CatchMeTrolling wrote: »CatchMeTrolling wrote: »CatchMeTrolling wrote: »The skill doesn’t need to be touched, every little thing Templar gets people want it nerfed from Jesus beam, sweeps, ritual, pol, breath of life, shards, blazing shield, and blinding Flashes. Basically every skill Templars predominantly use has asked to be nerfed or already has been.
Any skill is an xv1 skill during an xv1 , that doesn’t mean we should nerf every skill because it becomes more obnoxious during that situation. With all the tanky people running around in open world this skill is needed. If you’re in a 4v12 then skills like this come in handy when you need to focus targets down. This would only help the people constantly xving not the small scalers.
That's just wrong.
Some skills / things perform just so much better in xv1 than the other way around.
Curse is no problem in 1v1 but if you get 4 sorcs to cast curse the exact same moment you can kill everything except for templars with no counterplay available.
Poisons are another one of those things. The cooldown is put on yourself and not on the target meaning you can be hit by every poison in the game while you can only apply 1 poison every 10 seconds.
Same with PotL in 1v1 you can get it to full damage hurt it's not easy and you have to deal all the damage in xv1 you can play with 0 damage and still get the full damage proc because others are carying you.
Single target abilities, most AoEs aren't a specific xv1 skill as they perform just as good in 1v1, 1vX or Xv1 they hurt you but they don't punish you further for being outnumbered
Did I not already say any skill become more obnoxious in a xv1, did you even get anything I said? Since you already have it figured out what actual pvp skill doesn’t become more obnoxious when you’re getting xv1ed? I’ll wait.
A Xv1 skill punishes you more for being outnumbered than other skills they increase their strength when used by multiple players or remove counterplay.
Frags casted when you 1v1 someone deal the same damage when they hit you while you are being Xv1ed.
1 curse deals damage with no counterplay for 4/5 classes but when you have 4 on you at the same time you die with no available counterplay.
See the difference?
Yeah I get what you’re saying but I honestly would want to take two curses to the face than two frags to the face.
We can consider the mechanics and whether it’s single target or aoe. But when you have 5 guys on you and 3 are spamming dizzying swing it’s just as annoying as the power of the light, maybe more since cc mechanics aren’t great.
You can block 2 frags but you can’t block 2 curses at the same time. Hence why curse is a better Xv1 tool than frags.
I can’t believe you guys can’t understand what BohnT is saying, he makes perfect sense to me and he’s completely right.
King_Thelon wrote: »Zerglings here defending an Xv1 skill. In other news, water is wet.
In other news, 1vXer claims they can 1vX, yet constantly looks for more buffs to their playstyle. Nothing to see here.
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.
You just don't understand, do you? In order for that system you want to work, there would need to be a special check on every cast of backlash for every bit of damage that occurs. To say that a death recap is the same thing is WRONG because a death recap can:
1. Not be computed in real-time and retroactively. Won't matter.
2. Be composed of data that exists and is monitored completely client-side
3. Tracking damage simply means there is an identifier on who did the damage, not that the damage against the player is actually checked before computed. In fact, it would make zero sense to do so unless a skill like the backlash you want to exist, existed.
Here is an example:
No backlash:
You hit A , A takes damage, checks damage against A's HP , check if A lives or dies, change state
Now with backlash:
You hit A , A takes damage, checks damage against A's HP, (backlash flag check, backlash computes damage against maximum backlash value and stored, backlash explodes or doesn't explode, backlash computed against player hp), check if A lives or dies, change state of player
What you want looks like this when backlash is on in the way you want it:
You hit A, A takes damage, checks damage against A's HP, (backlash flag check, BACKLASH CHECKS IDENTIFIER ON DAMAGE, backlash computes damage against maximum value and stored amount (NOTE: this might require an additional step to truncate the damage depending on how such a function would be implemented and how backlash is already implemented right now), backlash explodes or doesn't explode, check and compute damage against A's HP), check if A lives or dies, change state of player.
Understand the issue now? It WILL require more computation and it could be more than two additional steps. Then we throw CP, damage done modifiers, etc. and you can imagine what that actually means for performance. What will happen if I light an entire zerg up?
Joy_Division wrote: »@BohnT - sign me up for a better 1v1 or 1vX Backlash skill.
But given ZoS's history of altering skills, it's much more more likely than any change will be in the simplistic blanket nerf ala the OP. Hence, my presence in this thread.
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.
You just don't understand, do you? In order for that system you want to work, there would need to be a special check on every cast of backlash for every bit of damage that occurs. To say that a death recap is the same thing is WRONG because a death recap can:
1. Not be computed in real-time and retroactively. Won't matter.
2. Be composed of data that exists and is monitored completely client-side
3. Tracking damage simply means there is an identifier on who did the damage, not that the damage against the player is actually checked before computed. In fact, it would make zero sense to do so unless a skill like the backlash you want to exist, existed.
Here is an example:
No backlash:
You hit A , A takes damage, checks damage against A's HP , check if A lives or dies, change state
Now with backlash:
You hit A , A takes damage, checks damage against A's HP, (backlash flag check, backlash computes damage against maximum backlash value and stored, backlash explodes or doesn't explode, backlash computed against player hp), check if A lives or dies, change state of player
What you want looks like this when backlash is on in the way you want it:
You hit A, A takes damage, checks damage against A's HP, (backlash flag check, BACKLASH CHECKS IDENTIFIER ON DAMAGE, backlash computes damage against maximum value and stored amount (NOTE: this might require an additional step to truncate the damage depending on how such a function would be implemented and how backlash is already implemented right now), backlash explodes or doesn't explode, check and compute damage against A's HP), check if A lives or dies, change state of player.
Understand the issue now? It WILL require more computation and it could be more than two additional steps. Then we throw CP, damage done modifiers, etc. and you can imagine what that actually means for performance. What will happen if I light an entire zerg up?
The game already tracks who uses which skill and how much this skill does.
Right now you have to do the calculation how much damage is stored by all damage the target hits. The game already tracks here who does that damage and calculates each individual hit toward the backlash damage.
This means from 100 hits the calculation has to be done 100 times
With the change the calculation to be done only a fraction of this when one gets zerged and backlash is applied.
It will reduce the calculations needed whatever you make up
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.
You just don't understand, do you? In order for that system you want to work, there would need to be a special check on every cast of backlash for every bit of damage that occurs. To say that a death recap is the same thing is WRONG because a death recap can:
1. Not be computed in real-time and retroactively. Won't matter.
2. Be composed of data that exists and is monitored completely client-side
3. Tracking damage simply means there is an identifier on who did the damage, not that the damage against the player is actually checked before computed. In fact, it would make zero sense to do so unless a skill like the backlash you want to exist, existed.
Here is an example:
No backlash:
You hit A , A takes damage, checks damage against A's HP , check if A lives or dies, change state
Now with backlash:
You hit A , A takes damage, checks damage against A's HP, (backlash flag check, backlash computes damage against maximum backlash value and stored, backlash explodes or doesn't explode, backlash computed against player hp), check if A lives or dies, change state of player
What you want looks like this when backlash is on in the way you want it:
You hit A, A takes damage, checks damage against A's HP, (backlash flag check, BACKLASH CHECKS IDENTIFIER ON DAMAGE, backlash computes damage against maximum value and stored amount (NOTE: this might require an additional step to truncate the damage depending on how such a function would be implemented and how backlash is already implemented right now), backlash explodes or doesn't explode, check and compute damage against A's HP), check if A lives or dies, change state of player.
Understand the issue now? It WILL require more computation and it could be more than two additional steps. Then we throw CP, damage done modifiers, etc. and you can imagine what that actually means for performance. What will happen if I light an entire zerg up?
The game already tracks who uses which skill and how much this skill does.
Right now you have to do the calculation how much damage is stored by all damage the target hits. The game already tracks here who does that damage and calculates each individual hit toward the backlash damage.
This means from 100 hits the calculation has to be done 100 times
With the change the calculation to be done only a fraction of this when one gets zerged and backlash is applied.
It will reduce the calculations needed whatever you make up
You're a funny person. I'm done talking to you. That you can't understand it even spelled out to you, means you won't understand at all.
More calculations always needs more computing power than a simple true false question combined with a calculation.
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.
You just don't understand, do you? In order for that system you want to work, there would need to be a special check on every cast of backlash for every bit of damage that occurs. To say that a death recap is the same thing is WRONG because a death recap can:
1. Not be computed in real-time and retroactively. Won't matter.
2. Be composed of data that exists and is monitored completely client-side
3. Tracking damage simply means there is an identifier on who did the damage, not that the damage against the player is actually checked before computed. In fact, it would make zero sense to do so unless a skill like the backlash you want to exist, existed.
Here is an example:
No backlash:
You hit A , A takes damage, checks damage against A's HP , check if A lives or dies, change state
Now with backlash:
You hit A , A takes damage, checks damage against A's HP, (backlash flag check, backlash computes damage against maximum backlash value and stored, backlash explodes or doesn't explode, backlash computed against player hp), check if A lives or dies, change state of player
What you want looks like this when backlash is on in the way you want it:
You hit A, A takes damage, checks damage against A's HP, (backlash flag check, BACKLASH CHECKS IDENTIFIER ON DAMAGE, backlash computes damage against maximum value and stored amount (NOTE: this might require an additional step to truncate the damage depending on how such a function would be implemented and how backlash is already implemented right now), backlash explodes or doesn't explode, check and compute damage against A's HP), check if A lives or dies, change state of player.
Understand the issue now? It WILL require more computation and it could be more than two additional steps. Then we throw CP, damage done modifiers, etc. and you can imagine what that actually means for performance. What will happen if I light an entire zerg up?
The game already tracks who uses which skill and how much this skill does.
Right now you have to do the calculation how much damage is stored by all damage the target hits. The game already tracks here who does that damage and calculates each individual hit toward the backlash damage.
This means from 100 hits the calculation has to be done 100 times
With the change the calculation to be done only a fraction of this when one gets zerged and backlash is applied.
It will reduce the calculations needed whatever you make up
You're a funny person. I'm done talking to you. That you can't understand it even spelled out to you, means you won't understand at all.
Great when people fail to acknowledge that they are simply wrong and start ignoring you.
More calculations always needs more computing power than a simple true false question combined with a calculation.
My change
Is it caster? No, nothing happens
Is it caster? Yes, multiply damage by 0.2 and add to backlash
Currently:
Incoming damage? Yes, multiply with 0.2 and add to backlash
That is less text but more calculations.
But why do i even waste my time?
DRAGON_KILLER_HUNTER wrote: »40k health templars and only healbots doing 6-10k unmitigated damage with this skill while not having a single damage skill on their bar is pretty broken isnt it?
More calculations always needs more computing power than a simple true false question combined with a calculation.
So a multiply and accumulation or addition operation takes more time than an if statement that also has to do a comparison and must be done on all damage? Even excluding the fact that the damage may already be calculated before it's truncated? Yeah, thanks for sharing your "knowledge." I'm sure the ZOS devs will take note.
Enjoy my sarcastic last reply.
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.
You just don't understand, do you? In order for that system you want to work, there would need to be a special check on every cast of backlash for every bit of damage that occurs. To say that a death recap is the same thing is WRONG because a death recap can:
1. Not be computed in real-time and retroactively. Won't matter.
2. Be composed of data that exists and is monitored completely client-side
3. Tracking damage simply means there is an identifier on who did the damage, not that the damage against the player is actually checked before computed. In fact, it would make zero sense to do so unless a skill like the backlash you want to exist, existed.
Here is an example:
No backlash:
You hit A , A takes damage, checks damage against A's HP , check if A lives or dies, change state
Now with backlash:
You hit A , A takes damage, checks damage against A's HP, (backlash flag check, backlash computes damage against maximum backlash value and stored, backlash explodes or doesn't explode, backlash computed against player hp), check if A lives or dies, change state of player
What you want looks like this when backlash is on in the way you want it:
You hit A, A takes damage, checks damage against A's HP, (backlash flag check, BACKLASH CHECKS IDENTIFIER ON DAMAGE, backlash computes damage against maximum value and stored amount (NOTE: this might require an additional step to truncate the damage depending on how such a function would be implemented and how backlash is already implemented right now), backlash explodes or doesn't explode, check and compute damage against A's HP), check if A lives or dies, change state of player.
Understand the issue now? It WILL require more computation and it could be more than two additional steps. Then we throw CP, damage done modifiers, etc. and you can imagine what that actually means for performance. What will happen if I light an entire zerg up?
The game already tracks who uses which skill and how much this skill does.
Right now you have to do the calculation how much damage is stored by all damage the target hits. The game already tracks here who does that damage and calculates each individual hit toward the backlash damage.
This means from 100 hits the calculation has to be done 100 times
With the change the calculation to be done only a fraction of this when one gets zerged and backlash is applied.
It will reduce the calculations needed whatever you make up
You're a funny person. I'm done talking to you. That you can't understand it even spelled out to you, means you won't understand at all.
Great when people fail to acknowledge that they are simply wrong and start ignoring you.
More calculations always needs more computing power than a simple true false question combined with a calculation.
My change
Is it caster? No, nothing happens
Is it caster? Yes, multiply damage by 0.2 and add to backlash
Currently:
Incoming damage? Yes, multiply with 0.2 and add to backlash
That is less text but more calculations.
But why do i even waste my time?
From a programming perspective both calculations are so cheap, that unless we're talking about 10s of millions of hits that need to be parsed (unlikely as most people per trial is 12), the difference would be too small to even measure. No dev would even spend any time thinking about the performance of that. You guys are wasting your time debating that.
The only real discussion in this case is what is more balanced, not what performs better.
DRAGON_KILLER_HUNTER wrote: »40k health templars and only healbots doing 6-10k unmitigated damage with this skill while not having a single damage skill on their bar is pretty broken isnt it?
2 stamplar vs you, both use potl and it becomes ridiculous.
Brutusmax1mus wrote: »DRAGON_KILLER_HUNTER wrote: »40k health templars and only healbots doing 6-10k unmitigated damage with this skill while not having a single damage skill on their bar is pretty broken isnt it?
2 stamplar vs you, both use potl and it becomes ridiculous.
They don't stack..
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.
You just don't understand, do you? In order for that system you want to work, there would need to be a special check on every cast of backlash for every bit of damage that occurs. To say that a death recap is the same thing is WRONG because a death recap can:
1. Not be computed in real-time and retroactively. Won't matter.
2. Be composed of data that exists and is monitored completely client-side
3. Tracking damage simply means there is an identifier on who did the damage, not that the damage against the player is actually checked before computed. In fact, it would make zero sense to do so unless a skill like the backlash you want to exist, existed.
Here is an example:
No backlash:
You hit A , A takes damage, checks damage against A's HP , check if A lives or dies, change state
Now with backlash:
You hit A , A takes damage, checks damage against A's HP, (backlash flag check, backlash computes damage against maximum backlash value and stored, backlash explodes or doesn't explode, backlash computed against player hp), check if A lives or dies, change state of player
What you want looks like this when backlash is on in the way you want it:
You hit A, A takes damage, checks damage against A's HP, (backlash flag check, BACKLASH CHECKS IDENTIFIER ON DAMAGE, backlash computes damage against maximum value and stored amount (NOTE: this might require an additional step to truncate the damage depending on how such a function would be implemented and how backlash is already implemented right now), backlash explodes or doesn't explode, check and compute damage against A's HP), check if A lives or dies, change state of player.
Understand the issue now? It WILL require more computation and it could be more than two additional steps. Then we throw CP, damage done modifiers, etc. and you can imagine what that actually means for performance. What will happen if I light an entire zerg up?
The game already tracks who uses which skill and how much this skill does.
Right now you have to do the calculation how much damage is stored by all damage the target hits. The game already tracks here who does that damage and calculates each individual hit toward the backlash damage.
This means from 100 hits the calculation has to be done 100 times
With the change the calculation to be done only a fraction of this when one gets zerged and backlash is applied.
It will reduce the calculations needed whatever you make up
You're a funny person. I'm done talking to you. That you can't understand it even spelled out to you, means you won't understand at all.
Great when people fail to acknowledge that they are simply wrong and start ignoring you.
More calculations always needs more computing power than a simple true false question combined with a calculation.
My change
Is it caster? No, nothing happens
Is it caster? Yes, multiply damage by 0.2 and add to backlash
Currently:
Incoming damage? Yes, multiply with 0.2 and add to backlash
That is less text but more calculations.
But why do i even waste my time?
From a programming perspective both calculations are so cheap, that unless we're talking about 10s of millions of hits that need to be parsed (unlikely as most people per trial is 12), the difference would be too small to even measure. No dev would even spend any time thinking about the performance of that. You guys are wasting your time debating that.
The only real discussion in this case is what is more balanced, not what performs better.
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.
You just don't understand, do you? In order for that system you want to work, there would need to be a special check on every cast of backlash for every bit of damage that occurs. To say that a death recap is the same thing is WRONG because a death recap can:
1. Not be computed in real-time and retroactively. Won't matter.
2. Be composed of data that exists and is monitored completely client-side
3. Tracking damage simply means there is an identifier on who did the damage, not that the damage against the player is actually checked before computed. In fact, it would make zero sense to do so unless a skill like the backlash you want to exist, existed.
Here is an example:
No backlash:
You hit A , A takes damage, checks damage against A's HP , check if A lives or dies, change state
Now with backlash:
You hit A , A takes damage, checks damage against A's HP, (backlash flag check, backlash computes damage against maximum backlash value and stored, backlash explodes or doesn't explode, backlash computed against player hp), check if A lives or dies, change state of player
What you want looks like this when backlash is on in the way you want it:
You hit A, A takes damage, checks damage against A's HP, (backlash flag check, BACKLASH CHECKS IDENTIFIER ON DAMAGE, backlash computes damage against maximum value and stored amount (NOTE: this might require an additional step to truncate the damage depending on how such a function would be implemented and how backlash is already implemented right now), backlash explodes or doesn't explode, check and compute damage against A's HP), check if A lives or dies, change state of player.
Understand the issue now? It WILL require more computation and it could be more than two additional steps. Then we throw CP, damage done modifiers, etc. and you can imagine what that actually means for performance. What will happen if I light an entire zerg up?
The game already tracks who uses which skill and how much this skill does.
Right now you have to do the calculation how much damage is stored by all damage the target hits. The game already tracks here who does that damage and calculates each individual hit toward the backlash damage.
This means from 100 hits the calculation has to be done 100 times
With the change the calculation to be done only a fraction of this when one gets zerged and backlash is applied.
It will reduce the calculations needed whatever you make up
You're a funny person. I'm done talking to you. That you can't understand it even spelled out to you, means you won't understand at all.
Great when people fail to acknowledge that they are simply wrong and start ignoring you.
More calculations always needs more computing power than a simple true false question combined with a calculation.
My change
Is it caster? No, nothing happens
Is it caster? Yes, multiply damage by 0.2 and add to backlash
Currently:
Incoming damage? Yes, multiply with 0.2 and add to backlash
That is less text but more calculations.
But why do i even waste my time?
Brutusmax1mus wrote: »DRAGON_KILLER_HUNTER wrote: »40k health templars and only healbots doing 6-10k unmitigated damage with this skill while not having a single damage skill on their bar is pretty broken isnt it?
2 stamplar vs you, both use potl and it becomes ridiculous.
They don't stack..
They do, they fixed that bug but it still occures from time to time
"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
That's where you are wrong. What build is zero damage with a tooltip on that skill that high? If someone has a 28K tooltip on purifying light, how much mag do they have? Do you know that all magicka class skills get more powerful with more magicka? Once this skill is nerfed, you'll be back here crying about templar's beam and how good it is on these same builds. And let's assume that they got their damage on that skill by maxing out direct damage CP star, how strong would toppling, javelin, etc. be with such a mag pol or damage buff to direct damage? You're assuming they also don't have penetration and that your resistances will be high. If not and/or someone else debuff you (uh oh, Xv1 tool!), then you will not be taking a laughable amount of damage OR you won't be doing damage either/get outhealed.
"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
That's where you are wrong. What build is zero damage with a tooltip on that skill that high? If someone has a 28K tooltip on purifying light, how much mag do they have? Do you know that all magicka class skills get more powerful with more magicka? Once this skill is nerfed, you'll be back here crying about templar's beam and how good it is on these same builds. And let's assume that they got their damage on that skill by maxing out direct damage CP star, how strong would toppling, javelin, etc. be with such a mag pol or damage buff to direct damage? You're assuming they also don't have penetration and that your resistances will be high. If not and/or someone else debuff you (uh oh, Xv1 tool!), then you will not be taking a laughable amount of damage OR you won't be doing damage either/get outhealed.
Heavy armour healbots with barebones spell damage can easily hit people for 8k-10k with backlash.
Please don't waste anyone's time argueing about things you can experience for yourself if you spend an hour in PvP
You gave up on argueing that backlash cant hit hard on a no-damage build? Awesome.
Just to add to that, here's the purfying light tooltip on my argonian magplar healbot running transmutation,. seducer and bloodspawn with 1335 spell damage. He's not much of a damage dealer, as you can imagine:
If Im playing in a group Ill put that on whomever my group is focusing and that guy is going to take up to 10k completely unavoidable burst damage, no matter what. That's kind of sad considering I have barebones spell damage. And yes, my "normal" skills hit for next to nothing, as they should.
Frankly, I dont understand why people are so defensive about the suggestion that it should only scale off your own damage dealt, like it used to. They dont have to change anything else and you can still use it to set up a nice burst on targets youre trying to kill on your own. But perhaps that's the issue
You gave up on argueing that backlash cant hit hard on a no-damage build? Awesome.
Just to add to that, here's the purfying light tooltip on my argonian magplar healbot running transmutation,. seducer and bloodspawn with 1335 spell damage. He's not much of a damage dealer, as you can imagine:
If Im playing in a group Ill put that on whomever my group is focusing and that guy is going to take up to 10k completely unavoidable burst damage, no matter what. That's kind of sad considering I have barebones spell damage. And yes, my "normal" skills hit for next to nothing, as they should.
Frankly, I dont understand why people are so defensive about the suggestion that it should only scale off your own damage dealt, like it used to. They dont have to change anything else and you can still use it to set up a nice burst on targets youre trying to kill on your own. But perhaps that's the issue
You gave up on argueing that backlash cant hit hard on a no-damage build? Awesome.
Just to add to that, here's the purfying light tooltip on my argonian magplar healbot running transmutation,. seducer and bloodspawn with 1335 spell damage. He's not much of a damage dealer, as you can imagine:
If Im playing in a group Ill put that on whomever my group is focusing and that guy is going to take up to 10k completely unavoidable burst damage, no matter what. That's kind of sad considering I have barebones spell damage. And yes, my "normal" skills hit for next to nothing, as they should.
Frankly, I dont understand why people are so defensive about the suggestion that it should only scale off your own damage dealt, like it used to. They dont have to change anything else and you can still use it to set up a nice burst on targets youre trying to kill on your own. But perhaps that's the issue
Joy_Division wrote: »You gave up on argueing that backlash cant hit hard on a no-damage build? Awesome.
Just to add to that, here's the purfying light tooltip on my argonian magplar healbot running transmutation,. seducer and bloodspawn with 1335 spell damage. He's not much of a damage dealer, as you can imagine:
If Im playing in a group Ill put that on whomever my group is focusing and that guy is going to take up to 10k completely unavoidable burst damage, no matter what. That's kind of sad considering I have barebones spell damage. And yes, my "normal" skills hit for next to nothing, as they should.
Frankly, I dont understand why people are so defensive about the suggestion that it should only scale off your own damage dealt, like it used to. They dont have to change anything else and you can still use it to set up a nice burst on targets youre trying to kill on your own. But perhaps that's the issue
Because this is my experience when I'm not in a nice fancy group:
10 casts. Top damage: 3482. Average damage: 1852. 1852! If you don't change anything else about it, then the skill sucks and in no way compares to other class delayed or burst procs (sub assault, curse, merciless resolve, power lash, etc).
Exactly how is coordinated play where a group actually concentrated on a target "sad."? Isn't that the tactical gameplay that ought to be encouraged? If it's group Vs. group, your 21046 damage can easily get purged or cleansed within 6 seconds and now you've got nothing.
Joy_Division wrote: »You gave up on argueing that backlash cant hit hard on a no-damage build? Awesome.
Just to add to that, here's the purfying light tooltip on my argonian magplar healbot running transmutation,. seducer and bloodspawn with 1335 spell damage. He's not much of a damage dealer, as you can imagine:
If Im playing in a group Ill put that on whomever my group is focusing and that guy is going to take up to 10k completely unavoidable burst damage, no matter what. That's kind of sad considering I have barebones spell damage. And yes, my "normal" skills hit for next to nothing, as they should.
Frankly, I dont understand why people are so defensive about the suggestion that it should only scale off your own damage dealt, like it used to. They dont have to change anything else and you can still use it to set up a nice burst on targets youre trying to kill on your own. But perhaps that's the issue
Because this is my experience when I'm not in a nice fancy group:
10 casts. Top damage: 3482. Average damage: 1852. 1852! If you don't change anything else about it, then the skill sucks and in no way compares to other class delayed or burst procs (sub assault, curse, merciless resolve, power lash, etc).
Exactly how is coordinated play where a group actually concentrated on a target "sad."? Isn't that the tactical gameplay that ought to be encouraged? If it's group Vs. group, your 21046 damage can easily get purged or cleansed within 6 seconds and now you've got nothing.
Buff it solo, nerf it Xv1. Your damage only, then make it like 50% stronger. Templars need help solo, quite badly since the class is an unsynergising mess, but are very nearly too strong in a group.
Honestly, Xv1 is kind of sad, it might be coordinated, but its skillless 99% of the time, because most of them can't survive otherwise, and rely on Xv1 only possibilities like a healbot, or an execute spammer. Its fine for PvE, because you have to sacrifice more to be a tank/healer than you do in PvP.
Joy_Division wrote: »You gave up on argueing that backlash cant hit hard on a no-damage build? Awesome.
Just to add to that, here's the purfying light tooltip on my argonian magplar healbot running transmutation,. seducer and bloodspawn with 1335 spell damage. He's not much of a damage dealer, as you can imagine:
If Im playing in a group Ill put that on whomever my group is focusing and that guy is going to take up to 10k completely unavoidable burst damage, no matter what. That's kind of sad considering I have barebones spell damage. And yes, my "normal" skills hit for next to nothing, as they should.
Frankly, I dont understand why people are so defensive about the suggestion that it should only scale off your own damage dealt, like it used to. They dont have to change anything else and you can still use it to set up a nice burst on targets youre trying to kill on your own. But perhaps that's the issue
Because this is my experience when I'm not in a nice fancy group:
10 casts. Top damage: 3482. Average damage: 1852. 1852! If you don't change anything else about it, then the skill sucks and in no way compares to other class delayed or burst procs (sub assault, curse, merciless resolve, power lash, etc).
Exactly how is coordinated play where a group actually concentrated on a target "sad."? Isn't that the tactical gameplay that ought to be encouraged? If it's group Vs. group, your 21046 damage can easily get purged or cleansed within 6 seconds and now you've got nothing.
Buff it solo, nerf it Xv1. Your damage only, then make it like 50% stronger. Templars need help solo, quite badly since the class is an unsynergising mess, but are very nearly too strong in a group.
Honestly, Xv1 is kind of sad, it might be coordinated, but its skillless 99% of the time, because most of them can't survive otherwise, and rely on Xv1 only possibilities like a healbot, or an execute spammer. Its fine for PvE, because you have to sacrifice more to be a tank/healer than you do in PvP.
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
That's exactly the counterplay this skill has which is intended.