The additional condition compared to those two is that its easily dodged.Twohothardware wrote: »Waffennacht wrote: ».Twohothardware wrote: »Waffennacht wrote: »Ok I just tested
Both damage is not blockable
However Deep Fissure can be "blocked" for triggers
Edit: example - sub Assault will not have the * indication by the DMG, while deep Fissure will and it triggers things
And it still bothers me it's unblockable - it makes no sense
Deep Fissure is a CC is why.
There's too much stuff that's blockable in the game already which is why there's so many of these perma block magplar and dk's running around.
But.. like... game mechanics... Should follow some semblance of order...
It does. Sub Assault is an attack that has a timer before the damage like Haunting Curse and Power of the Light.
Correct, but those attacks should do a fraction on the DMG to compensate for more consistent DMG output. Like Templars, purfying light has to have a DMG soaked up to get your unblocked burst and because of a lack of a spamable curse is high DMG.
Sub Assault is only a time delay but they have an undodgeable spamable bird therefore dmg on sub Assault should be nerfed it an additional condition applied.
As in stepping aside yes, avoided, dodged.The additional condition compared to those two is that its easily dodged.Twohothardware wrote: »Waffennacht wrote: ».Twohothardware wrote: »Waffennacht wrote: »Ok I just tested
Both damage is not blockable
However Deep Fissure can be "blocked" for triggers
Edit: example - sub Assault will not have the * indication by the DMG, while deep Fissure will and it triggers things
And it still bothers me it's unblockable - it makes no sense
Deep Fissure is a CC is why.
There's too much stuff that's blockable in the game already which is why there's so many of these perma block magplar and dk's running around.
But.. like... game mechanics... Should follow some semblance of order...
It does. Sub Assault is an attack that has a timer before the damage like Haunting Curse and Power of the Light.
Correct, but those attacks should do a fraction on the DMG to compensate for more consistent DMG output. Like Templars, purfying light has to have a DMG soaked up to get your unblocked burst and because of a lack of a spamable curse is high DMG.
Sub Assault is only a time delay but they have an undodgeable spamable bird therefore dmg on sub Assault should be nerfed it an additional condition applied.
You mean avoided? Because it's not dodgeable
The additional condition compared to those two is that its easily dodged.Twohothardware wrote: »Waffennacht wrote: ».Twohothardware wrote: »Waffennacht wrote: »Ok I just tested
Both damage is not blockable
However Deep Fissure can be "blocked" for triggers
Edit: example - sub Assault will not have the * indication by the DMG, while deep Fissure will and it triggers things
And it still bothers me it's unblockable - it makes no sense
Deep Fissure is a CC is why.
There's too much stuff that's blockable in the game already which is why there's so many of these perma block magplar and dk's running around.
But.. like... game mechanics... Should follow some semblance of order...
It does. Sub Assault is an attack that has a timer before the damage like Haunting Curse and Power of the Light.
Correct, but those attacks should do a fraction on the DMG to compensate for more consistent DMG output. Like Templars, purfying light has to have a DMG soaked up to get your unblocked burst and because of a lack of a spamable curse is high DMG.
Sub Assault is only a time delay but they have an undodgeable spamable bird therefore dmg on sub Assault should be nerfed it an additional condition applied.
I can see that. In the enemies defense, it should receive a more substantial animation/telegraph (similar to purfying light being so flashy or curse turning your target purple.).
Then they have no reason to about the spell, unless being snared like crazy lol.
I fuly understand how the skill works thx, and nah dodging does not necessarily refers to a roll dodge so go ahead keep "correcting" me.As in stepping aside yes, avoided, dodged.The additional condition compared to those two is that its easily dodged.Twohothardware wrote: »Waffennacht wrote: ».Twohothardware wrote: »Waffennacht wrote: »Ok I just tested
Both damage is not blockable
However Deep Fissure can be "blocked" for triggers
Edit: example - sub Assault will not have the * indication by the DMG, while deep Fissure will and it triggers things
And it still bothers me it's unblockable - it makes no sense
Deep Fissure is a CC is why.
There's too much stuff that's blockable in the game already which is why there's so many of these perma block magplar and dk's running around.
But.. like... game mechanics... Should follow some semblance of order...
It does. Sub Assault is an attack that has a timer before the damage like Haunting Curse and Power of the Light.
Correct, but those attacks should do a fraction on the DMG to compensate for more consistent DMG output. Like Templars, purfying light has to have a DMG soaked up to get your unblocked burst and because of a lack of a spamable curse is high DMG.
Sub Assault is only a time delay but they have an undodgeable spamable bird therefore dmg on sub Assault should be nerfed it an additional condition applied.
You mean avoided? Because it's not dodgeable
Yeah, again these are two different things. Dodge implies dodge roll or dodge chance. Sub Assault is a large cone aoe. If part of you is in the cone when the timer ticks you’ll get full damage whether you are dodging or blocking, or you have post-dodge roll 100% dodge chance. It’s not dodgeable and so long as you keep saying it I’ll keep correcting you.
You can avoid it by walking through him or getting LOS cover or applying a CC that stops him turning towards you. There are some ways to avoid damage.
The focus here is more on sub assault, the Stam morph, because it can be paired with s well timed gap closer and dawnbreaker to make it truly undodgeablr - both in the sense of the game mechanics as well as “unavoidable”I fuly understand how the skill works thx, and nah dodging does not necessarily refers to a roll dodge so go ahead keep "correcting" me.As in stepping aside yes, avoided, dodged.The additional condition compared to those two is that its easily dodged.Twohothardware wrote: »Waffennacht wrote: ».Twohothardware wrote: »Waffennacht wrote: »Ok I just tested
Both damage is not blockable
However Deep Fissure can be "blocked" for triggers
Edit: example - sub Assault will not have the * indication by the DMG, while deep Fissure will and it triggers things
And it still bothers me it's unblockable - it makes no sense
Deep Fissure is a CC is why.
There's too much stuff that's blockable in the game already which is why there's so many of these perma block magplar and dk's running around.
But.. like... game mechanics... Should follow some semblance of order...
It does. Sub Assault is an attack that has a timer before the damage like Haunting Curse and Power of the Light.
Correct, but those attacks should do a fraction on the DMG to compensate for more consistent DMG output. Like Templars, purfying light has to have a DMG soaked up to get your unblocked burst and because of a lack of a spamable curse is high DMG.
Sub Assault is only a time delay but they have an undodgeable spamable bird therefore dmg on sub Assault should be nerfed it an additional condition applied.
You mean avoided? Because it's not dodgeable
Yeah, again these are two different things. Dodge implies dodge roll or dodge chance. Sub Assault is a large cone aoe. If part of you is in the cone when the timer ticks you’ll get full damage whether you are dodging or blocking, or you have post-dodge roll 100% dodge chance. It’s not dodgeable and so long as you keep saying it I’ll keep correcting you.
You can avoid it by walking through him or getting LOS cover or applying a CC that stops him turning towards you. There are some ways to avoid damage.
The additional condition compared to those two is that its easily dodged.Twohothardware wrote: »Waffennacht wrote: ».Twohothardware wrote: »Waffennacht wrote: »Ok I just tested
Both damage is not blockable
However Deep Fissure can be "blocked" for triggers
Edit: example - sub Assault will not have the * indication by the DMG, while deep Fissure will and it triggers things
And it still bothers me it's unblockable - it makes no sense
Deep Fissure is a CC is why.
There's too much stuff that's blockable in the game already which is why there's so many of these perma block magplar and dk's running around.
But.. like... game mechanics... Should follow some semblance of order...
It does. Sub Assault is an attack that has a timer before the damage like Haunting Curse and Power of the Light.
Correct, but those attacks should do a fraction on the DMG to compensate for more consistent DMG output. Like Templars, purfying light has to have a DMG soaked up to get your unblocked burst and because of a lack of a spamable curse is high DMG.
Sub Assault is only a time delay but they have an undodgeable spamable bird therefore dmg on sub Assault should be nerfed it an additional condition applied.
I can see that. In the enemies defense, it should receive a more substantial animation/telegraph (similar to purfying light being so flashy or curse turning your target purple.).
Then they have no reason to about the spell, unless being snared like crazy lol.
If the highly telegraphed disco dance animation and the big glowing blue circle under them that gets smaller and then blows out before the shalks go off is not enough of a telegraphed animation then im not sure what else they could do. A text window above their head saying "im trying to kill you"
Try playing the class and you will see it is not some op death ray skill that obliterates everything in its path.
As far as dodging goes you have to do it right before it goes off or it's too late. Watching that blue circle tells you exactly when it's going off.
I understand, and I agree with that, at least partially. The burst is indeed problematic, but can't really be addressed just by tuning its damage. Needs a more comprehensive fix.The focus here is more on sub assault, the Stam morph, because it can be paired with s well timed gap closer and dawnbreaker to make it truly undodgeablr - both in the sense of the game mechanics as well as “unavoidable”I fuly understand how the skill works thx, and nah dodging does not necessarily refers to a roll dodge so go ahead keep "correcting" me.As in stepping aside yes, avoided, dodged.The additional condition compared to those two is that its easily dodged.Twohothardware wrote: »Waffennacht wrote: ».Twohothardware wrote: »Waffennacht wrote: »Ok I just tested
Both damage is not blockable
However Deep Fissure can be "blocked" for triggers
Edit: example - sub Assault will not have the * indication by the DMG, while deep Fissure will and it triggers things
And it still bothers me it's unblockable - it makes no sense
Deep Fissure is a CC is why.
There's too much stuff that's blockable in the game already which is why there's so many of these perma block magplar and dk's running around.
But.. like... game mechanics... Should follow some semblance of order...
It does. Sub Assault is an attack that has a timer before the damage like Haunting Curse and Power of the Light.
Correct, but those attacks should do a fraction on the DMG to compensate for more consistent DMG output. Like Templars, purfying light has to have a DMG soaked up to get your unblocked burst and because of a lack of a spamable curse is high DMG.
Sub Assault is only a time delay but they have an undodgeable spamable bird therefore dmg on sub Assault should be nerfed it an additional condition applied.
You mean avoided? Because it's not dodgeable
Yeah, again these are two different things. Dodge implies dodge roll or dodge chance. Sub Assault is a large cone aoe. If part of you is in the cone when the timer ticks you’ll get full damage whether you are dodging or blocking, or you have post-dodge roll 100% dodge chance. It’s not dodgeable and so long as you keep saying it I’ll keep correcting you.
You can avoid it by walking through him or getting LOS cover or applying a CC that stops him turning towards you. There are some ways to avoid damage.
The additional condition compared to those two is that its easily dodged.Twohothardware wrote: »Waffennacht wrote: ».Twohothardware wrote: »Waffennacht wrote: »Ok I just tested
Both damage is not blockable
However Deep Fissure can be "blocked" for triggers
Edit: example - sub Assault will not have the * indication by the DMG, while deep Fissure will and it triggers things
And it still bothers me it's unblockable - it makes no sense
Deep Fissure is a CC is why.
There's too much stuff that's blockable in the game already which is why there's so many of these perma block magplar and dk's running around.
But.. like... game mechanics... Should follow some semblance of order...
It does. Sub Assault is an attack that has a timer before the damage like Haunting Curse and Power of the Light.
Correct, but those attacks should do a fraction on the DMG to compensate for more consistent DMG output. Like Templars, purfying light has to have a DMG soaked up to get your unblocked burst and because of a lack of a spamable curse is high DMG.
Sub Assault is only a time delay but they have an undodgeable spamable bird therefore dmg on sub Assault should be nerfed it an additional condition applied.
I can see that. In the enemies defense, it should receive a more substantial animation/telegraph (similar to purfying light being so flashy or curse turning your target purple.).
Then they have no reason to about the spell, unless being snared like crazy lol.
If the highly telegraphed disco dance animation and the big glowing blue circle under them that gets smaller and then blows out before the shalks go off is not enough of a telegraphed animation then im not sure what else they could do. A text window above their head saying "im trying to kill you"
Try playing the class and you will see it is not some op death ray skill that obliterates everything in its path.
As far as dodging goes you have to do it right before it goes off or it's too late. Watching that blue circle tells you exactly when it's going off.
Who said anything about death Ray's lol. I'm just taking about it receiving similar animation so everyone can receive afair warning in regards to similar burst style spells
As far as I know shalks doesn't have the same visible animation letting you know your enemy has cast a self target burst. Purfying light = a huge tower of light, curse makes you glow distinctly purple, unstable core now puts a black bubble around you (previously was a small yellow ring,)proc Det shows a color till it bursts,etc.
As far as I have seen in my fights with wardens, there's no constant warning except when it's cast (blue) then when the shalks arrive (bugs pop out). Based on their change of UC being a visible black bubble, it wouldn't be a negative change to have shalks always display a color on the warden.
zParallaxz wrote: »How is this thread still alive, no wonder why ZOS doesn’t like reading forums. If your still arguing that skill is OP realize this is the reason why ZOS doesn’t do balance changes based on non top tier players. People who are saying this *** is stupid op probably are the cannon fodder in 1vXs; I.e, a magsor trying to Xv1 a stam warden along with 3 other people, gets kites into a small corner and sees the stam wardens health drop, gets tunnel vision and doesn’t keep wards on while at 16k health and then gets smingbobbed with a dawnbreaker and SA reverse slice combo.
zParallaxz wrote: »How is this thread still alive, no wonder why ZOS doesn’t like reading forums. If your still arguing that skill is OP realize this is the reason why ZOS doesn’t do balance changes based on non top tier players. People who are saying this *** is stupid op probably are the cannon fodder in 1vXs; I.e, a magsor trying to Xv1 a stam warden along with 3 other people, gets kites into a small corner and sees the stam wardens health drop, gets tunnel vision and doesn’t keep wards on while at 16k health and then gets smingbobbed with a dawnbreaker and SA reverse slice combo.
It’s actually the non-top tiered players that are arguing that it’s underpowered. The top tiered players seem to be unanimously agreeing that the Stam morph paired with a gap closer (stampede) and dawnbreaker is OP. If you play as much as I do you really start to recognize the skill levels of the players you’re up against. If you don’t know who I am, please reference the PC NA battleground leaderboards.
I can count the number of wardens that can reliably pull off the combo on my fingers. But it’s a combo for which there is no counter other than going full tank permablock.
More of them are popping up every day because the combo is being more and more widely used and recognized for what it is. I just hope that this gets fixed before the battlegrounds are 50% wardens or more.
If you can see it coming, yes it can be avoided, or the dawnbreaker blocked, largly reducing the combo's threat. Stamwardens are very strong tho, that's true, but not mainly cause of it's burst.But it’s a combo for which there is no counter other than going full tank permablock.zParallaxz wrote: »How is this thread still alive, no wonder why ZOS doesn’t like reading forums. If your still arguing that skill is OP realize this is the reason why ZOS doesn’t do balance changes based on non top tier players. People who are saying this *** is stupid op probably are the cannon fodder in 1vXs; I.e, a magsor trying to Xv1 a stam warden along with 3 other people, gets kites into a small corner and sees the stam wardens health drop, gets tunnel vision and doesn’t keep wards on while at 16k health and then gets smingbobbed with a dawnbreaker and SA reverse slice combo.
zParallaxz wrote: »My Man first of all to reference your skill, don’t quote bg leader boards, takes no skill what so ever. Secondly don’t call yourself top tier when ur complaining a skill combo that’s the equivalent of a endless, curse, frag, dawn breaker combo. L2P MY DUDE
zParallaxz wrote: »Bro this combo can literally be done on any class. I.e, stam sorc crit rush, wrecking blow, implosion, execute. Magblade have meteor, wreath, spec bow combo. Stam blades have a incap and spec bow or incap la surprise attack. Stam dks have a wrecking blow into a big leap with excute. Magdks have a big leap into a power lash or meteor and fossilize combo. All the class combs I listed have counter play to them, I’m not going to you how. But like you said before all of the wardens combo hits at a 1 -1.1 sec cool down, how is blocking for that long going to make you have to spec into perma blocking.
zParallaxz wrote: »No combo is stronger than the magblade combo I’ve listed. You probably haven’t fought one using that combo.
The Magblade combo is also subject to anti-ranged abilities like reflects, negate, and Shimmering Shield. I've faced off against several Stam Wardens as a Magicka Nightblade, and while I'll be the first to admit that I don't think I'm all that good at Magblade, it's virtually impossible to kill a Stam Warden that doesn't want to die to you; but the same can't be said the other way around. If they're good at keeping Shimmering Shield going, your combo is going to be neutered, and you'll be relying on them making mistakes in order for you to have a shot at winning. Unless perhaps you're playing a melee build, I guess...something which isn't really an option for other magicka classes.
It's getting ridiculous. We're seeing more and more of it.
Too many people running one-round KO stam warden builds. And they all run the same thing... stampede, dawnbreaker, beetles, and reverse slice.
Subterranean assault needs to be a 1s channel like dark flare currently is. Giving that much burst to an ability that doesn't do its damage on the global cooldown (and stun and fracture) is just a bad idea. But to give it to the class with the best pvp healing and the best pvp sustain is absurd.
Ive been posting here for over a year.. never made a QQ post.
And for those who say "Oh its telegraphed, learn to play!" yeah, the bad wardens do that. I'm talking about the good ones that activate beetles and pop an immov pot out of range, then stampede on top of you right before beetles triggers. unless youre running javelin on templar there is 0 counterplay other than dodgerolling the stampede...
Oh yeah and they have major heroism through shimmering shield, so they can do this about every 15s...
It blows my mind that this ability hasn't been nerfed yet. And thats not even factoring in the whole "ignore the Z axis" element of it. Always fun to be playing BGs in arcane university and get dropped by a beetle being cast by someone two floors above you.
Here's a pic.... but lets not pretend you don't know exactly what im talking about. Just watch kodi's stream for 10min.
its a combo that kills most players in about 1.1s (not counting the stampede travel time). Thats ridiculous.
Everyone who doesn't already have one is making a stam warden on the 2x XP event next week.
EDIT: and in case you cant tell, that is in no CP battlegrounds. Its even worse in CP.
zParallaxz wrote: »No combo is stronger than the magblade combo I’ve listed. You probably haven’t fought one using that combo.
That combo? you mean the one where they have to land 4 light attacks first? Yeah its a combo but it's a full CC immunity's worth of attacks to build up to.
Not saying it isn't a strong combo, but its easily countered by an immov pot + block as soon as you see the meteor prompt. And then they are very vulnerable to burst afterwards because they wont be able to resto ult for a while.
If we were to compare that to a warden, youd have to throw a bird in there too, and even with that the warden would be done sooner.
zParallaxz wrote: »No combo is stronger than the magblade combo I’ve listed. You probably haven’t fought one using that combo.
That combo? you mean the one where they have to land 4 light attacks first? Yeah its a combo but it's a full CC immunity's worth of attacks to build up to.
Not saying it isn't a strong combo, but its easily countered by an immov pot + block as soon as you see the meteor prompt. And then they are very vulnerable to burst afterwards because they wont be able to resto ult for a while.
If we were to compare that to a warden, youd have to throw a bird in there too, and even with that the warden would be done sooner.
I'm not taking a side here, but if he is who I think he is thogard then he's at least in the same tier of play as you and basing any argument on his lack of skill is illogical.
If anything stam warden needs buffed
Waffennacht wrote: »zParallaxz wrote: »No combo is stronger than the magblade combo I’ve listed. You probably haven’t fought one using that combo.
That combo? you mean the one where they have to land 4 light attacks first? Yeah its a combo but it's a full CC immunity's worth of attacks to build up to.
Not saying it isn't a strong combo, but its easily countered by an immov pot + block as soon as you see the meteor prompt. And then they are very vulnerable to burst afterwards because they wont be able to resto ult for a while.
If we were to compare that to a warden, youd have to throw a bird in there too, and even with that the warden would be done sooner.
I'm not taking a side here, but if he is who I think he is thogard then he's at least in the same tier of play as you and basing any argument on his lack of skill is illogical.
If anything stam warden needs buffed
I swear to God Lexxy, if you get my Warden nerfed I'm coming for your NB!!!