It's just the two that increase stam or magicka costs by 60% with 100% uptime. We need less sustain in duels, but those kill everyone's main resource bar in no time. They're just overtuned.
tbh i can deal with poisons fairly well. 100% uptime is kind of a myth. You have a 10second cooldown and then a chance on successful hits. this shouldn't be 100%, ever. sure there are two weapon bars but still...
further, purging a stamina poison is not a problem (especially not as templar but neither with efficient purge) and neither is dogding attacks vs a magicka poison to get way below 100% uptime.
built for 1vX and open-world, I have significantly more reg / cost reduction than i'd have in a min/max'ed duel build. I really think allowing poisons would
personally, i sometimes feel that stam nb's and dk's have the biggest problem with them. yet, here we are complain about how strong they are in duels but then we adjust rules so that they can still run stuff liek viper + veli in full wd glyphs and find enough space on their bars for trap etc.
sure, there are balance problem in eso. but tbh, open-world feels better balanced than player-made duelling rules, currently.
Princess_Asgari wrote: »some poisons like some of the sets are in fact broken .. there is one poison i wont say which that is completely broken and does like 6k+ instant dmg and then a dot.
Princess_Asgari wrote: »some poisons like some of the sets are in fact broken .. there is one poison i wont say which that is completely broken and does like 6k+ instant dmg and then a dot.
Sandman929 wrote: »If there's something broken in the game, someone interested in the overall quality of the game should point it out.
Princess_Asgari wrote: »some poisons like some of the sets are in fact broken .. there is one poison i wont say which that is completely broken and does like 6k+ instant dmg and then a dot.
Princess_Asgari wrote: »some poisons like some of the sets are in fact broken .. there is one poison i wont say which that is completely broken and does like 6k+ instant dmg and then a dot.
Doesn't this bug only happen when that poison is used from stealth? That's how it worked when I tested it, and I assumed why all the gankers picked it up. I likely don't know all of its ins and outs though.
But yea, TLDR of this thread: poisons are a hot broken mess. I hope the people defending them are simply uninformed..
Princess_Asgari wrote: »some poisons like some of the sets are in fact broken .. there is one poison i wont say which that is completely broken and does like 6k+ instant dmg and then a dot.
Doesn't this bug only happen when that poison is used from stealth? That's how it worked when I tested it, and I assumed why all the gankers picked it up. I likely don't know all of its ins and outs though.
But yea, TLDR of this thread: poisons are a hot broken mess. I hope the people defending them are simply uninformed..
Nah, only broken cause you've died to them most likely.
Princess_Asgari wrote: »some poisons like some of the sets are in fact broken .. there is one poison i wont say which that is completely broken and does like 6k+ instant dmg and then a dot.
Doesn't this bug only happen when that poison is used from stealth? That's how it worked when I tested it, and I assumed why all the gankers picked it up. I likely don't know all of its ins and outs though.
But yea, TLDR of this thread: poisons are a hot broken mess. I hope the people defending them are simply uninformed..
Nah, only broken cause you've died to them most likely.
Pug response if I've ever seen one. Some of us take balance and having things "work as intended" seriously.
Princess_Asgari wrote: »some poisons like some of the sets are in fact broken .. there is one poison i wont say which that is completely broken and does like 6k+ instant dmg and then a dot.
Doesn't this bug only happen when that poison is used from stealth? That's how it worked when I tested it, and I assumed why all the gankers picked it up. I likely don't know all of its ins and outs though.
But yea, TLDR of this thread: poisons are a hot broken mess. I hope the people defending them are simply uninformed..
Princess_Asgari wrote: »some poisons like some of the sets are in fact broken .. there is one poison i wont say which that is completely broken and does like 6k+ instant dmg and then a dot.
Doesn't this bug only happen when that poison is used from stealth? That's how it worked when I tested it, and I assumed why all the gankers picked it up. I likely don't know all of its ins and outs though.
But yea, TLDR of this thread: poisons are a hot broken mess. I hope the people defending them are simply uninformed..
Nah, only broken cause you've died to them most likely.
Pug response if I've ever seen one. Some of us take balance and having things "work as intended" seriously.
I've never had an issue purging off a poison or recovering from the resource drain. It appears has a debuff, you can purge it, you can run out of LoS and let it drop off. Most of them don't last very long at all.
It seems to me you don't want to change your playstyle to counter it, so you'd rather have it removed.
Skilled players adapt to changes while pugs ask for nerfs instead of developing counters.
Princess_Asgari wrote: »some poisons like some of the sets are in fact broken .. there is one poison i wont say which that is completely broken and does like 6k+ instant dmg and then a dot.
Doesn't this bug only happen when that poison is used from stealth? That's how it worked when I tested it, and I assumed why all the gankers picked it up. I likely don't know all of its ins and outs though.
But yea, TLDR of this thread: poisons are a hot broken mess. I hope the people defending them are simply uninformed..
Nah, only broken cause you've died to them most likely.
Pug response if I've ever seen one. Some of us take balance and having things "work as intended" seriously.
I've never had an issue purging off a poison or recovering from the resource drain. It appears has a debuff, you can purge it, you can run out of LoS and let it drop off. Most of them don't last very long at all.
It seems to me you don't want to change your playstyle to counter it, so you'd rather have it removed.
Skilled players adapt to changes while pugs ask for nerfs instead of developing counters.
It's a much more complex situation which I am navigating than your assumptions would suggest.
Personally, I actually don't have a problem versus cost increasing poisons at all, and I run very low sustain builds. I didn't come up with the rule against them, and other leadership in the dueling community will tell you that I resisted one in the beginning. I HATE the amount of sustain and healing that people have and was happy to get any nerf to them, even if it is overtuned. But this is not about me.
Much of the dueling community hates poisons, including other respected leadership, who are intelligent and rational people for the most part. As a leader in the community, it would be unprofessional of me to go around using a mechanic in duels that so many people in the community hate.
Also 1) 60% cost increase with 100% uptime is massive.
2) Another poison is legitimately bugged and one shotting people.
3) Templars are the only class with a usable purge. Running the support purge in place of another entire ability is a huge tradeoff. It's already costly before being affected by the poison, and you often have to use it a couple times before it cleanses the poison debuff since it once cleanses 2 negative effects.
4) You don't run away or LoS in duels. I shouldn't even have to say this..