Why am I bothering to argue with the best sorc on all of NA? I'm just an ignorant peon compared to you, what do I know?
You said I was "terrible at PvP" because I said things that you didn't want to hear. I said I was a top NA sorc, and I am. I don't care if you wan't to hear that either.
Now I'm the "best sorc NA". Clever.
Haunting is actually pretty damn good. Deal with it.
A 3.5 second curse forces stamina builds to use some defensive CD's instead of a non stop litany of animation cancelled crit rushes, tremorscale, and melee attacks.
You can land a 3.5 second curse on someone in mist form, and time it so that it explodes when they finally come out of it.
You can hit a stealth ganker, and force him out of his 4 second cloak before he escapes for good. He's long gone in six seconds.
A 3.5 second curse sometimes hits templars, a 6 and a 12 second explosion will NEVER land on them. They will be purged. Every. Single. Time.
People in groups with templars will have their curses purged for them, a tiny fraction of people will ever be hit by the 'echo explosion' at 12 seconds.
A 3.5 second VC keeps pressure on a permanent block tank. You know the guys who tank 40 people forever because of terrible block mechanics design? Resto staff heavy attacks, magicka poison, and unblockable curse. They eventually die. Nerfing VC is a BUFF to them.
There are SO many reasons to keep a 3.5 second velocious curse, I can't expect someone who doesn't play the class in PVP to understand how bad this change ruins our day to day gameplay. I DO. I know what I'm talking about.
Curse is our ONE ability that can't be blocked or dodge rolled, how is it a good thing that we can only do TWO in a 12 second period instead of THREE?
You must be absolutely horrible at PVP if you think this is a buff.I'm not even talking about PvE. I'm talking about PvP. Many arguments can be made as to why Haunting is actually better than Velocious in PvP.
If you can't think of any, you're not trying.
HoloYoitsu wrote: »@OP, what staff are you using to test that, are you taking the 8% single target dmg boost from fire on the PTS into account?
@Xeven so why not just combine haunting & Daedric prey into one instead of deleting Velocious curse from the game, which kills dual wield as you acknowledge. Sorcs have every right to be mad about this change.
Show me one other class that is forced so hard into only having one viable weapon/play style this patch.
Yes but what about all of the other valid arguments. Like, an open slot on your front bar... More time to set up burst... An extra cooldown. Allowing for inner light front bar is huge.Dagoth_Rac wrote: »Image-Free Breakdown
ParametersDamage Values:
- Critical chance is taken out of consideration to standardize numbers
- Weaving is taken out of consideration to standardize timing
- Crystal Fragments reliably procs every 4 abilities cast
- Abilities are cast at a rate of one per second
- Parses are 24 seconds long
- No Damage-Over-Time abilities are used
- Velocious/Haunting Curse - 11,000 damage
- Force Pulse - 7,500 damage
- Crystal Fragments Proc - 18,000 damage
Parse Info (Live):Curse Damage: 66,000
- Velocious Curse explosions: 6
- Force Pulse casts: 15
- Crystal Fragment casts: 4
Total Damage: 250,500
DPS: 10,437.50
Parse Info (U13):Curse Damage: 44,000
- Velocious Curse explosions: 4
- Force Pulse casts: 18
- Crystal Fragment casts: 5
Total Damage: 269,000
DPS: 11,208.33
So, in short, using fewer Curses allows for more DPS from other skills, correct? Doesn't it then also reason that by eliminating the use of Curse altogether, your DPS will go even higher?
Great, you've now proven that the Curse skill is useless in any form.
Dropping Haunting Curse for another Force Pulse would be a DPS loss. The time you spend casting Haunting Curse will get you 22,000 damage. The Force Pulse will only get you 7,500 damage. So you would lose 22,000 - 7,500 = 14,500 damage over 12 seconds. About 1,200 DPS.
And THAT is much closer to what you will get using Haunted because everyone will have ample time to cleanse it away.
The point to my comment was really just that while mathematically it works, it's not real enough testing. There's a saying: Lies, Damn Lies, and Statistics. You can provide all sorts of numbers to support your opinion. The numbers don't lie. I'm not questioning the math. How the numbers were obtained and presented, however, can be problematic.
As insightful as the OP's testing is, it's based on entirely ideal conditions, and several assumptions. I applaud the OP for taking the time to do what they did. Now, if we had another 100 people putting in the same effort to do more testing, adding in other variables, and more "real world" factors, then we can start to paint a picture of what the change will actually bring.
Now then, the standard sorc burst is shield curse shock shock frag furry. In this scenario your shield is 5 seconds old. That's bad. Dangerous in fact.
With haunting you can pressure longer before the burst and, you have time to reshield before the burst. Not only that, its much harder for your opponent to keep track of two 6 second bombs than it is to keep track of a single 3.5 second bomb. As said above, either curse is hard countered by purge. There is no real argument to be had there.The meta is created by people like the OP. We are still going to be bursting down AD/EP/DC nerds all over Cyrodiil. If you can't see potential, or even start to put together new combos in your head, then you just aren't trying. Most people don't, they watch youtube.Many who are against the proposed changes are just trying to understand the reason for the change. ZOS has remained silent on it so far. With a proper explanation, or better yet, a proper demonstration, perhaps this could be the new meta, and there will be great rejoicing. On the surface, however, it just looks like it's killing an old meta without anything new in it's place.
HoloYoitsu wrote: »@OP, what staff are you using to test that, are you taking the 8% single target dmg boost from fire on the PTS into account?
@Xeven so why not just combine haunting & Daedric prey into one instead of deleting Velocious curse from the game, which kills dual wield as you acknowledge. Sorcs have every right to be mad about this change.
Show me one other class that is forced so hard into only having one viable weapon/play style this patch.
No, he isn't. He's also not including the fact that the Haunting build will likely be running Inner Light, which is 10% crit and 7% magicka, while the Velocious build likely will not be. Every theoretical test shown here has actually favored Velocious, yet it still loses in a rotation DPS scenario. Imagine the difference when we add Inner Light?
I'm not defending the removal of Velocious, I'm simply stating that Haunting is actually really good, for many many reasons.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
@Xeven
Just give up man, I've tried already but the emotional masses won't look at the change objectively. You can bring as many facts up as you want, it'll just be disregarded by their feelings.
@Xeven
Just give up man, I've tried already but the emotional masses won't look at the change objectively. You can bring as many facts up as you want, it'll just be disregarded by their feelings.
My concern is that this is going to turn into a PVP versus PVE fight.
Where PVE players want the superior rotation 'haunting' variant. I don't dispute this, but then I don't PVE either outside of VMA.
PVP players want the short duration and more flexible 'Velocious' variant to deliver more unblockable and undodgable damage in PVP. You can't credibly dispute this either. Three in 12 seconds is better than two.
Why not do both? Leave Velicious Curse, and change the pet variant into 'haunting'.
HoloYoitsu wrote: »@OP, what staff are you using to test that, are you taking the 8% single target dmg boost from fire on the PTS into account?
@Xeven so why not just combine haunting & Daedric prey into one instead of deleting Velocious curse from the game, which kills dual wield as you acknowledge. Sorcs have every right to be mad about this change.
Show me one other class that is forced so hard into only having one viable weapon/play style this patch.
No, he isn't. He's also not including the fact that the Haunting build will likely be running Inner Light, which is 10% crit and 7% magicka, while the Velocious build likely will not be. Every theoretical test shown here has actually favored Velocious, yet it still loses in a rotation DPS scenario. Imagine the difference when we add Inner Light?
I'm not defending the removal of Velocious, I'm simply stating that Haunting is actually really good, for many many reasons.
Pretty much this. I trimmed basically every factor to get right down to the basics, including passives, support skills, debuffs, buffs, etc. When I'm done working I may make a second parse comparison with a full arsenal at play.
Please bear in mind, I made this initially to see if the difference in DPS for PvE would be staggering side-by-side. I'm obligated to say that I was pleasantly surprised.
I didn't say it was a buff, I said it wasn't as bad as everyone is making it out to be. I am a well know top NA sorc with nothing to prove.
I can understand you are butthurt because they gutted DW sorc. Don't take it out on me.
I can tell you this though, backbaring curse has made my build hit an order of magnitude harder. I don't mind the change - yet. Only time will tell.
And what happens to your DPS if you take the slot Haunting Curse takes up and replace it with another skill you don't have to cast repeatedly, like a nice DOT.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
And what happens to your DPS if you take the slot Haunting Curse takes up and replace it with another skill you don't have to cast repeatedly, like a nice DOT.
Using the same numbers as before:
- Velocious Curse - 3,142.86 damage per second over 3.5 seconds per cast.
- Haunting Curse - 1,833.33 damage per second over 12 seconds per cast.
Liquid Lightning is approximately in the 2.7k range, give or take a few hundred, and Wall of Elements hovers around 2k (more with flame). If you already have both of these skills slotted and you want a replacement for Haunting, your options are fairly underwhelming since a lot of the remaining DoTs have relatively low damage values, but their higher tick count is more fitting for a build that uses "X% chance when dealing damage" type sets.
Correct me if I'm wrong, but I can't remember if the Master Destruction Staff increased just the initial damage from Destructive Reach/Clench or the DoT as well. If it does affect the DoT, it could very well be that it does more damage over 12 seconds than Haunting.
HoloYoitsu wrote: »@OP, what staff are you using to test that, are you taking the 8% single target dmg boost from fire on the PTS into account?
@Xeven so why not just combine haunting & Daedric prey into one instead of deleting Velocious curse from the game, which kills dual wield as you acknowledge. Sorcs have every right to be mad about this change.
Show me one other class that is forced so hard into only having one viable weapon/play style this patch.
No, he isn't. He's also not including the fact that the Haunting build will likely be running Inner Light, which is 10% crit and 7% magicka, while the Velocious build likely will not be. Every theoretical test shown here has actually favored Velocious, yet it still loses in a rotation DPS scenario. Imagine the difference when we add Inner Light?
I'm not defending the removal of Velocious, I'm simply stating that Haunting is actually really good, for many many reasons.
zerosingularity wrote: »I think there are 2 heated sides to the argument, and some people are forgetting that there are PvP specifics and PvE specifics.
PvE - Proven to be more dps with the new change (mathematically and easier rotation, and more variety for skill-bar locations)
PvP - Useless vs Templar, but what about other classes? If a Templar is present then it is a 1vX situation (x can be any number > 1) so any complaints are moot, balance should be done in PvP on a 1v1 or 3v3 or 40v40 situation, never a 1vX situation.
This sound about right? Also try to keep from spreading misinformation, and specify your context as PvP or PvE please. There are impressionable young players on these forums who might get the wrong idea upon seeing information they don't have enough experience in to see as false or incorrect.
FriedEggSandwich wrote: »
zerosingularity wrote: »I think there are 2 heated sides to the argument, and some people are forgetting that there are PvP specifics and PvE specifics.
PvE - Proven to be more dps with the new change (mathematically and easier rotation, and more variety for skill-bar locations)
PvP - Useless vs Templar, but what about other classes? If a Templar is present then it is a 1vX situation (x can be any number > 1) so any complaints are moot, balance should be done in PvP on a 1v1 or 3v3 or 40v40 situation, never a 1vX situation.
This sound about right? Also try to keep from spreading misinformation, and specify your context as PvP or PvE please. There are impressionable young players on these forums who might get the wrong idea upon seeing information they don't have enough experience in to see as false or incorrect.
I see names like @Xeven trying to defend this change, and I've read all they had to say, but I honestly just don't see what possible benefit this could have FOR PvP. None.
Yolokin_Swagonborn wrote: »So we are supposed to take a theoretical parse for PvE that increases DPS by a whopping 771 as proof that this change is a good one? So what is that around 3kDPS over a 2 minute fight? Excuse me while I pick my jaw up from the floor.
Is this real life?
Make the ability a lot less effective and give a lot less utility in PvP and fighting non-boss mobs to give 3k more theoretical DPS to long boss fights in PvE. It feels like this entire post going out on a limb just trying really hard to to justify a really unnecessary, unwanted, and unneeded change.
More insidiously, this post is attempting to sway PvE'ers away from the "Keep Classic Curse" side of the argument by leading them to believe that this will somehow boost their DPS. But it really won't in the big picture.
But there is much more to PvE than long boss fights. Think of the questers, roamers and other people that also enjoy the sorc class. Think of that trash pack where curse used to be a fire and forget skill you could use multiple times instead of once.
Will waiting a full 6 seconds for curse to explode will help them kill random mobs faster? - or even kill that pesky skeever that you accidentally aggro'd on the way to your favorite crafting station?
Not only hardcore PvE'ers and hardcore PvP'ers use curse. This change reduces usability and utility for explorers, questers, pretty much everyone except people that like to stand in a blob DPSing a glowing ghost for 3 minutes while it utters ominous phrases at you.
This also doesn't address the strongest argument that this change is unneeded in the first place and a slight DPS increase in one specific situation does not justify the sheer amount of utility, pressure, and burst this removes from the current curse
I'm glad that the proposed change has at least one positive but highly situational and theoritical benefit for one playstyle but that doesn't erase the huge list of negatives this change would cause to a variety of affected playstyles.
New Curse is New Coke. Don't mess with a classic.