BroanBeast1215 wrote: »Healing/Mitigation in PVP is way too strong. Templars can purge and heal right through Duroks and loads of damage. NBs just cloak infinitely and run you out of resources. Sorcs can run circles around you or shield stack infinitely. Wardens can run circles around you and heal right through loads of damage as they pop their tree ults every 20 seconds. DKs can lock you down/immobilize you infinitely.
Every class has defensive mechanics that allow them to turtle up and require at least two people to kill them.
So really, defile by itself is not enough to kill a high skill level player. It takes executing a series of combos that add up to enough total pressure to earn the kill.
We really need to focus on how tanky players have gotten. Time to kill is way up, and if you don't have enough burst damage, then the fight resets and you start your combo progression all over again. The tanky meta is why it is so much harder to 1vX now.
It's important to have anti-tank sets in the game, or anti-tank mechanics or options in general. Be careful with what kind of nerfs as a community we ask for.
Wizards Riposte, in contrast, makes players super tanks because they take so much less damage, while Duroks tries to make players more killable.
This entire thread is an l2p issue.
I like how you come into almost every thread and try to discredit others discussions with things like "L2P" and other strawman arguments; if you cant argue your point without ad hominem attacks and other logical fallacies, just don't post? this board is meant to be constructive discussions and debates your toxicity is unwelcome.
@raasdal
Major/minor defile by itself can be countered, no doubt about that. I personally feel both healing reducing effects and healing boosting effects (such as those you mention in your post above) are way to overtuned and needs a rework.
Issue with Durok´s isn´t the defile-debuff itself, it´s just how easy it is to apply without no real draw-back. That´s the problem,
Sets fine imo. Tired of every class being a healer and fights going on for 5+ minutes. They should reduce all healing across the board regardless of what they do with duroks.
Sets fine imo. Tired of every class being a healer and fights going on for 5+ minutes. They should reduce all healing across the board regardless of what they do with duroks.
I disagree, healing is fine problem is the way attributes work
64 points in magic and I should be able to do some serious damage and some serious heals but also be super squishy so I need to play smart
But then some can put points into health and be super tanky and still have really high damage and really high heals
Attribute scaling needs a rethink and an offset, so as you increase one it should impact the effect on another
So I get incapped in cyro and I’m a warden.
So I get incapped in cyro and I’m a warden.
Nb using for this ultimate. He can't spam it every second. He can't pair it with fasalla (Thurvokun monster set in next patch will be a strong friend of Durok's...). U can dodge it. U can purge it.
Even another stamina user can "Reverberating bash" and to spend stamina for this...U can dodge it...U can purge it.
Even Warden's Corrupting Pollen cost u magicka at least for defile...
But Defile from Durok's is everything without any efforts...and its uptime is 100% up to 10 opponents...
@ZOS_Wrobel Rework Durok's bane set...to cooldown=duration of debuff at infinite target. LIke 10 seconds on simgle target. or duration 5 seconds and cooldown 5 seconds
So I get incapped in cyro and I’m a warden.
Nb using for this ultimate. He can't spam it every second. He can't pair it with fasalla (Thurvokun monster set in next patch will be a strong friend of Durok's...). U can dodge it. U can purge it.
Even another stamina user can "Reverberating bash" and to spend stamina for this...U can dodge it...U can purge it.
Even Warden's Corrupting Pollen cost u magicka at least for defile...
But Defile from Durok's is everything without any efforts...and its uptime is 100% up to 10 opponents...
@ZOS_Wrobel Rework Durok's bane set...to cooldown=duration of debuff at infinite target. LIke 10 seconds on simgle target. or duration 5 seconds and cooldown 5 seconds
I don’t care how you apply defile I’m saying defile in of itself is over performing because of befoul.
Duroks is no different than one of the zerglings chasing you with his sole job to reverb bash you.
Difference is I don’t need to attack the duroks and I can get away from fasalla range.
Befoul is the issue not the ways in which defile is available
Problem in this set it have cooldown 1 second only with a debuff 10 seconds duration.
As I understand, its general cooldown, so vs 4 enemies, it's like 4 seconds cooldown (actually not it work every second but on one of them).
So up to 10 enemies are permanently debuffed (It's Major Defile guys...) without any actions for this...No words. Same reason, why instant procsets were toxic at summer in battlegrounds - bIg no counter effect without efforts.
It broke fight system, I don't understand how @ZOS_Wrobel don't see that, here or should be cooldown per target, which will be at least with cooldown = duration of this 100% applied debuff or something else.
This set debuff is impossible even to purge, it will be applied at the next second u removed it.
Also, it breaks nightblades out of cloak from dots every second it procs now. Its definitely not as intended
And people use it with Fasalia's permanent Minor defile (in next patch it will ne new monster set instead to have less health and more damage).
+ put 70+ cp into Defile in cp system... = permanent no heal for everyone.
Its too strong. Fasalia at least provides minor debuff...
Absolutly broken, bad balanced set, not interesting to use or to fight with someone in it.
But it's now on every step.
No heal for everyone. + no resourses for everyone because of cost poison (+30% increase stam/mag cost) pandemia.
Perfect Tamriel.
Fix this set please.
Cooldown on 1 target = duration of debuff will be enouch.
@ZOS_JessicaFolsom please, do attention to this set. Such things should be adjusted at the moment u see the problem, not year after...I said here nothing new. Problem still exist not solved.
The problems with Durok´s Bane is:
a) The duration
b) Its cooldown
I personally think Durok´s Bane should work like a defensive version of Cyrodil´s crest.
(2 items) Adds 129 Weapon Damage
(3 items) Adds 1206 Max Health
(4 items) Adds 4% Healing Taken
(5 items) When you deal melee damage, you apply Major Defile to the enemy for 5 seconds, reducing their healing received by 30%. This effect can occur once every 5 seconds.
Durok´s Bane together with sets like Wizard´s Riposte have way to long duration. Reduce the duration and give it an increased cooldown.
arkansas_ESO wrote: »Isn't this just a buff to the zergs? In small-scale they'd still have 100% uptime on it, and that's where the set is strongest anyways.
Not for a magicka sorcI don’t get why people get so worked up over a 30% heal debuff. If you cant play with Major Defile, then you need to rework your build. There are so many sources of it. Duroks Bane is fine, since you can just avoid damaging that person if 1vX. And if you cant handle it 1v1 it is a L2P issue.
Too much QQ, too little L2P in this thread.
Too much QQ, too little L2P in this thread.
Ofc we need your judge instead of argument to the theme of the thread to feed your self-conceitю
Topic is how Durok's Bane set (Wizard riposte also have too long duration... but at least there player gets Minor debuff) affect fights in pvp.
Not about what I thisnk about someone or someone about me or others personally.
This set is too strong and lazy in compare with any other existing similar sets.
@ZOS_Wrobel Duroc's Bane set need to be adjusted, bigger cooldown (to 10 seconds for example if not changing duration) and/or shorter duration (5 seconds instead 10...if cooldown is 5) to matchmake the fight system, not to broke it. Maybe to make cooldown depend on target. To make it able proc on 1 person 1 time for duration N seconds per N seconds.
Meh. When you do not understand how Defile actually works, it makes no sense to argue the strength of a set with that property. Much like it makes no sense to discuss astrophysics with a toddler. I tried earlier, and failed apparently.
techprince wrote: »When you think Riposte without cooldown is "fine" and durok with 1 second is not, makes your entire op invalid. Sorry, healing is very high and needs to be countered.
How much pvp do you do? Scrubs die in seconds while good players take multiple combo rotations to wither them down even with defile. Good players and groups have incredible healing. Healing needs a counter. Fights need to end.
How much pvp do you do? Scrubs die in seconds while good players take multiple combo rotations to wither them down even with defile. Good players and groups have incredible healing. Healing needs a counter. Fights need to end.
I go back to my original point, the defense mechanics in this game are too strong. Even with Morrowind changes and nerf after nerf, people can still build toons that can turtle up and nuke you from near full hp in seconds.
Common playstyles of top end players:
DK - Unlimited blocks and crazy damage whips
Templar - Purge, crazy heals, jabs and bubbles to death
Warden - 99% uptime trees, crazy fast movement, subterranean assault and birds unavoidable damage spammed
Sorc - Shield stack and crazy burst from range
Nightblades - Unlimited cloak and crazy burst from near full health to 0, btw their openers put major defile on you, so they can put 100% uptime on you
Durok's requires sacrificing a 5 pc set for the high uptime on a important debuff. The 2-4 pc bonuses are negligible boosts even for a tank.
Befoul has diminishing returns considering there are lots of other useful Green CP trees.
It isn't hard to get an extra 33% heal debuff from Befoul however (My minor defile poisons are 20% and Major Defile is 40% heal debuff). It makes for an effective combo that people like @Lexxypwns have been pointing out for a while.