The more people you face the worse it get and the more people you have fighting with you it gets so mich better.
I want this changed into this: -x^2/16+1
Not sure if serious or trolling. Worst balance suggestion I have ever seen on the forum. Have you even done the math or are you pulling that out of thin air? And I'm sure the servers need to compute more floating point when they are already slow. Guess we will have extreme lag when enough lights are placed, right?
Look at the graph of exp(x) and -x^2/16 +1 with the x and y axis i described in my post.
There's not much math involved in this also it has nothing to do with the server because that's just the skill performance vs different amounts of enemies and that can be done for every skill in this game.
you do something wrong, when you call it "burst", since its not. it needs 6 seconds to charge up, so you have plenty of the anticipating and prepare. if you are low health and you see backlash nearly going off, then you did something wrong, because everyone knows this stupid pillar of light is dangerous. similar to meteor, everyone who doesnt block it either is not experienced or has extreme lags. but experienced players like you should be aware of the fact, that you are dead when low health with a backlash running out. you should have prepared, healed up before hand. same with curse, simply because its there dont mean, you cant do anything.
you have whole 6 seconds, shield up and it will barely take off your shield, heal up so you survive and cast rally just after it, so you wont get executed, go mistform and the skill scratches for 2k like an obilvion enchant. its ridiculous, otherwise you should think about skills like unstable core or the distant detonation morph too.
you do something wrong, when you call it "burst", since its not. it needs 6 seconds to charge up, so you have plenty of the anticipating and prepare. if you are low health and you see backlash nearly going off, then you did something wrong, because everyone knows this stupid pillar of light is dangerous. similar to meteor, everyone who doesnt block it either is not experienced or has extreme lags. but experienced players like you should be aware of the fact, that you are dead when low health with a backlash running out. you should have prepared, healed up before hand. same with curse, simply because its there dont mean, you cant do anything.
you have whole 6 seconds, shield up and it will barely take off your shield, heal up so you survive and cast rally just after it, so you wont get executed, go mistform and the skill scratches for 2k like an obilvion enchant. its ridiculous, otherwise you should think about skills like unstable core or the distant detonation morph too.
The more people you face the worse it get and the more people you have fighting with you it gets so mich better.
I want this changed into this: -x^2/16+1
Not sure if serious or trolling. Worst balance suggestion I have ever seen on the forum. Have you even done the math or are you pulling that out of thin air? And I'm sure the servers need to compute more floating point when they are already slow. Guess we will have extreme lag when enough lights are placed, right?
Look at the graph of exp(x) and -x^2/16 +1 with the x and y axis i described in my post.
There's not much math involved in this also it has nothing to do with the server because that's just the skill performance vs different amounts of enemies and that can be done for every skill in this game.
Here's my problem: you want them to add a feature to a skill that a minority of players even whine about in a way that will only be useful if you're facing idiots doing bow light attacks. If it's added to backlash, there is no reason any other skill shouldn't receive similar scaling. If they do that, I guarantee it will result in more lag because I'm certain the server calculates damage and it will result in more floating point calculations. I know for sure I will start using my templar again just to cause lag by spamming light on entire zergs But yeah, dismiss that so you can pretend you are going to live longer under backlash, even though all the other skills will still kill you just as fast in Xv1 OR alternatively, the skill wont be used and will be replaced with a CC on their bar (better choice 99.999% of the time anyway). Even if not, they will move to the next "Xv1 tool" which is every damage skill in the game.
I'm not going to even lie, I have less problems with backlash deaths than any other skill in the game that has a CC or interrupt attached. I'm dead serious about that statement, and this is on ANY class I play. I routinely encounter zergs and groups of people all the time in Cyrodil and backlash is the LAST of my worries. The fact that you don't talk about interrupt spam, you don't talk about purifying, and talk about LoS means that you're likely a stam build...Let me take a magic guess, stam NB? If so, keep the jokes coming about what's balanced and what's not.
how will changing the skill result in more lag? in fact it reduces the calculations of the Server not the other way around.
Let's check which builds i currently Play in pvp shall we?
Stamplar, magplar, magdk, magsorc, magnb, stamnb, stamdk.
let's see which classes i've also been playing in pvp: stamwarden, stamsorc, magwarden
I'm not biased towards any class i'm biased towards Balance and Xv1 skills are a Balance nightmare.
how will changing the skill result in more lag? in fact it reduces the calculations of the Server not the other way around.
Let's check which builds i currently Play in pvp shall we?
Stamplar, magplar, magdk, magsorc, magnb, stamnb, stamdk.
let's see which classes i've also been playing in pvp: stamwarden, stamsorc, magwarden
I'm not biased towards any class i'm biased towards Balance and Xv1 skills are a Balance nightmare.
It's a "balance nightmare" because its an incredibly stupid thing to do. You said that backlash and its morphs "uses all incoming damage and not the damage of the caster alone which makes the skill good in 1v1 but flat out broken in Xv1 because it punishes you even further for being outnumbered" but what skill does not? By that same logic, any stun, snare, or interrupt is too good and OP outside of 1v1. Any skill that does massive damage is also OP outside 1v1, yet you have a problem with this one. I don't understand your logic.
As for how it will cause more lag, exactly how do you think damage calculations will reduce with something additional to compute? Or are you saying no other calculation besides that one you put would be computed? I'm sure additional computation helped with lag when AoE caps were around, oh wait...
Please read what @Valencer or @Subversus wrote in this post already when talking about skills which are better in xv1 than 1v1
Please read what @Valencer or @Subversus wrote in this post already when talking about skills which are better in xv1 than 1v1
I saw and disagree. I don't see the difference between this skill and any other skill. To say that two backlash scales better than two curses is just stupid because they both are better than the other depending on the situation. "A skill gets too strong depending on the # of people that attack you". Again, executioner spam, lethal arrow, all channels, all stuns, all interrupts, etc. tell me how that is any different? They all become more of a problem the more that are stacked and to argue there is a difference of degree between them is not a fact, it's simply opinion. Again, situational. There is NO skill that isn't problematic or "overtuned" in Xv1. N O N E. I still can't understand your logic.
You can also keep believing it wont cause lag. All I have to say is "whatever you say."
"Any skill is annoying when getting Xv1'd"
Aside from, you know, backlash scaling off how many people are hitting the same target and the damage other people are doing.
Every other skill hits for nothing on a 0-damage build
Please read what @Valencer or @Subversus wrote in this post already when talking about skills which are better in xv1 than 1v1
I saw and disagree. I don't see the difference between this skill and any other skill. To say that two backlash scales better than two curses is just stupid because they both are better than the other depending on the situation. "A skill gets too strong depending on the # of people that attack you". Again, executioner spam, lethal arrow, all channels, all stuns, all interrupts, etc. tell me how that is any different? They all become more of a problem the more that are stacked and to argue there is a difference of degree between them is not a fact, it's simply opinion. Again, situational. There is NO skill that isn't problematic or "overtuned" in Xv1. N O N E. I still can't understand your logic.
You can also keep believing it wont cause lag. All I have to say is "whatever you say."
tell me how will it cause more lag?
There is a decrease in calculations, nothing changes about how the calculation for the damage is done
Please read what @Valencer or @Subversus wrote in this post already when talking about skills which are better in xv1 than 1v1
I saw and disagree. I don't see the difference between this skill and any other skill. To say that two backlash scales better than two curses is just stupid because they both are better than the other depending on the situation. "A skill gets too strong depending on the # of people that attack you". Again, executioner spam, lethal arrow, all channels, all stuns, all interrupts, etc. tell me how that is any different? They all become more of a problem the more that are stacked and to argue there is a difference of degree between them is not a fact, it's simply opinion. Again, situational. There is NO skill that isn't problematic or "overtuned" in Xv1. N O N E. I still can't understand your logic.
You can also keep believing it wont cause lag. All I have to say is "whatever you say."
tell me how will it cause more lag?
There is a decrease in calculations, nothing changes about how the calculation for the damage is done
You're assuming the damage is not calculated anyway and then truncated. Even if not, the skill would have to check the damage from every person attacking you before concluding it's not yours. That means if you are getting zerged down, those checks will result in performance loss, especially when you have to call the check and then calculate damage anyway. You would need to have the original damage function from whoever did the attack and calculate that damage on the target, then check if you should apply it on backlash's limit, and possibly compute that damage again against backlash. How will that NOT result in performance loss over the way now where it's always applied and there likely is no check in damage?
Please read what @Valencer or @Subversus wrote in this post already when talking about skills which are better in xv1 than 1v1
I saw and disagree. I don't see the difference between this skill and any other skill. To say that two backlash scales better than two curses is just stupid because they both are better than the other depending on the situation. "A skill gets too strong depending on the # of people that attack you". Again, executioner spam, lethal arrow, all channels, all stuns, all interrupts, etc. tell me how that is any different? They all become more of a problem the more that are stacked and to argue there is a difference of degree between them is not a fact, it's simply opinion. Again, situational. There is NO skill that isn't problematic or "overtuned" in Xv1. N O N E. I still can't understand your logic.
You can also keep believing it wont cause lag. All I have to say is "whatever you say."
tell me how will it cause more lag?
There is a decrease in calculations, nothing changes about how the calculation for the damage is done
You're assuming the damage is not calculated anyway and then truncated. Even if not, the skill would have to check the damage from every person attacking you before concluding it's not yours. That means if you are getting zerged down, those checks will result in performance loss, especially when you have to call the check and then calculate damage anyway. You would need to have the original damage function from whoever did the attack and calculate that damage on the target, then check if you should apply it on backlash's limit, and possibly compute that damage again against backlash. How will that NOT result in performance loss over the way now where it's always applied and there likely is no check in damage?
the game already tracks which Player uses which skill and hits you with the skill. ever wondered how we get death recaps?
Please read what @Valencer or @Subversus wrote in this post already when talking about skills which are better in xv1 than 1v1
I saw and disagree. I don't see the difference between this skill and any other skill. To say that two backlash scales better than two curses is just stupid because they both are better than the other depending on the situation. "A skill gets too strong depending on the # of people that attack you". Again, executioner spam, lethal arrow, all channels, all stuns, all interrupts, etc. tell me how that is any different? They all become more of a problem the more that are stacked and to argue there is a difference of degree between them is not a fact, it's simply opinion. Again, situational. There is NO skill that isn't problematic or "overtuned" in Xv1. N O N E. I still can't understand your logic.
You can also keep believing it wont cause lag. All I have to say is "whatever you say."
tell me how will it cause more lag?
There is a decrease in calculations, nothing changes about how the calculation for the damage is done
You're assuming the damage is not calculated anyway and then truncated. Even if not, the skill would have to check the damage from every person attacking you before concluding it's not yours. That means if you are getting zerged down, those checks will result in performance loss, especially when you have to call the check and then calculate damage anyway. You would need to have the original damage function from whoever did the attack and calculate that damage on the target, then check if you should apply it on backlash's limit, and possibly compute that damage again against backlash. How will that NOT result in performance loss over the way now where it's always applied and there likely is no check in damage?
the game already tracks which Player uses which skill and hits you with the skill. ever wondered how we get death recaps?
If you can't understand the difference, there really is no explaining it to you.
DRAGON_KILLER_HUNTER wrote: »Blocking got nerfed so hard that power of the light should be blockable again imo
King_Thelon wrote: »Zerglings here defending an Xv1 skill. In other news, water is wet.
DRAGON_KILLER_HUNTER wrote: »Blocking got nerfed so hard that power of the light should be blockable again imo
No it shouldn't
DRAGON_KILLER_HUNTER wrote: »DRAGON_KILLER_HUNTER wrote: »Blocking got nerfed so hard that power of the light should be blockable again imo
No it shouldn't
It should, theres no counterplay against this skill. Cant dodge it cant block it cant cloak it you can just try to avoid damage
DRAGON_KILLER_HUNTER wrote: »DRAGON_KILLER_HUNTER wrote: »Blocking got nerfed so hard that power of the light should be blockable again imo
No it shouldn't
It should, theres no counterplay against this skill. Cant dodge it cant block it cant cloak it you can just try to avoid damage
Please read what @Valencer or @Subversus wrote in this post already when talking about skills which are better in xv1 than 1v1
I saw and disagree. I don't see the difference between this skill and any other skill. To say that two backlash scales better than two curses is just stupid because they both are better than the other depending on the situation. "A skill gets too strong depending on the # of people that attack you". Again, executioner spam, lethal arrow, all channels, all stuns, all interrupts, etc. tell me how that is any different? They all become more of a problem the more that are stacked and to argue there is a difference of degree between them is not a fact, it's simply opinion. Again, situational. There is NO skill that isn't problematic or "overtuned" in Xv1. N O N E. I still can't understand your logic.
You can also keep believing it wont cause lag. All I have to say is "whatever you say."
tell me how will it cause more lag?
There is a decrease in calculations, nothing changes about how the calculation for the damage is done
You're assuming the damage is not calculated anyway and then truncated. Even if not, the skill would have to check the damage from every person attacking you before concluding it's not yours. That means if you are getting zerged down, those checks will result in performance loss, especially when you have to call the check and then calculate damage anyway. You would need to have the original damage function from whoever did the attack and calculate that damage on the target, then check if you should apply it on backlash's limit, and possibly compute that damage again against backlash. How will that NOT result in performance loss over the way now where it's always applied and there likely is no check in damage?
the game already tracks which Player uses which skill and hits you with the skill. ever wondered how we get death recaps?
If you can't understand the difference, there really is no explaining it to you.
You are the one failing to understand how the game tracks abilities, damage etc.
DRAGON_KILLER_HUNTER wrote: »DRAGON_KILLER_HUNTER wrote: »Blocking got nerfed so hard that power of the light should be blockable again imo
No it shouldn't
It should, theres no counterplay against this skill. Cant dodge it cant block it cant cloak it you can just try to avoid damage