outsideworld76 wrote: »Strenght in numbers is a valid strategy imo. Heroes die so easy
We fought a single dragonknight yesterday who would not die, so I equipped a poison that makes magicka and stamina cost up to 60% extra, and it was then and only then he started to get weakened. I think the poisons are appropriate and beneficial and maybe even need to drain magicka and stamina in addition to make it cost extra. At least I am not asked for a character nerf.
Ourorboros wrote: »Let's be realistic. Why shouldn't more casual, non-min/maxer players group to take down superior players? They would be foolish to solo better players, when it only ends in their death. So get salty over whatever you think is unfair or taking advantage. We get AP from kills, not dying, so all's fair in love and war, (except exploits and cheating).
We fought a single dragonknight yesterday who would not die, so I equipped a poison that makes magicka and stamina cost up to 60% extra, and it was then and only then he started to get weakened. I think the poisons are appropriate and beneficial and maybe even need to drain magicka and stamina in addition to make it cost extra. At least I am not asked for a character nerf.
Lucius_Aelius wrote: »I still don't think Poisons should override Enchantments, I think they should both be active simultaneously and each proc individually of the other, but I've changed my mind on Poisons in general. After using them a bit and playing with them used against me a fair amount they've grown on me as a feature, they're short acting and don't proc very often.
They could probably be toned down a bit, I don't think you should have several stacked on at once as long as they're different poisons, if they're going to have them stack on players then the effect duration should reduce like it does when crafting a poison with multiple effects, or just have each override the other with only one person's poison active on any one person at a time. Apart from all that though, I like them, I didn't think much of them as an addition before but now I want them in the game, I just think they need a few tweaks.
Again though, it's the overriding enchantments that I don't like, it invalidates having them in the first place. I went through a great deal of time, effort, and even Gold buying Runes to level up my Enchanting, and while it's still useful for Enchanting things that aren't weapons it's very disappointing to have one of the most important Enchantments required for my Build to work well (Weapon Damage Enchantment) be completely unused in PvP if I want to make use of these new Poisons.
I understand power creep can be a very real problem, but that's no reason to introduce new features that invalidate old ones and the effort we put into leveling them up, and the Enchantments we choose are an integral part of our builds that should not be so readily discarded. I don't think that power creep would be any more of an issue if they made both Enchantments and Poisons be active simultaneously, neither are powerful enough to make a huge difference, and it's not every day they'll be adding a new feature of this sort that overrides something already in the game, so giving in to power creep on this isn't likely to be a slippery slope when this situation hasn't happened before and will likely not happen again.
We fought a single dragonknight yesterday who would not die, so I equipped a poison that makes magicka and stamina cost up to 60% extra, and it was then and only then he started to get weakened. I think the poisons are appropriate and beneficial and maybe even need to drain magicka and stamina in addition to make it cost extra. At least I am not asked for a character nerf.
This is disgusting. If you can't kill him with your group, he should not die.Lucius_Aelius wrote: »I still don't think Poisons should override Enchantments, I think they should both be active simultaneously and each proc individually of the other, but I've changed my mind on Poisons in general. After using them a bit and playing with them used against me a fair amount they've grown on me as a feature, they're short acting and don't proc very often.
They could probably be toned down a bit, I don't think you should have several stacked on at once as long as they're different poisons, if they're going to have them stack on players then the effect duration should reduce like it does when crafting a poison with multiple effects, or just have each override the other with only one person's poison active on any one person at a time. Apart from all that though, I like them, I didn't think much of them as an addition before but now I want them in the game, I just think they need a few tweaks.
Again though, it's the overriding enchantments that I don't like, it invalidates having them in the first place. I went through a great deal of time, effort, and even Gold buying Runes to level up my Enchanting, and while it's still useful for Enchanting things that aren't weapons it's very disappointing to have one of the most important Enchantments required for my Build to work well (Weapon Damage Enchantment) be completely unused in PvP if I want to make use of these new Poisons.
I understand power creep can be a very real problem, but that's no reason to introduce new features that invalidate old ones and the effort we put into leveling them up, and the Enchantments we choose are an integral part of our builds that should not be so readily discarded. I don't think that power creep would be any more of an issue if they made both Enchantments and Poisons be active simultaneously, neither are powerful enough to make a huge difference, and it's not every day they'll be adding a new feature of this sort that overrides something already in the game, so giving in to power creep on this isn't likely to be a slippery slope when this situation hasn't happened before and will likely not happen again.
They should not coexist in order to not make them mandatory for everyone.
Lucius_Aelius wrote: »We fought a single dragonknight yesterday who would not die, so I equipped a poison that makes magicka and stamina cost up to 60% extra, and it was then and only then he started to get weakened. I think the poisons are appropriate and beneficial and maybe even need to drain magicka and stamina in addition to make it cost extra. At least I am not asked for a character nerf.
This is disgusting. If you can't kill him with your group, he should not die.Lucius_Aelius wrote: »I still don't think Poisons should override Enchantments, I think they should both be active simultaneously and each proc individually of the other, but I've changed my mind on Poisons in general. After using them a bit and playing with them used against me a fair amount they've grown on me as a feature, they're short acting and don't proc very often.
They could probably be toned down a bit, I don't think you should have several stacked on at once as long as they're different poisons, if they're going to have them stack on players then the effect duration should reduce like it does when crafting a poison with multiple effects, or just have each override the other with only one person's poison active on any one person at a time. Apart from all that though, I like them, I didn't think much of them as an addition before but now I want them in the game, I just think they need a few tweaks.
Again though, it's the overriding enchantments that I don't like, it invalidates having them in the first place. I went through a great deal of time, effort, and even Gold buying Runes to level up my Enchanting, and while it's still useful for Enchanting things that aren't weapons it's very disappointing to have one of the most important Enchantments required for my Build to work well (Weapon Damage Enchantment) be completely unused in PvP if I want to make use of these new Poisons.
I understand power creep can be a very real problem, but that's no reason to introduce new features that invalidate old ones and the effort we put into leveling them up, and the Enchantments we choose are an integral part of our builds that should not be so readily discarded. I don't think that power creep would be any more of an issue if they made both Enchantments and Poisons be active simultaneously, neither are powerful enough to make a huge difference, and it's not every day they'll be adding a new feature of this sort that overrides something already in the game, so giving in to power creep on this isn't likely to be a slippery slope when this situation hasn't happened before and will likely not happen again.
They should not coexist in order to not make them mandatory for everyone.
[...]
It adds slightly more work for people getting ready to PvP, hardly any at all more than is already necessary, so I for one fail to see what harm would be done from doing as I suggest and making both Enchantments and Poisons active at once.
DocFrost72 wrote: »Watch someone like Vortexman survive a 12 man raid with a healer in tow, watch him slowly wittle down all twelve.
I don't mind poisons since there are plenty of alternatives. Purge, purifying rit, dodge roll, careful management of resources for the pitiful 2.4 seconds you are actually affected, etc etc. I would be fine with a clear way to know when you have been poisoned (say, dripping green venom from a character model). Of course, the best way to deal with a group running poisons in an alliance verse alliance game is to...group up
Lucius_Aelius wrote: »We fought a single dragonknight yesterday who would not die, so I equipped a poison that makes magicka and stamina cost up to 60% extra, and it was then and only then he started to get weakened. I think the poisons are appropriate and beneficial and maybe even need to drain magicka and stamina in addition to make it cost extra. At least I am not asked for a character nerf.
This is disgusting. If you can't kill him with your group, he should not die.Lucius_Aelius wrote: »I still don't think Poisons should override Enchantments, I think they should both be active simultaneously and each proc individually of the other, but I've changed my mind on Poisons in general. After using them a bit and playing with them used against me a fair amount they've grown on me as a feature, they're short acting and don't proc very often.
They could probably be toned down a bit, I don't think you should have several stacked on at once as long as they're different poisons, if they're going to have them stack on players then the effect duration should reduce like it does when crafting a poison with multiple effects, or just have each override the other with only one person's poison active on any one person at a time. Apart from all that though, I like them, I didn't think much of them as an addition before but now I want them in the game, I just think they need a few tweaks.
Again though, it's the overriding enchantments that I don't like, it invalidates having them in the first place. I went through a great deal of time, effort, and even Gold buying Runes to level up my Enchanting, and while it's still useful for Enchanting things that aren't weapons it's very disappointing to have one of the most important Enchantments required for my Build to work well (Weapon Damage Enchantment) be completely unused in PvP if I want to make use of these new Poisons.
I understand power creep can be a very real problem, but that's no reason to introduce new features that invalidate old ones and the effort we put into leveling them up, and the Enchantments we choose are an integral part of our builds that should not be so readily discarded. I don't think that power creep would be any more of an issue if they made both Enchantments and Poisons be active simultaneously, neither are powerful enough to make a huge difference, and it's not every day they'll be adding a new feature of this sort that overrides something already in the game, so giving in to power creep on this isn't likely to be a slippery slope when this situation hasn't happened before and will likely not happen again.
They should not coexist in order to not make them mandatory for everyone.
[...]
It adds slightly more work for people getting ready to PvP, hardly any at all more than is already necessary, so I for one fail to see what harm would be done from doing as I suggest and making both Enchantments and Poisons active at once.
A lot more than is already necessary, if you use the materials you would otherwise use for potions on poisons, you have less potions. Such logic.
You say some wouldn't even bother using crafted poisons because they don't want to farm and don't have the gold to buy them. Well, that's a glaringly obvious imbalance, of course that is bad!DocFrost72 wrote: »Watch someone like Vortexman survive a 12 man raid with a healer in tow, watch him slowly wittle down all twelve.
I don't mind poisons since there are plenty of alternatives. Purge, purifying rit, dodge roll, careful management of resources for the pitiful 2.4 seconds you are actually affected, etc etc. I would be fine with a clear way to know when you have been poisoned (say, dripping green venom from a character model). Of course, the best way to deal with a group running poisons in an alliance verse alliance game is to...group up
What a good player can still achieve vs bad ones should never be used as an argument to give said bad players another crutch to rely on. No, numbers should not be any more important than they already are, but less.
Lucius_Aelius wrote: »We fought a single dragonknight yesterday who would not die, so I equipped a poison that makes magicka and stamina cost up to 60% extra, and it was then and only then he started to get weakened. I think the poisons are appropriate and beneficial and maybe even need to drain magicka and stamina in addition to make it cost extra. At least I am not asked for a character nerf.
This is disgusting. If you can't kill him with your group, he should not die.Lucius_Aelius wrote: »I still don't think Poisons should override Enchantments, I think they should both be active simultaneously and each proc individually of the other, but I've changed my mind on Poisons in general. After using them a bit and playing with them used against me a fair amount they've grown on me as a feature, they're short acting and don't proc very often.
They could probably be toned down a bit, I don't think you should have several stacked on at once as long as they're different poisons, if they're going to have them stack on players then the effect duration should reduce like it does when crafting a poison with multiple effects, or just have each override the other with only one person's poison active on any one person at a time. Apart from all that though, I like them, I didn't think much of them as an addition before but now I want them in the game, I just think they need a few tweaks.
Again though, it's the overriding enchantments that I don't like, it invalidates having them in the first place. I went through a great deal of time, effort, and even Gold buying Runes to level up my Enchanting, and while it's still useful for Enchanting things that aren't weapons it's very disappointing to have one of the most important Enchantments required for my Build to work well (Weapon Damage Enchantment) be completely unused in PvP if I want to make use of these new Poisons.
I understand power creep can be a very real problem, but that's no reason to introduce new features that invalidate old ones and the effort we put into leveling them up, and the Enchantments we choose are an integral part of our builds that should not be so readily discarded. I don't think that power creep would be any more of an issue if they made both Enchantments and Poisons be active simultaneously, neither are powerful enough to make a huge difference, and it's not every day they'll be adding a new feature of this sort that overrides something already in the game, so giving in to power creep on this isn't likely to be a slippery slope when this situation hasn't happened before and will likely not happen again.
They should not coexist in order to not make them mandatory for everyone.
[...]
It adds slightly more work for people getting ready to PvP, hardly any at all more than is already necessary, so I for one fail to see what harm would be done from doing as I suggest and making both Enchantments and Poisons active at once.
A lot more than is already necessary, if you use the materials you would otherwise use for potions on poisons, you have less potions. Such logic.
You say some wouldn't even bother using crafted poisons because they don't want to farm and don't have the gold to buy them. Well, that's a glaringly obvious imbalance, of course that is bad!DocFrost72 wrote: »Watch someone like Vortexman survive a 12 man raid with a healer in tow, watch him slowly wittle down all twelve.
I don't mind poisons since there are plenty of alternatives. Purge, purifying rit, dodge roll, careful management of resources for the pitiful 2.4 seconds you are actually affected, etc etc. I would be fine with a clear way to know when you have been poisoned (say, dripping green venom from a character model). Of course, the best way to deal with a group running poisons in an alliance verse alliance game is to...group up
What a good player can still achieve vs bad ones should never be used as an argument to give said bad players another crutch to rely on. No, numbers should not be any more important than they already are, but less.
Lucius_Aelius wrote: »We fought a single dragonknight yesterday who would not die, so I equipped a poison that makes magicka and stamina cost up to 60% extra, and it was then and only then he started to get weakened. I think the poisons are appropriate and beneficial and maybe even need to drain magicka and stamina in addition to make it cost extra. At least I am not asked for a character nerf.
This is disgusting. If you can't kill him with your group, he should not die.Lucius_Aelius wrote: »I still don't think Poisons should override Enchantments, I think they should both be active simultaneously and each proc individually of the other, but I've changed my mind on Poisons in general. After using them a bit and playing with them used against me a fair amount they've grown on me as a feature, they're short acting and don't proc very often.
They could probably be toned down a bit, I don't think you should have several stacked on at once as long as they're different poisons, if they're going to have them stack on players then the effect duration should reduce like it does when crafting a poison with multiple effects, or just have each override the other with only one person's poison active on any one person at a time. Apart from all that though, I like them, I didn't think much of them as an addition before but now I want them in the game, I just think they need a few tweaks.
Again though, it's the overriding enchantments that I don't like, it invalidates having them in the first place. I went through a great deal of time, effort, and even Gold buying Runes to level up my Enchanting, and while it's still useful for Enchanting things that aren't weapons it's very disappointing to have one of the most important Enchantments required for my Build to work well (Weapon Damage Enchantment) be completely unused in PvP if I want to make use of these new Poisons.
I understand power creep can be a very real problem, but that's no reason to introduce new features that invalidate old ones and the effort we put into leveling them up, and the Enchantments we choose are an integral part of our builds that should not be so readily discarded. I don't think that power creep would be any more of an issue if they made both Enchantments and Poisons be active simultaneously, neither are powerful enough to make a huge difference, and it's not every day they'll be adding a new feature of this sort that overrides something already in the game, so giving in to power creep on this isn't likely to be a slippery slope when this situation hasn't happened before and will likely not happen again.
They should not coexist in order to not make them mandatory for everyone.
[...]
It adds slightly more work for people getting ready to PvP, hardly any at all more than is already necessary, so I for one fail to see what harm would be done from doing as I suggest and making both Enchantments and Poisons active at once.
A lot more than is already necessary, if you use the materials you would otherwise use for potions on poisons, you have less potions. Such logic.
You say some wouldn't even bother using crafted poisons because they don't want to farm and don't have the gold to buy them. Well, that's a glaringly obvious imbalance, of course that is bad!DocFrost72 wrote: »Watch someone like Vortexman survive a 12 man raid with a healer in tow, watch him slowly wittle down all twelve.
I don't mind poisons since there are plenty of alternatives. Purge, purifying rit, dodge roll, careful management of resources for the pitiful 2.4 seconds you are actually affected, etc etc. I would be fine with a clear way to know when you have been poisoned (say, dripping green venom from a character model). Of course, the best way to deal with a group running poisons in an alliance verse alliance game is to...group up
What a good player can still achieve vs bad ones should never be used as an argument to give said bad players another crutch to rely on. No, numbers should not be any more important than they already are, but less.
Lucius_Aelius wrote: »Lucius_Aelius wrote: »We fought a single dragonknight yesterday who would not die, so I equipped a poison that makes magicka and stamina cost up to 60% extra, and it was then and only then he started to get weakened. I think the poisons are appropriate and beneficial and maybe even need to drain magicka and stamina in addition to make it cost extra. At least I am not asked for a character nerf.
This is disgusting. If you can't kill him with your group, he should not die.Lucius_Aelius wrote: »I still don't think Poisons should override Enchantments, I think they should both be active simultaneously and each proc individually of the other, but I've changed my mind on Poisons in general. After using them a bit and playing with them used against me a fair amount they've grown on me as a feature, they're short acting and don't proc very often.
They could probably be toned down a bit, I don't think you should have several stacked on at once as long as they're different poisons, if they're going to have them stack on players then the effect duration should reduce like it does when crafting a poison with multiple effects, or just have each override the other with only one person's poison active on any one person at a time. Apart from all that though, I like them, I didn't think much of them as an addition before but now I want them in the game, I just think they need a few tweaks.
Again though, it's the overriding enchantments that I don't like, it invalidates having them in the first place. I went through a great deal of time, effort, and even Gold buying Runes to level up my Enchanting, and while it's still useful for Enchanting things that aren't weapons it's very disappointing to have one of the most important Enchantments required for my Build to work well (Weapon Damage Enchantment) be completely unused in PvP if I want to make use of these new Poisons.
I understand power creep can be a very real problem, but that's no reason to introduce new features that invalidate old ones and the effort we put into leveling them up, and the Enchantments we choose are an integral part of our builds that should not be so readily discarded. I don't think that power creep would be any more of an issue if they made both Enchantments and Poisons be active simultaneously, neither are powerful enough to make a huge difference, and it's not every day they'll be adding a new feature of this sort that overrides something already in the game, so giving in to power creep on this isn't likely to be a slippery slope when this situation hasn't happened before and will likely not happen again.
They should not coexist in order to not make them mandatory for everyone.
[...]
It adds slightly more work for people getting ready to PvP, hardly any at all more than is already necessary, so I for one fail to see what harm would be done from doing as I suggest and making both Enchantments and Poisons active at once.
A lot more than is already necessary, if you use the materials you would otherwise use for potions on poisons, you have less potions. Such logic.
You say some wouldn't even bother using crafted poisons because they don't want to farm and don't have the gold to buy them. Well, that's a glaringly obvious imbalance, of course that is bad!DocFrost72 wrote: »Watch someone like Vortexman survive a 12 man raid with a healer in tow, watch him slowly wittle down all twelve.
I don't mind poisons since there are plenty of alternatives. Purge, purifying rit, dodge roll, careful management of resources for the pitiful 2.4 seconds you are actually affected, etc etc. I would be fine with a clear way to know when you have been poisoned (say, dripping green venom from a character model). Of course, the best way to deal with a group running poisons in an alliance verse alliance game is to...group up
What a good player can still achieve vs bad ones should never be used as an argument to give said bad players another crutch to rely on. No, numbers should not be any more important than they already are, but less.
ToRelax
When I farm I farm everything I can find for the duration of my run, I don't ever just farm one thing. Even if I already have hundreds of a Reagent, I'll always stop to pick up another, it leaves me well supplied for all my endeavors. During this process I acquire many Reagents and don't use all of them equally, so by making my potions with some and then using the others to make poisons I can keep a balanced supply of Reagents without running out of anything I need, and with minimal extra effort in addition to the effort I already exert keeping myself supplied with potions.
So if you're farming twice as much for poisons and potions as you were when you just farmed for potions, you're likely doing it wrong. Not everyone makes the same potions and poisons as me of course and they may use different ratios of Reagents accordingly, but it's not a necessity that they do so if they want good crafted potions and poisons.
And if you think it's such a problem for there to be people who won't want to bother and just buy NPC sold poisons, where do you stand on potions? Because those same players are buying cheap NPC sold potions right now, and if poisons being like that would be a problem then surely potions are problematic as well from your perspective.
I for one think it's good that there are more things people can do to be prepared for PvP, more ways we can customize our builds with the new poison effects, and anyone not willing to put in the effort just won't be quite as effective, just as with potions now.
Lucius_Aelius wrote: »Lucius_Aelius wrote: »We fought a single dragonknight yesterday who would not die, so I equipped a poison that makes magicka and stamina cost up to 60% extra, and it was then and only then he started to get weakened. I think the poisons are appropriate and beneficial and maybe even need to drain magicka and stamina in addition to make it cost extra. At least I am not asked for a character nerf.
This is disgusting. If you can't kill him with your group, he should not die.Lucius_Aelius wrote: »I still don't think Poisons should override Enchantments, I think they should both be active simultaneously and each proc individually of the other, but I've changed my mind on Poisons in general. After using them a bit and playing with them used against me a fair amount they've grown on me as a feature, they're short acting and don't proc very often.
They could probably be toned down a bit, I don't think you should have several stacked on at once as long as they're different poisons, if they're going to have them stack on players then the effect duration should reduce like it does when crafting a poison with multiple effects, or just have each override the other with only one person's poison active on any one person at a time. Apart from all that though, I like them, I didn't think much of them as an addition before but now I want them in the game, I just think they need a few tweaks.
Again though, it's the overriding enchantments that I don't like, it invalidates having them in the first place. I went through a great deal of time, effort, and even Gold buying Runes to level up my Enchanting, and while it's still useful for Enchanting things that aren't weapons it's very disappointing to have one of the most important Enchantments required for my Build to work well (Weapon Damage Enchantment) be completely unused in PvP if I want to make use of these new Poisons.
I understand power creep can be a very real problem, but that's no reason to introduce new features that invalidate old ones and the effort we put into leveling them up, and the Enchantments we choose are an integral part of our builds that should not be so readily discarded. I don't think that power creep would be any more of an issue if they made both Enchantments and Poisons be active simultaneously, neither are powerful enough to make a huge difference, and it's not every day they'll be adding a new feature of this sort that overrides something already in the game, so giving in to power creep on this isn't likely to be a slippery slope when this situation hasn't happened before and will likely not happen again.
They should not coexist in order to not make them mandatory for everyone.
[...]
It adds slightly more work for people getting ready to PvP, hardly any at all more than is already necessary, so I for one fail to see what harm would be done from doing as I suggest and making both Enchantments and Poisons active at once.
A lot more than is already necessary, if you use the materials you would otherwise use for potions on poisons, you have less potions. Such logic.
You say some wouldn't even bother using crafted poisons because they don't want to farm and don't have the gold to buy them. Well, that's a glaringly obvious imbalance, of course that is bad!DocFrost72 wrote: »Watch someone like Vortexman survive a 12 man raid with a healer in tow, watch him slowly wittle down all twelve.
I don't mind poisons since there are plenty of alternatives. Purge, purifying rit, dodge roll, careful management of resources for the pitiful 2.4 seconds you are actually affected, etc etc. I would be fine with a clear way to know when you have been poisoned (say, dripping green venom from a character model). Of course, the best way to deal with a group running poisons in an alliance verse alliance game is to...group up
What a good player can still achieve vs bad ones should never be used as an argument to give said bad players another crutch to rely on. No, numbers should not be any more important than they already are, but less.
ToRelax
When I farm I farm everything I can find for the duration of my run, I don't ever just farm one thing. Even if I already have hundreds of a Reagent, I'll always stop to pick up another, it leaves me well supplied for all my endeavors. During this process I acquire many Reagents and don't use all of them equally, so by making my potions with some and then using the others to make poisons I can keep a balanced supply of Reagents without running out of anything I need, and with minimal extra effort in addition to the effort I already exert keeping myself supplied with potions.
So if you're farming twice as much for poisons and potions as you were when you just farmed for potions, you're likely doing it wrong. Not everyone makes the same potions and poisons as me of course and they may use different ratios of Reagents accordingly, but it's not a necessity that they do so if they want good crafted potions and poisons.
And if you think it's such a problem for there to be people who won't want to bother and just buy NPC sold poisons, where do you stand on potions? Because those same players are buying cheap NPC sold potions right now, and if poisons being like that would be a problem then surely potions are problematic as well from your perspective.
I for one think it's good that there are more things people can do to be prepared for PvP, more ways we can customize our builds with the new poison effects, and anyone not willing to put in the effort just won't be quite as effective, just as with potions now.
Yeah, unlimited potions for everyone would be my dream. That does not hinder anyone from customizing their build, unlike how it is currently.
DocFrost72 wrote: »[...]
I don't mind poisons since there are plenty of alternatives. Purge, purifying rit, dodge roll, careful management of resources for the pitiful 2.4 seconds you are actually affected, etc etc. I would be fine with a clear way to know when you have been poisoned (say, dripping green venom from a character model). Of course, the best way to deal with a group running poisons in an alliance verse alliance game is to...group up