Gilliamtherogue wrote: »Most Stamina builds were already casting Poison Injection last in their back bar rotation and bar swapping immediately after, so the Poison Injection would land while on their front bar; which caused it to gain your other bar's stats. This change merely allows for more flexible rotation paths as well as being more inline with what the skill does.
Honestly all Damage and Healing over time should get this treatment; AoE DoTs already do, so it doesn't make a lick of sense that single target DoTs do not. Zenimax is constantly stating they make balance changes so that the game is more "in line" with its own rule set so players can learn, yet extremely important calculations such as this contradict on another.
Gilliamtherogue wrote: »Most Stamina builds were already casting Poison Injection last in their back bar rotation and bar swapping immediately after, so the Poison Injection would land while on their front bar; which caused it to gain your other bar's stats. This change merely allows for more flexible rotation paths as well as being more inline with what the skill does.
Honestly all Damage and Healing over time should get this treatment; AoE DoTs already do, so it doesn't make a lick of sense that single target DoTs do not. Zenimax is constantly stating they make balance changes so that the game is more "in line" with its own rule set so players can learn, yet extremely important calculations such as this contradict on another.
Yeah more consistency would be nice, however I'll be honest and say that I don't like that PI can be buffed by swapping bars because then that will be how it's damage is balanced, aka it will continued to have depressed damage for main-hand bow users. Bow doesn't need any more senseless handicaps. : /
Gilliamtherogue wrote: »Most Stamina builds were already casting Poison Injection last in their back bar rotation and bar swapping immediately after, so the Poison Injection would land while on their front bar; which caused it to gain your other bar's stats. This change merely allows for more flexible rotation paths as well as being more inline with what the skill does.
Honestly all Damage and Healing over time should get this treatment; AoE DoTs already do, so it doesn't make a lick of sense that single target DoTs do not. Zenimax is constantly stating they make balance changes so that the game is more "in line" with its own rule set so players can learn, yet extremely important calculations such as this contradict on another.
Yeah more consistency would be nice, however I'll be honest and say that I don't like that PI can be buffed by swapping bars because then that will be how it's damage is balanced, aka it will continued to have depressed damage for main-hand bow users. Bow doesn't need any more senseless handicaps. : /
Why would it have depressed damage? If you're a main hand bow user, then you'll be building your bow bar to have the most damage output. I have a bow build that does exactly this. It's no different than building my 2H bar for maximum damage.
Hey um you forgot to put the fix for poison injection into the console update now what do we got to do wait six weeks until it gets fixed that's ridiculous you guys was aware of it being bugged before the update on console was released yet you didn't put the fix in for it wtf
Gilliamtherogue wrote: »Most Stamina builds were already casting Poison Injection last in their back bar rotation and bar swapping immediately after, so the Poison Injection would land while on their front bar; which caused it to gain your other bar's stats. This change merely allows for more flexible rotation paths as well as being more inline with what the skill does.
Honestly all Damage and Healing over time should get this treatment; AoE DoTs already do, so it doesn't make a lick of sense that single target DoTs do not. Zenimax is constantly stating they make balance changes so that the game is more "in line" with its own rule set so players can learn, yet extremely important calculations such as this contradict on another.
Yeah more consistency would be nice, however I'll be honest and say that I don't like that PI can be buffed by swapping bars because then that will be how it's damage is balanced, aka it will continued to have depressed damage for main-hand bow users. Bow doesn't need any more senseless handicaps. : /
Why would it have depressed damage? If you're a main hand bow user, then you'll be building your bow bar to have the most damage output. I have a bow build that does exactly this. It's no different than building my 2H bar for maximum damage.
Because ZOS, in their infinite un-wisdom, gave bow a significant weapon damage handicap compared to 2h/dw. So if they balance PI damage to control for dual wield levels of damage, PI will be artificially weaker while you hold a bow. Unfortunately Hawk Eye and Long Shots do not make up for this discrepancy.
Gilliamtherogue wrote: »Most Stamina builds were already casting Poison Injection last in their back bar rotation and bar swapping immediately after, so the Poison Injection would land while on their front bar; which caused it to gain your other bar's stats. This change merely allows for more flexible rotation paths as well as being more inline with what the skill does.
Honestly all Damage and Healing over time should get this treatment; AoE DoTs already do, so it doesn't make a lick of sense that single target DoTs do not. Zenimax is constantly stating they make balance changes so that the game is more "in line" with its own rule set so players can learn, yet extremely important calculations such as this contradict on another.
Yeah more consistency would be nice, however I'll be honest and say that I don't like that PI can be buffed by swapping bars because then that will be how it's damage is balanced, aka it will continued to have depressed damage for main-hand bow users. Bow doesn't need any more senseless handicaps. : /
Why would it have depressed damage? If you're a main hand bow user, then you'll be building your bow bar to have the most damage output. I have a bow build that does exactly this. It's no different than building my 2H bar for maximum damage.
Because ZOS, in their infinite un-wisdom, gave bow a significant weapon damage handicap compared to 2h/dw. So if they balance PI damage to control for dual wield levels of damage, PI will be artificially weaker while you hold a bow. Unfortunately Hawk Eye and Long Shots do not make up for this discrepancy.
Well that bow line is weird. It's either a buff skill, or a backbar setup. But I did notice that it's ultimate that deals poison DMG, is a channel akin to soul Assault. But who knows if that skill is actually a channel because i based my info on the tooltip lol. There's a few other skills that add dots/undodgeable effects, so on paper one could come up with a build that adds undodgable consistent DMG with highly countered but high DMG skills (Relentless Bowblade, DK Heavy Attack buffed build, Sorc bow Skirmirsher, etc.).
Also they dumped too much DMG into snipe, at sacrifice to the other skills, in my opinion. Plus the sets they have bow, are not unique or are missing penetration to make they worthwhile.
Gilliamtherogue wrote: »Most Stamina builds were already casting Poison Injection last in their back bar rotation and bar swapping immediately after, so the Poison Injection would land while on their front bar; which caused it to gain your other bar's stats. This change merely allows for more flexible rotation paths as well as being more inline with what the skill does.
Honestly all Damage and Healing over time should get this treatment; AoE DoTs already do, so it doesn't make a lick of sense that single target DoTs do not. Zenimax is constantly stating they make balance changes so that the game is more "in line" with its own rule set so players can learn, yet extremely important calculations such as this contradict on another.
Yeah more consistency would be nice, however I'll be honest and say that I don't like that PI can be buffed by swapping bars because then that will be how it's damage is balanced, aka it will continued to have depressed damage for main-hand bow users. Bow doesn't need any more senseless handicaps. : /
Why would it have depressed damage? If you're a main hand bow user, then you'll be building your bow bar to have the most damage output. I have a bow build that does exactly this. It's no different than building my 2H bar for maximum damage.
Because ZOS, in their infinite un-wisdom, gave bow a significant weapon damage handicap compared to 2h/dw. So if they balance PI damage to control for dual wield levels of damage, PI will be artificially weaker while you hold a bow. Unfortunately Hawk Eye and Long Shots do not make up for this discrepancy.
Well that bow line is weird. It's either a buff skill, or a backbar setup. But I did notice that it's ultimate that deals poison DMG, is a channel akin to soul Assault. But who knows if that skill is actually a channel because i based my info on the tooltip lol. There's a few other skills that add dots/undodgeable effects, so on paper one could come up with a build that adds undodgable consistent DMG with highly countered but high DMG skills (Relentless Bowblade, DK Heavy Attack buffed build, Sorc bow Skirmirsher, etc.).
Also they dumped too much DMG into snipe, at sacrifice to the other skills, in my opinion. Plus the sets they have bow, are not unique or are missing penetration to make they worthwhile.
Regarding bow ulti. It is like flurry, except both the normal hits and the dot (on toxic barrage morph) are direct. While also procing Skoria like DoT. The DoT is also the only part that is 'undodgeable' (is applied no matter what), which hardly matters, the real damage comes from the channel that can be 90% dodged by single dodge roll lol