can choose to use the skill morphs either as zerg busters or single target burst damage.

Your thoughts?

I know that with big patches like this we have to keep open minds with the changes and we will have to adjust our play styles a lot. Just want to open up conversation about this skill to see if anyone else out there uses it the same way as I do and to gather everyone's thoughts on this one change.

Thanks for reading!

  • Serenityx
    Serenityx
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    AoEs are not good at 1v1. That is how an AoE should be imo.
  • sly007
    sly007
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    I think the reduced damage to both morphs is great. It's something I always wanted and they finally got it right. The increased damage when used against multiply enemies is good. The solo damage should allows remain low since the intention was multiple target bombing.
  • RoyJade
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    The proxy det nerf is just stupid. The big red circle is intended to force people to spread, and now it's gone. Proxy is now a pure stealth attack…

    The nerf to inevitable is good, it shouldn't be a single target skill and it still hit hard against zerg.
  • swirve
    swirve
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    I think ive died to proxy only once this year (group of players not paying attention), i doubt ill die again now to that ability.
  • Lettigall
    Lettigall
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    Hitting 8k and more on single target is not balanced for zergbuster ability! Changes to this ability are good thing!
    Some men just want to watch the world burn... I just want a cold beer!
  • Marktoneth3
    Marktoneth3
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    They did it right
  • swirve
    swirve
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    Lettigall wrote: »
    Hitting 8k and more on single target is not balanced for zergbuster ability! Changes to this ability are good thing!

    It only can bust the most noobiest of zergs. Ive never seen it work against any groups ive run with which includes randoms. The fear of it is worse than the impact from what ive seen. Staged youtube vids are nice and all but seriously ppl die to this often....lol..
    Edited by swirve on April 26, 2016 7:58AM
  • greylox
    greylox
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    Won't be using inevitable det anymore if it's as bad as I think, unless they get rid of the cast time ala daedric prey.
    Edited by greylox on April 26, 2016 8:20AM
    PC EU

    House of the Black Lotus
    *{Smokes-in-the-Shade }* (Mag pet Sorc Argonian, prolific thief, willing participant of the dark arts, gardener of exotic...herbs)
    {Lugdum The Mechanist} (Hybrid Orc Templar, collector of ancient Ayleid smoking pipes)
    {Rantoul} (Dark Elf Magknight, likes an ale between boss fights, has been known to offer daedric princes out in a fist fight)
    {Red, The Wanderer} (Bosmer stam sorc and hunter extraordinaire)
    {Shoots-For-Stars} (Argonian Mag pet Sorc Ice mage Healer)
    *{Jinny the spark }* (Sassy Imperial Stamplar)
    {Crezzi the Drifter} (Magblade khajiit burglar, available for questionable operations)
    {Grif the Despised} (StamKnight Tank Nord, Eastmarch Master Drinker and spinner of tall yarns)
    {Geraldine Stone-Heart} (High Elf MagSorc Ice Tank, Mystic, practitioner of the ancient arts)
    *{Anawinn}* (Stam pet Ward Redguard, Mother to a bear and an unruly Hunger,Librarian, field medic and natures fist)

    {*}Mains
    { CP 900+ }

    Caretaker of Battle Island (Grand Topal), the holiday destination for the discerning warrior
    Residing in Stay-Moist Mansion-Shadowfen - The Smoking Den (as of 6th feb 2017)

  • Brrrofski
    Brrrofski
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    The change is good.

    It's supposed to be used on groups as a skill to help you fight outnumbered.

    Currently, if your outnumbered you get 3 people jumping on you with det abd gut you with 6k each with free, pre-loaded damage.
  • Vaoh
    Vaoh
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    The only issue is that Magicka Detonation needs to hit over 10 players in order for the AoE damage increase to actually "increase" from the current Thieves Guild values. How often will you hit 10 people at once? Magicka Det is going off my bar, that's for sure.
  • leepalmer95
    leepalmer95
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    Doncellius wrote: »
    The only issue is that Magicka Detonation needs to hit over 10 players in order for the AoE damage increase to actually "increase" from the current Thieves Guild values. How often will you hit 10 people at once? Magicka Det is going off my bar, that's for sure.

    Thats what i'm thinking the only time you'll hit that number is when blowing a resource up.

    In a zerg how many will actually stack up on eachother, they'll all be spread out quite a bit.

    They need to give proxy a bigger range or something.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Xsorus
    Xsorus
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    New Change is fine..and this is coming from someone with a VD Nightblade.

  • Reevster
    Reevster
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    PD was OPed one on one, NB gankers do enough damage, they dont need PD doing an extra 14k damage, the change was needed.

    Now just need to get rid of cloak...
  • leepalmer95
    leepalmer95
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    Reevster wrote: »
    PD was OPed one on one, NB gankers do enough damage, they dont need PD doing an extra 14k damage, the change was needed.

    Now just need to get rid of cloak...

    PD wasn't just a nb skill though, many others classes needed it do deal moderate dmg, especially vs sorc.

    Nb' gankers will still be able to 1 hit people. They'll still be able to blow up zergs with VD.

    However mag templars and mag dk's now need to find dmg from somewhere else.

    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • WillhelmBlack
    WillhelmBlack
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    My opinion, take it out the game completely. It's a lame mini zerg/ball group skill.
    PC EU
  • Reevster
    Reevster
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    Reevster wrote: »
    PD was OPed one on one, NB gankers do enough damage, they dont need PD doing an extra 14k damage, the change was needed.

    Now just need to get rid of cloak...

    PD wasn't just a nb skill though, many others classes needed it do deal moderate dmg, especially vs sorc.

    Nb' gankers will still be able to 1 hit people. They'll still be able to blow up zergs with VD.

    However mag templars and mag dk's now need to find dmg from somewhere else.

    Ya but , NB made the best use of it one on one, due to cloaking etc. Personally I didn't use it , too slow , need to time it just right, there are other skills I would rather have on my skill bars, this nerf wont affect me in the least. other then less enemy players trying to hit me with it lol.
  • Lettigall
    Lettigall
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    swirve wrote: »
    Lettigall wrote: »
    Hitting 8k and more on single target is not balanced for zergbuster ability! Changes to this ability are good thing!

    It only can bust the most noobiest of zergs. Ive never seen it work against any groups ive run with which includes randoms. The fear of it is worse than the impact from what ive seen. Staged youtube vids are nice and all but seriously ppl die to this often....lol..

    I'm speaking about 1v1, before reply read the text actually. Since I have been on both sides of stick I know how good this ability is. While lvling up my NB i tried magblade and I was hitting on SINGLE enemy 8k dmg with proxy, and I didn't had even greatest stats!
    Some men just want to watch the world burn... I just want a cold beer!
  • Mojmir
    Mojmir
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    Once again a pvp nerf that didn't need to happen in pve
  • susmitds
    susmitds
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    Mojmir wrote: »
    Once again a pvp nerf that didn't need to happen in pve

    That skill was always meant to be a PvP skill. Wrobel mentioned it many times.
  • Mojmir
    Mojmir
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    susmitds wrote: »
    Mojmir wrote: »
    Once again a pvp nerf that didn't need to happen in pve

    That skill was always meant to be a PvP skill. Wrobel mentioned it many times.

    Yea,but it works good in pve too :(
  • SickDuck
    SickDuck
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    Finally this will remove this PvP skill from PvE must-have list.

    Now just need to take care of Caltrops and move Vigor out to a more generic location (Fighters Guild or Undaunted maybe?), making those skills PvP specific so PvP people can use them in PvP.
    Holdviola - Khira'de Regalo - Lélekvadász - Used To Be An Adventurer - Zetor - Does-Not-Give-A-Duck - Lord Sugar - Tenar Arha - Da'rinka - Violent Moon - Extreme Runner
  • Sausage
    Sausage
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    I dont know what they did but I think its BS, you need to waste two dodge roll just to get away from the reach of the detonation, or one will do, but you gotta have the timing just perfect, even then if the enemy follow you, you get hit most likely. I think they should reduce the size of the detonation. DMG was fine if asked from me.
    Edited by Sausage on April 26, 2016 10:03AM
  • Mojmir
    Mojmir
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    SickDuck wrote: »
    Finally this will remove this PvP skill from PvE must-have list.

    Now just need to take care of Caltrops and move Vigor out to a more generic location (Fighters Guild or Undaunted maybe?), making those skills PvP specific so PvP people can use them in PvP.

    wow salty about sharing? What if they took pve skills away from pvp?
  • SickDuck
    SickDuck
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    Mojmir wrote: »
    SickDuck wrote: »
    Finally this will remove this PvP skill from PvE must-have list.

    Now just need to take care of Caltrops and move Vigor out to a more generic location (Fighters Guild or Undaunted maybe?), making those skills PvP specific so PvP people can use them in PvP.

    wow salty about sharing? What if they took pve skills away from pvp?

    I'm not playing PvP at all. I'd like to see PvP skills focusing on PvP and not growing into mandatory PvE skills. There are only a tiny number of PvP specific skills in the game, ZOS should make them stay in PvP.

    It does not work the other way round, there are no exclusively PvE specific skill lines. Guild skills may require some PvE effort but that's a different conversation.
    Holdviola - Khira'de Regalo - Lélekvadász - Used To Be An Adventurer - Zetor - Does-Not-Give-A-Duck - Lord Sugar - Tenar Arha - Da'rinka - Violent Moon - Extreme Runner
  • Mojmir
    Mojmir
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    SickDuck wrote: »
    Mojmir wrote: »
    SickDuck wrote: »
    Finally this will remove this PvP skill from PvE must-have list.

    Now just need to take care of Caltrops and move Vigor out to a more generic location (Fighters Guild or Undaunted maybe?), making those skills PvP specific so PvP people can use them in PvP.

    wow salty about sharing? What if they took pve skills away from pvp?

    I'm not playing PvP at all. I'd like to see PvP skills focusing on PvP and not growing into mandatory PvE skills. There are only a tiny number of PvP specific skills in the game, ZOS should make them stay in PvP.

    It does not work the other way round, there are no exclusively PvE specific skill lines. Guild skills may require some PvE effort but that's a different conversation.

    sure it does, try getting soul assault or meteor in pvp only. Proxy is a complimentary skill to any aoe bar,caltrops has been a good skill to.hell, barrier and warhorn are good for trials. I suppose rapids is pvp only too?
    Edited by Mojmir on April 26, 2016 7:23PM
  • dimensional
    dimensional
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    Serenityx wrote: »
    AoEs are not good at 1v1. That is how an AoE should be imo.

    Agreed, this is a good change.
  • RebornV3x
    RebornV3x
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    One of the only things I like about this patch.
    Xbox One - NA GT: RebornV3x
    I also play on PC from time to time but I just wanna be left alone on there so sorry.
  • NBrookus
    NBrookus
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    Pretty happy with this change. This skill was WAY overused and now will be more situational.
  • DUTCH_REAPER
    DUTCH_REAPER
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    Change to proxy is not good. Just did a stealth nerf on my mDK with what I use to call potential burst damaged if times right with other skills. I'm not happy about it. They needed it too much.
  • CP5
    CP5
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    It's an aoe skill designed to be used against groups. Both morphs make it impossible to purge and the counter for the skill was to spread out. What good is spreading out of the skill is just as deadly for single targets? It is not designed for 1v1's, sorry you got used to that to much.
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