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Poisons (Cost Increase)

Dalglish
Dalglish
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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?
Edited by Dalglish on January 24, 2017 12:43PM
Victrix EU - EP & AD -
Xbox EU - DalglishUK
  • Kas
    Kas
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    Dalglish wrote: »
    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.
    @bbu - AD/EU
    Kasiia - Templar (AR46)
    Kasiir Aberion - Sorc (AR38)
    Dr Kastafari - Warden (~AR31)
    + many others
  • Dalglish
    Dalglish
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    Kas wrote: »
    Dalglish wrote: »
    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.

    Purge is available only really to Magicka builds and Stam Templars are the only ones that have a reliable counter for stam. Most of the time when purging, you are re-poisoned within a couple of seconds; If you could only be poised every 10 seconds, then that would bring more balance but I don't see the actual reason for being in the game in the first instance.

    I just don't think there is any need or any place where poisons help balance; they serve no purpose in combat but to make some kills cheesy.

    Let players manage their own resources, re-balance so that we don't have endless sustain with certain sets. Don't take it away because someone light attacked us. Poisons and proc sets just feed the rng > skill gameplay that has taken over ESO.

    I'd like to hear a developers comments on the reasoning why they were introduced apart from just 'it's been around in all Elder Scrolls games'.
    Victrix EU - EP & AD -
    Xbox EU - DalglishUK
  • thankyourat
    thankyourat
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    I been complaining about poisons forever. The whole server is using them now. It's so annoying especially with how tanky everyone is. I still don't see a point in the resource draining poisons at all. They seem to be only for Xv1 situations. I think ZoS doesn't want people to win outnumbered because newer players aren't having fun if they lose 4v1
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