Five folks just cursed me so i will take 8kx5 in 3.5s unblockable.
five folks just force pulsed me so i take 15x2k right friggin now - not dodgeable - and yeah every second between now and the 3.5.
i suspect you will hear the curse bangs from your recap screen which reads "force pulse ate you alive"
Hint: balance discussions of single abilities should not start at 5 vs 1.
Five folks just cursed me so i will take 8kx5 in 3.5s unblockable.
five folks just force pulsed me so i take 15x2k right friggin now - not dodgeable - and yeah every second between now and the 3.5.
i suspect you will hear the curse bangs from your recap screen which reads "force pulse ate you alive"
Hint: balance discussions of single abilities should not start at 5 vs 1.
Waffennacht wrote: »Can you take 5 frags to the face just fine?
That's kinda not the point. The point is that if you get hit by 5 frags, it's going to hurt.Waffennacht wrote: »Can you take 5 frags to the face just fine?
you can dodge 5 frags, just fine.
EldritchPenguin wrote: »That's kinda not the point. The point is that if you get hit by 5 frags, it's going to hurt.Waffennacht wrote: »Can you take 5 frags to the face just fine?
you can dodge 5 frags, just fine.
5 players ganging up on one player should, vastly more often than not, result in the player who's ganged up on dying.
Well, Backlash copies all damage caused to the target, including the damage dealt by other squad members/teammates/random passers by from the same alliance. Also, one player alone might have a tough time hitting the damage cap on Backlash, especially in PvP. So even one instance of Backlash can be stronger with multiple players, whereas with Curse, it cannot, as Curse has a set damage value (a set damage value lower than the damage cap of Backlash, I might add).EldritchPenguin wrote: »That's kinda not the point. The point is that if you get hit by 5 frags, it's going to hurt.Waffennacht wrote: »Can you take 5 frags to the face just fine?
you can dodge 5 frags, just fine.
5 players ganging up on one player should, vastly more often than not, result in the player who's ganged up on dying.
I partly agree. But I am interested in this thread and what people think. Take the Templar's Backlash, for example. It is unblockable and yet you can only have one active morph on a player at a time. Isn't that so? So why is Curse different here?
EldritchPenguin wrote: »Well, Backlash copies all damage caused to the target, including the damage dealt by other squad members/teammates/random passers by from the same alliance. Also, one player alone might have a tough time hitting the damage cap on Backlash, especially in PvP. So even one instance of Backlash can be stronger with multiple players, whereas with Curse, it cannot, as Curse has a set damage value (a set damage value lower than the damage cap of Backlash, I might add).EldritchPenguin wrote: »That's kinda not the point. The point is that if you get hit by 5 frags, it's going to hurt.Waffennacht wrote: »Can you take 5 frags to the face just fine?
you can dodge 5 frags, just fine.
5 players ganging up on one player should, vastly more often than not, result in the player who's ganged up on dying.
I partly agree. But I am interested in this thread and what people think. Take the Templar's Backlash, for example. It is unblockable and yet you can only have one active morph on a player at a time. Isn't that so? So why is Curse different here?
EldritchPenguin wrote: »Well, Backlash copies all damage caused to the target, including the damage dealt by other squad members/teammates/random passers by from the same alliance. Also, one player alone might have a tough time hitting the damage cap on Backlash, especially in PvP. So even one instance of Backlash can be stronger with multiple players, whereas with Curse, it cannot, as Curse has a set damage value (a set damage value lower than the damage cap of Backlash, I might add).EldritchPenguin wrote: »That's kinda not the point. The point is that if you get hit by 5 frags, it's going to hurt.Waffennacht wrote: »Can you take 5 frags to the face just fine?
you can dodge 5 frags, just fine.
5 players ganging up on one player should, vastly more often than not, result in the player who's ganged up on dying.
I partly agree. But I am interested in this thread and what people think. Take the Templar's Backlash, for example. It is unblockable and yet you can only have one active morph on a player at a time. Isn't that so? So why is Curse different here?
Backlash can hit for up to 11k, potentially. How much can Curse hit up to?
thankyourat wrote: »I look at curse as one of those skills that's like Jesus beam. it's much more effective in outnumbered situations. I'm not saying it should be nerfed because it's needed 1v1, but you can't compare it to crystal frags or incap because it doesn't have counterplay. If I see 5 crystal frags coming at me I can dodge roll once or twice and not take any damage same with incap I could block or dodge them. You can't do anything to avoid the damage of curse which makes it ridiculously strong when fighting outnumbered because you can't counter it unless you run purge. It's been functioning like this for quite a while now I don't know why people are just now complaining
thankyourat wrote: »I look at curse as one of those skills that's like Jesus beam. it's much more effective in outnumbered situations. I'm not saying it should be nerfed because it's needed 1v1, but you can't compare it to crystal frags or incap because it doesn't have counterplay. If I see 5 crystal frags coming at me I can dodge roll once or twice and not take any damage same with incap I could block or dodge them. You can't do anything to avoid the damage of curse which makes it ridiculously strong when fighting outnumbered because you can't counter it unless you run purge. It's been functioning like this for quite a while now I don't know why people are just now complaining
Waffennacht wrote: »thankyourat wrote: »I look at curse as one of those skills that's like Jesus beam. it's much more effective in outnumbered situations. I'm not saying it should be nerfed because it's needed 1v1, but you can't compare it to crystal frags or incap because it doesn't have counterplay. If I see 5 crystal frags coming at me I can dodge roll once or twice and not take any damage same with incap I could block or dodge them. You can't do anything to avoid the damage of curse which makes it ridiculously strong when fighting outnumbered because you can't counter it unless you run purge. It's been functioning like this for quite a while now I don't know why people are just now complaining
This I do agree with, but let's look at OP's situation.
A group of 5 or more, minimum 5 sorcerers all targeted one player and all simultaneously cast a single target spell in which OP is not running nor may not have an accessible counter.
The key part being 5 players simultaneously targeted and attacked a single player and OP's response is "that move is OP!" I can't say that's evidence of anything other than "how it should be."
The idea that a single player can reliably and easily counter 5 separate players that simultaneously attack him seems way more OP than the other way around.
FriedEggSandwich wrote: »thankyourat wrote: »I look at curse as one of those skills that's like Jesus beam. it's much more effective in outnumbered situations. I'm not saying it should be nerfed because it's needed 1v1, but you can't compare it to crystal frags or incap because it doesn't have counterplay. If I see 5 crystal frags coming at me I can dodge roll once or twice and not take any damage same with incap I could block or dodge them. You can't do anything to avoid the damage of curse which makes it ridiculously strong when fighting outnumbered because you can't counter it unless you run purge. It's been functioning like this for quite a while now I don't know why people are just now complaining
What frustrates me is that nobody wanted to have this conversation before the stupid haunting curse change. Curse was made unblockable around the SotH patch, or 1T I can't remember. Not long ago anyway, and people were like "meh, I guess that makes sense cos it's too easy to mitigate the damage from this skill you have to wait for". Then zos added a 2nd tick to it after 12s and now everyone is like "ermahgerd no counterplays!". I'm so annoyed by the haunting curse change, I want my old curse back that nobody complained about.
Five folks just cursed me so i will take 8kx5 in 3.5s unblockable.
five folks just force pulsed me so i take 15x2k right friggin now - not dodgeable - and yeah every second between now and the 3.5.
i suspect you will hear the curse bangs from your recap screen which reads "force pulse ate you alive"
Hint: balance discussions of single abilities should not start at 5 vs 1.
I did read the patch notes where it said that it is no longer reflectable. Can you no longer dodge it either?
Waffennacht wrote: »thankyourat wrote: »I look at curse as one of those skills that's like Jesus beam. it's much more effective in outnumbered situations. I'm not saying it should be nerfed because it's needed 1v1, but you can't compare it to crystal frags or incap because it doesn't have counterplay. If I see 5 crystal frags coming at me I can dodge roll once or twice and not take any damage same with incap I could block or dodge them. You can't do anything to avoid the damage of curse which makes it ridiculously strong when fighting outnumbered because you can't counter it unless you run purge. It's been functioning like this for quite a while now I don't know why people are just now complaining
This I do agree with, but let's look at OP's situation.
A group of 5 or more, minimum 5 sorcerers all targeted one player and all simultaneously cast a single target spell in which OP is not running nor may not have an accessible counter.
The key part being 5 players simultaneously targeted and attacked a single player and OP's response is "that move is OP!" I can't say that's evidence of anything other than "how it should be."
The idea that a single player can reliably and easily counter 5 separate players that simultaneously attack him seems way more OP than the other way around.
KaiDynasty wrote: »Mabye I didn't explain well my thought. I think curse, stackable, is too much to mitigate because it isn't dodgiale and blockable, while fragments, as other players said, can be blocked or roll dodged, the skill it self (curse) is fine, the damage is good and is on the line of the balance, but since in a situation of more player it can't be avoided, here it is a problem.
KaiDynasty wrote: »Mabye I didn't explain well my thought. I think curse, stackable, is too much to mitigate because it isn't dodgiale and blockable, while fragments, as other players said, can be blocked or roll dodged, the skill it self (curse) is fine, the damage is good and is on the line of the balance, but since in a situation of more player it can't be avoided, here it is a problem.
FriedEggSandwich wrote: »KaiDynasty wrote: »Mabye I didn't explain well my thought. I think curse, stackable, is too much to mitigate because it isn't dodgiale and blockable, while fragments, as other players said, can be blocked or roll dodged, the skill it self (curse) is fine, the damage is good and is on the line of the balance, but since in a situation of more player it can't be avoided, here it is a problem.
How should it work then? Go back to curses overwriting each other? How do random sorcs co-ordinate their curses if this happens? The skill would be useless in open world; one sorc opens with a curse then the sorc next to him also opens with a curse and the timer gets reset to 0 etc. This introduces competition between friendlies; "I cursed them first, no I cursed them first" etc. It would be a mess. The skill needs to be stackable to be of any use in open world. I would rather it went back to being blockable than have it not stack. And I would rather the hauning curse change was reverted than have the skill be blockable again.
The way I see it the new 12s duration means it's more likely that you will have multiple curses on you at once. The most balanced fix would be to revert the skill back to 3.5s max imo.
KaiDynasty wrote: »FriedEggSandwich wrote: »KaiDynasty wrote: »Mabye I didn't explain well my thought. I think curse, stackable, is too much to mitigate because it isn't dodgiale and blockable, while fragments, as other players said, can be blocked or roll dodged, the skill it self (curse) is fine, the damage is good and is on the line of the balance, but since in a situation of more player it can't be avoided, here it is a problem.
How should it work then? Go back to curses overwriting each other? How do random sorcs co-ordinate their curses if this happens? The skill would be useless in open world; one sorc opens with a curse then the sorc next to him also opens with a curse and the timer gets reset to 0 etc. This introduces competition between friendlies; "I cursed them first, no I cursed them first" etc. It would be a mess. The skill needs to be stackable to be of any use in open world. I would rather it went back to being blockable than have it not stack. And I would rather the hauning curse change was reverted than have the skill be blockable again.
The way I see it the new 12s duration means it's more likely that you will have multiple curses on you at once. The most balanced fix would be to revert the skill back to 3.5s max imo.
Overwritten no, ofc, this is why I ask there on the forum, i think i am not the only one that see this a a problem (curse stacking). Mabye it could just not refresh on each cast? Just a though, If someone already casted it, your curse won't overwrite it, but will fail, it's the first though I have btw.
KaiDynasty wrote: »FriedEggSandwich wrote: »KaiDynasty wrote: »Mabye I didn't explain well my thought. I think curse, stackable, is too much to mitigate because it isn't dodgiale and blockable, while fragments, as other players said, can be blocked or roll dodged, the skill it self (curse) is fine, the damage is good and is on the line of the balance, but since in a situation of more player it can't be avoided, here it is a problem.
How should it work then? Go back to curses overwriting each other? How do random sorcs co-ordinate their curses if this happens? The skill would be useless in open world; one sorc opens with a curse then the sorc next to him also opens with a curse and the timer gets reset to 0 etc. This introduces competition between friendlies; "I cursed them first, no I cursed them first" etc. It would be a mess. The skill needs to be stackable to be of any use in open world. I would rather it went back to being blockable than have it not stack. And I would rather the hauning curse change was reverted than have the skill be blockable again.
The way I see it the new 12s duration means it's more likely that you will have multiple curses on you at once. The most balanced fix would be to revert the skill back to 3.5s max imo.
Overwritten no, ofc, this is why I ask there on the forum, i think i am not the only one that see this a a problem (curse stacking). Mabye it could just not refresh on each cast? Just a though, If someone already casted it, your curse won't overwrite it, but will fail, it's the first though I have btw.
In the meantime, Awesomesorc0815 is being shieldbreaker'ed to death by five stealthed Nightblades.
Just accept your mortality. This PvP is designed to be won by numbers. Dodgeroll has had it coming a long time ago. Next in line is healing.