Can we please have a discussion regarding cost increase poisons. I am all for other poisons; maim, fracture, breach, vitality, vulnerability etc.
Bust cost increase poisons should not be a part of this game and serve no purpose other than to further imbalance small group vs large group pvp. I don't see a place in the game in which these are actually balanced.
Can we see the reason (given the developer notes in the most recent PTS patch notes) for the game needing these?
Can we please have a discussion regarding cost increase poisons. I am all for other poisons; maim, fracture, breach, vitality, vulnerability etc.
Bust cost increase poisons should not be a part of this game and serve no purpose other than to further imbalance small group vs large group pvp. I don't see a place in the game in which these are actually balanced.
Can we see the reason (given the developer notes in the most recent PTS patch notes) for the game needing these?
Tbh against 1) templars and 2) groups of size 4+, they're pretty balanced. the availability of cost-efficient purge (templar purge is incredible for solo play, the alliance purge is very strogn when it hits multiple targets). Imho the best "fix" to those poisons would be a more widely available way to purge for non-templars in solo play. It's jsut not efficient to remove an effect with initial damage + effect with an equally expensive skill that has no initial effect. Thus, the "purge" skill is really weak for solo play. The templar's purge, however, has a very good secondary effect (hot + major mending + snare) and thus is worth casting, even when solo. Once you have such a skill, a poison ever 10+x sec, isn't such a big deal anymore.