I think the real problem is what actually is considered purgable.
It makes no sense that you can purge DoTs. When NBs could do that with Cloak, it destroyed MagDKs. The same goes for sorcs' Curse and Fury. Siege. And so on. Those are damaging abilities not status effects. It's simple logic, really, to understand how this can be bad for gameplay.
Leave Purge, maybe make it cheaper, make all damaging abilities un-purgable. Only status effects like Fracture and Mark and so on should be purgable.
I think the real problem is what actually is considered purgable.
It makes no sense that you can purge DoTs. When NBs could do that with Cloak, it destroyed MagDKs.
skinny.mindeb17_ESO wrote: »My solution would be making purge self-only (only in PvP areas). Also, retreating maneuver needs the same treatment. No more blobs being immune to all negative effects just because a couple of monkeys bash their heads on the keyboard.
Yeah, right, so you basically want to remove any counter play that smallscale or organized groups have against zergs? It'll encourage people to just stack more numbers, and /y "More people more fun".
DTStormfox wrote: »Purge at this moment acts like a spammable ability. However, it adversely impacts PVP resulting in unkillable zerging.
I suggest treating Purge with the same cost increase per cast as Bolt Escape and morphs. Which has a 50% cost increase if casted again within 4 seconds.
Now the cost increase doesn't have to be 50% and the time doesn't have to be 4 seconds. It is just an idea.
DeadlyRecluse wrote: »DTStormfox wrote: »Purge at this moment acts like a spammable ability. However, it adversely impacts PVP resulting in unkillable zerging.
I suggest treating Purge with the same cost increase per cast as Bolt Escape and morphs. Which has a 50% cost increase if casted again within 4 seconds.
Now the cost increase doesn't have to be 50% and the time doesn't have to be 4 seconds. It is just an idea.
Echoing what others are saying, this would just leave the ball groups having a few more people slot purge and casting them every 4 seconds in a pseudo "purge rotation" manner.
It would neuter small groups who need the utility of purge but can only afford one purge monkey.
How is it lopsided?I think the real problem is what actually is considered purgable.
It makes no sense that you can purge DoTs. When NBs could do that with Cloak, it destroyed MagDKs. The same goes for sorcs' Curse and Fury. Siege. And so on. Those are damaging abilities not status effects. It's simple logic, really, to understand how this can be bad for gameplay.
Leave Purge, maybe make it cheaper, make all damaging abilities un-purgable. Only status effects like Fracture and Mark and so on should be purgable.
This solution sounds pretty lopsided against Templars and debuff build while favoring DOT builds. Kind of picking winners and losers here.
Maybe they should change it to where the limit of number of effects purged include targets as well. Say if the ability purges 5 effects; that’s for everyone it hits. Make purges that requires synergy do what they do on the caster but limited to only one use of the synergy.
I think the real problem is what actually is considered purgable.
It makes no sense that you can purge DoTs. When NBs could do that with Cloak, it destroyed MagDKs.
And yet somehow MagDKs have survived templars running with their enormous glowy circle that doesn't cleanse just one person. O.o
(Which I am not suggesting be nerfed btw, give NBs back some more cloak utility!)
How is it lopsided?I think the real problem is what actually is considered purgable.
It makes no sense that you can purge DoTs. When NBs could do that with Cloak, it destroyed MagDKs. The same goes for sorcs' Curse and Fury. Siege. And so on. Those are damaging abilities not status effects. It's simple logic, really, to understand how this can be bad for gameplay.
Leave Purge, maybe make it cheaper, make all damaging abilities un-purgable. Only status effects like Fracture and Mark and so on should be purgable.
This solution sounds pretty lopsided against Templars and debuff build while favoring DOT builds. Kind of picking winners and losers here.
Maybe they should change it to where the limit of number of effects purged include targets as well. Say if the ability purges 5 effects; that’s for everyone it hits. Make purges that requires synergy do what they do on the caster but limited to only one use of the synergy.
Temps can purge the Defile, what more do they need? I claim that purging DoTs is actually very imbalanced, and purging Siege is just the tip of the iceberg.
yvesfouquet4 wrote: »Imagine zenimax implements every nerf suggestion from every random pleb crying here on the forums, then we can all go play tetris on alessia bridge.
Maybe remove sieges and implement snowballs ok
DeadlyRecluse wrote: »How is it lopsided?I think the real problem is what actually is considered purgable.
It makes no sense that you can purge DoTs. When NBs could do that with Cloak, it destroyed MagDKs. The same goes for sorcs' Curse and Fury. Siege. And so on. Those are damaging abilities not status effects. It's simple logic, really, to understand how this can be bad for gameplay.
Leave Purge, maybe make it cheaper, make all damaging abilities un-purgable. Only status effects like Fracture and Mark and so on should be purgable.
This solution sounds pretty lopsided against Templars and debuff build while favoring DOT builds. Kind of picking winners and losers here.
Maybe they should change it to where the limit of number of effects purged include targets as well. Say if the ability purges 5 effects; that’s for everyone it hits. Make purges that requires synergy do what they do on the caster but limited to only one use of the synergy.
Temps can purge the Defile, what more do they need? I claim that purging DoTs is actually very imbalanced, and purging Siege is just the tip of the iceberg.
It's been suggested before, but I've always thought one of the DK dots (it being the dottiest class) should have a penalty when purged a la inevitable det. Something like "if purged, deals 1/2 the remaining DOT damage instantly." Would be pretty interesting and add cool decision tree when purging.
How is it lopsided?I think the real problem is what actually is considered purgable.
It makes no sense that you can purge DoTs. When NBs could do that with Cloak, it destroyed MagDKs. The same goes for sorcs' Curse and Fury. Siege. And so on. Those are damaging abilities not status effects. It's simple logic, really, to understand how this can be bad for gameplay.
Leave Purge, maybe make it cheaper, make all damaging abilities un-purgable. Only status effects like Fracture and Mark and so on should be purgable.
This solution sounds pretty lopsided against Templars and debuff build while favoring DOT builds. Kind of picking winners and losers here.
Maybe they should change it to where the limit of number of effects purged include targets as well. Say if the ability purges 5 effects; that’s for everyone it hits. Make purges that requires synergy do what they do on the caster but limited to only one use of the synergy.
Temps can purge the Defile, what more do they need? I claim that purging DoTs is actually very imbalanced, and purging Siege is just the tip of the iceberg.
Joy_Division wrote: »How is it lopsided?I think the real problem is what actually is considered purgable.
It makes no sense that you can purge DoTs. When NBs could do that with Cloak, it destroyed MagDKs. The same goes for sorcs' Curse and Fury. Siege. And so on. Those are damaging abilities not status effects. It's simple logic, really, to understand how this can be bad for gameplay.
Leave Purge, maybe make it cheaper, make all damaging abilities un-purgable. Only status effects like Fracture and Mark and so on should be purgable.
This solution sounds pretty lopsided against Templars and debuff build while favoring DOT builds. Kind of picking winners and losers here.
Maybe they should change it to where the limit of number of effects purged include targets as well. Say if the ability purges 5 effects; that’s for everyone it hits. Make purges that requires synergy do what they do on the caster but limited to only one use of the synergy.
Temps can purge the Defile, what more do they need? I claim that purging DoTs is actually very imbalanced, and purging Siege is just the tip of the iceberg.
Says the shield stacking streaking sorcerer. Roll a templar someday and be without your mobility, without your unpurgable and uncritable and undefileable double wall of artificial health, without your CC that ignores block and roll-dodge, and without your on demand insane burst.
Nah, the reason you cant kill people is because you hit 20 of them with 3 AoE and if you are lucky at least one person in the whole stacks actually receives full damage from 2 of them. And then he gets healed double by healers smart heal.
No, the reason is tactics, or the lack of them.
It is better that the 7th target takes 75% damage than have the AoE capped at 6 targets and that 7th take no damage.
Well that is true. But even better is if dealing a lot of damage to group could actually kill people and not spread the damage all over the place
Izanagi.Xiiib16_ESO wrote: »Lets make eso a 3 button game, one is rock, one is paper other is scissors
Every time you meet someone in the field you go into a 1v1 instance and see who wins.
All problems solved.
Lag will also be gone.
Joy_Division wrote: »How is it lopsided?I think the real problem is what actually is considered purgable.
It makes no sense that you can purge DoTs. When NBs could do that with Cloak, it destroyed MagDKs. The same goes for sorcs' Curse and Fury. Siege. And so on. Those are damaging abilities not status effects. It's simple logic, really, to understand how this can be bad for gameplay.
Leave Purge, maybe make it cheaper, make all damaging abilities un-purgable. Only status effects like Fracture and Mark and so on should be purgable.
This solution sounds pretty lopsided against Templars and debuff build while favoring DOT builds. Kind of picking winners and losers here.
Maybe they should change it to where the limit of number of effects purged include targets as well. Say if the ability purges 5 effects; that’s for everyone it hits. Make purges that requires synergy do what they do on the caster but limited to only one use of the synergy.
Temps can purge the Defile, what more do they need? I claim that purging DoTs is actually very imbalanced, and purging Siege is just the tip of the iceberg.
Says the shield stacking streaking sorcerer. Roll a templar someday and be without your mobility, without your unpurgable and uncritable and undefileable double wall of artificial health, without your CC that ignores block and roll-dodge, and without your on demand insane burst.
The thing is, if youre actually interested in and actively taking part in "smallscale" it's very unlikely that a destro ulti train with dedicated purge spammers would want to come after you. You're only playing with a few people, so they probably have juicier targets to hit.
It's not unreasonable for people to wonder what kind of perspective this request is really coming from.
Vilestride wrote: »The only counter there is, or ever has been or ever will be to the strategies implemented by these groups is to do the same thing, better.
You can make all the Nerf's or buffs you want. The outcome won't change. Organized raids will always come out on top of disorganized numbers.
The counter is to build a guild of your own and start practicing. Or to avoid that kind of combat as suggested in the above statement.
The thing is, if youre actually interested in and actively taking part in "smallscale" it's very unlikely that a destro ulti train with dedicated purge spammers would want to come after you. You're only playing with a few people, so they probably have juicier targets to hit.
It's not unreasonable for people to wonder what kind of perspective this request is really coming from.
Well, you know a lot of trains will chase small scale groups, because they know their chances aren't that great if the latter attack them when they're spread out.
This is one of the greatest problems in Cyrodiil imo, if you specialize your build for group play, you are useless in small scale scenarios and vice versa, which leads to large groups frantically sticking together and fewer or less organized enemies feeling like they don't have a fighting chance.Vilestride wrote: »The only counter there is, or ever has been or ever will be to the strategies implemented by these groups is to do the same thing, better.
You can make all the Nerf's or buffs you want. The outcome won't change. Organized raids will always come out on top of disorganized numbers.
The counter is to build a guild of your own and start practicing. Or to avoid that kind of combat as suggested in the above statement.
Organized groups should have an advantage, just not to the point where their opponents don't have a fighting chance unless they outnumber them heavily.
Vilestride wrote: »The thing is, if youre actually interested in and actively taking part in "smallscale" it's very unlikely that a destro ulti train with dedicated purge spammers would want to come after you. You're only playing with a few people, so they probably have juicier targets to hit.
It's not unreasonable for people to wonder what kind of perspective this request is really coming from.
Well, you know a lot of trains will chase small scale groups, because they know their chances aren't that great if the latter attack them when they're spread out.
This is one of the greatest problems in Cyrodiil imo, if you specialize your build for group play, you are useless in small scale scenarios and vice versa, which leads to large groups frantically sticking together and fewer or less organized enemies feeling like they don't have a fighting chance.Vilestride wrote: »The only counter there is, or ever has been or ever will be to the strategies implemented by these groups is to do the same thing, better.
You can make all the Nerf's or buffs you want. The outcome won't change. Organized raids will always come out on top of disorganized numbers.
The counter is to build a guild of your own and start practicing. Or to avoid that kind of combat as suggested in the above statement.
Organized groups should have an advantage, just not to the point where their opponents don't have a fighting chance unless they outnumber them heavily.
What are the other advantages you are referring to? if you mean rapids and purge only affecting group members I will agree with you that that was a nerf that had the opposite effect compared to the intent and I too would be happy to see reverted.