Toc de Malsvi wrote: »LeifErickson wrote: »Toc de Malsvi wrote: »LeifErickson wrote: »Toc de Malsvi wrote: »Synapsis123 wrote: »It's just the durations that need to be toned down. Most of the major defile sources last 10 seconds and are easy to reapply.
Applying defile using Snipe isn't quite "easy", outside of trying to gank players fighting other players. You open your self up to interrupts, long flight time, iconic sound.
If a NB spams Snipe from stealth there is a decent chance it will glitch out and the target wont hear or see animations until they are dead. This is a glitch though it is not how the skill is supposed to function and it is not how the skill functions in live interactive combat.
Lets pretend you get an initial Lethal Arrow on someone for the 10 second debuff. Now they are in your face attacking you, you fight for a bit without using Lethal Arrow. Now you want to reapply Major defile, so you try to Snipe again, they dodge roll, you try again, they interrupt/stun you. You break free and try again, they passively dodge from shuffle/Blur, you try again, they step behind a pillar/lampost and LoS you. This will continue until they let you snipe them because either they do not want to expend the resources to stop you, or they think they can kill you regardless. It is not so "easy" as applying say Reverberating Bash.
This made up situation is not the problem. The problem is when you are sniping someone from 30 meters away while they are dealing with other players right in front of them. If you are sniping people like you are saying in this post, you are not doing it right. You snipe people who will not be able to get to you. And that is when it is overpowered.
So you are saying you should only Snipe players when it is overpowered otherwise you shouldn't Snipe. Perhaps you can see the flaw in your own logic?
It isn't made up I have a lot of experience with it, ganking is not the only use or purpose of Snipe. Standing from range spamming Snipe is effective only when you out number a group or have the protection of walls. Spamming Snipe from range is actually the least effective method outside of getting a glitch. You will bring someones health down only for them to dodge roll heal and walk out of LoS, out of range, or charge you. You will have often expended lots of stamina in vain.
I would much rather have 3 people spamming Snipe at me than 3 people spamming curse as I can mitigate large numbers of Snipes with one dodge roll, I cannot mitigate Curses in the same way. This game is not balanced around Xv1 and shouldn't be.
That isn't to say that smaller groups shouldn't be able to win, that is to say the game should not be nuetered to favor small groups of elite players. Being in an organized group is already advantageous. Being better than your opponents is already advantageous.
Good groups already largely run S&B on one bar because of how strong it is to be able to bar swap and hold block through burst. They do not need anymore help with it.
I run a medium build and I can assure you Major Defile is fine, it sucks but it is not anywhere close to a guaranteed death. From my own experience of surviving it, as well as from my experience of facing a few good players that shrugged it off with little regard. If you are having trouble with Major Defile you are likely either expecting to win fights that you shouldn't, or you do not have a balanced build and lack healing power.
This game doesn't favor small groups at all though. And nerfing major defile doesn't buff small groups, it buffs everyone. Major defile is too good in every aspect of pvp - small, medium, large group.
I agree that given a perfect situation of small vs large this game doesn't favor small. However given the often ecountered situation of small group of great players vs large group of mediocre to bad players, it absolutely favors small coordinated groups. This game allows for an incredible amount of user control over combat variables, which in turn gives great advantage to those who know how to take advantage of those variables best.
I would agree that Defile is too good if we ignore healing. But I disagree when I take healing into account. Healing has been massively out of scale for a long time. Bad to mediocre players/groups have not known how to take advantage of it but I can assure you that good players/groups have.
I have run builds designed for powerful Snipes that would hit for 20k+ against most players and spammed blockplar/blockden healers with Lethal Arrow who didn't even bother LoSing, CC, interrupting me but killed my allies before turning on me. I do not run so one sided builds anymore and healing isn't what it has been. But it is still incredibly strong for those who invest in it.
Given the overall game balance I cannot agree that Defiles are over performing. They are great against builds that have invested minimally for self sustain and healing. And they are decently effective vs block builds, but only if you can sustain pressure on them.
I like to see a proper argument for any strength or weakness in PvP but this isn't one. Complaining that your favorite play style is euphoric in PvE but aggravating in PvP is definitely a legitimate upset but it doesn't mean everything should change just to please you. Defile counters healing received. It's a strict counter too, meaning either it's useful or it is not. Since there can be no middle ground (as it is with most play) one must adapt and develop a counter. If you truly play a lot in PvP then you should know there's a counter for everyone out there. There are ways to counter Defile play and they are effective. Maybe try something new.
DuskMarine wrote: »defile needs to kindve stay where its at tbh right now. reason being a critical on bol is an instant heal back to full health almost. only thing to counter that is major defile. so it doesnt need nerfed cause it hard counters probly the best best heal in the game. and i dont know if anyone wants templar heal balls back right?
Joy_Division wrote: »Joy_Division wrote: »Currently, defile is way too strong for how trivial it is to apply. I don;t mind strong debuffs, but there should be some sort of effort needed to tag a player with that debuff. Spamming Reverb Bash, which also puts an obnoxious stun that sometimes, for whatever reason, takes forever to break is not it.
I disagree. The biggest problem with defile at the moment is related to sets like duroks and cyrodiils crest where you can apply the defile to multiple targets with little to no effort and with little to no cooldown. Reverb bash is an active single target skill. While you can continuously apply the debuff to a player, it’s just that...a single player.
People getting Xv1ed would probably appreciate if defile wasn't so easy to apply.
You don’t balance the game around xv1 scenarios. And if you’re getting Xv1’d, you’re either going to die anyway in which case it doesn’t matter...or you’re fighting scrubs in which it still doesn’t matter.
Joy_Division wrote: »Joy_Division wrote: »Currently, defile is way too strong for how trivial it is to apply. I don;t mind strong debuffs, but there should be some sort of effort needed to tag a player with that debuff. Spamming Reverb Bash, which also puts an obnoxious stun that sometimes, for whatever reason, takes forever to break is not it.
I disagree. The biggest problem with defile at the moment is related to sets like duroks and cyrodiils crest where you can apply the defile to multiple targets with little to no effort and with little to no cooldown. Reverb bash is an active single target skill. While you can continuously apply the debuff to a player, it’s just that...a single player.
People getting Xv1ed would probably appreciate if defile wasn't so easy to apply.
I can't take this thread seriously.
Defile use to be 50% base, and it use to stack with crap like Fasalla (which was also 50%) for an obscene amount of healing debuff. People still healed through that back in the day just fine.
So when you're whining about Defile now with all the obscene healing they've added to the game i just laugh...
Not to mention the second they nerfed Defile with some of the suggestions offered here....A lot of the same posters would be whining about unkillable players.
Also you'd stand ZERO chance of killing a competent Nightblade without Defile right now
@Toc de Malsvi
Let's not pretend you're not an avid fan of Snipe because you post in pretty much any post about it. You make valid arguments but you dance around the issues of the skill. Niche skills are ok, but Snipe either severely underperforms or severely over performs. It's a broken skill. And when I say broken, I don't mean overpowered.
Yes Snipe has issues but you can't simply use these issues to negate the poor gameplay that it promotes outside of your scenarios. Both ends need to be addressed. It would be perfectly fair to increase snipe performance in your described scenario and decrease its performance in xv1 scenarios. In fact, it would be a change that promotes balance.
Stating that builds exist that can out heal snipe spams is fairly moot since those builds are specced for block healing, which is going to negate most direct damage builds, not just snipe spam. Can't really use a build that counters your build to showcase its effectiveness and than argue that it shows the Defile doesn't need a nerf.
100% uptime on Defile is in no way different than 100% uptime on snares. It's overly debilitating and removes a players ability to actually play. Uptime on Defile needs to go down, and unfortunately that means Snipe is going to have to lose Major Defile as well.I can't take this thread seriously.
Defile use to be 50% base, and it use to stack with crap like Fasalla (which was also 50%) for an obscene amount of healing debuff. People still healed through that back in the day just fine.
So when you're whining about Defile now with all the obscene healing they've added to the game i just laugh...
Not to mention the second they nerfed Defile with some of the suggestions offered here....A lot of the same posters would be whining about unkillable players.
Also you'd stand ZERO chance of killing a competent Nightblade without Defile right now
Defile wasn't as prominent back when Fasalla was 50% and those obscene healers have been nerfed and will be nerfed further due to crit heals being nerfed.
Also Nightblade healing is taking a big hit with the Shadowy Disguise and Crit Heal nerfs. The game has changed, but only partially. It's time to update the remains.
*edited due to incorrect autocorrect
What would you people think about giving medium armor agility passive a second function that reduced healdebuffs by 30 to 50% in effectiveness?
LeifErickson wrote: »
LeifErickson wrote: »
No I am not trolling. Defile is fine if you understand the group mechanics. Defile is now the second most common debuff in the game right behind maim.
Purge.
defile countered by purge, purge countered by negate.
This game is about buffs and debuffs, Ultis and speed. This is why groups are so competitive and why organized play is stronger than solo play.
LeifErickson wrote: »
No I am not trolling. Defile is fine if you understand the group mechanics. Defile is now the second most common debuff in the game right behind maim.
Purge.
defile countered by purge, purge countered by negate.
This game is about buffs and debuffs, Ultis and speed. This is why groups are so competitive and why organized play is stronger than solo play.
well my advice is to make your small group larger and include a magic templar. I think Deltia had or has a really nice small group magplar build somewhere. But because you don't want to increase your group size does not warrant you advocating for this change to the entire game.
well my advice is to make your small group larger and include a magic templar. I think Deltia had or has a really nice small group magplar build somewhere. But because you don't want to increase your group size does not warrant you advocating for this change to the entire game.
@Toc de Malsvi
Let's not pretend you're not an avid fan of Snipe because you post in pretty much any post about it. You make valid arguments but you dance around the issues of the skill. Niche skills are ok, but Snipe either severely underperforms or severely over performs. It's a broken skill. And when I say broken, I don't mean overpowered.
Yes Snipe has issues but you can't simply use these issues to negate the poor gameplay that it promotes outside of your scenarios. Both ends need to be addressed. It would be perfectly fair to increase snipe performance in your described scenario and decrease its performance in xv1 scenarios. In fact, it would be a change that promotes balance.
Stating that builds exist that can out heal snipe spams is fairly moot since those builds are specced for block healing, which is going to negate most direct damage builds, not just snipe spam. Can't really use a build that counters your build to showcase its effectiveness and than argue that it shows the Defile doesn't need a nerf.
100% uptime on Defile is in no way different than 100% uptime on snares. It's overly debilitating and removes a players ability to actually play. Uptime on Defile needs to go down, and unfortunately that means Snipe is going to have to lose Major Defile as well.I can't take this thread seriously.
Defile use to be 50% base, and it use to stack with crap like Fasalla (which was also 50%) for an obscene amount of healing debuff. People still healed through that back in the day just fine.
So when you're whining about Defile now with all the obscene healing they've added to the game i just laugh...
Not to mention the second they nerfed Defile with some of the suggestions offered here....A lot of the same posters would be whining about unkillable players.
Also you'd stand ZERO chance of killing a competent Nightblade without Defile right now
Defile wasn't as prominent back when Fasalla was 50% and those obscene healers have been nerfed and will be nerfed further due to crit heals being nerfed.
Also Nightblade healing is taking a big hit with the Shadowy Disguise and Crit Heal nerfs. The game has changed, but only partially. It's time to update the remains.
*edited due to incorrect autocorrect
What you mean it wasn't prominent? The same skills that had it back then have it now..only you had a very common set that also applied 50% healing debuff.
Hell not only was it common Disease applied minor defile (not Major) and it bloody stacked with the other two as well.
well my advice is to make your small group larger and include a magic templar. I think Deltia had or has a really nice small group magplar build somewhere. But because you don't want to increase your group size does not warrant you advocating for this change to the entire game.
I’m quite honestly a bit baffled. I don’t know what’s worse - you telling a SOLO player to just run a bigger group or your “advice” of copying a Deltia Templar build. Did you actually read what I wrote?
If purge is meant to be the answer, they should really make efficient purge a little more efficient, although it really doesn't cost that much than templars extended ritual but for only 2 debuffs.
Still think efficient purge should be self only and about the cost of extended ritual so it becomes to templars ritual what silver leash is becoming to DK chains. Then cleanse stays the same cost but purges group mates.
Problem is though; I run a stamplar and I can tell you even with 5 negative effects removed on 1 cast, you don't always get the one off you that you need. Plenty if you have a ton of magicka to cast it more than once, not so much for stam classes. Its why efficient purge works in groups with more than one person hitting it with plenty of magicka.
LeifErickson wrote: »
No I am not trolling. Defile is fine if you understand the group mechanics. Defile is now the second most common debuff in the game right behind maim.
Purge.
defile countered by purge, purge countered by negate.
This game is about buffs and debuffs, Ultis and speed. This is why groups are so competitive and why organized play is stronger than solo play.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
What would you people think about giving medium armor agility passive a second function that reduced healdebuffs by 30 to 50% in effectiveness?
I think defiles are too strong against all builds which don't have access to shields as a main defence or which don't spec everything into healing.
Just giving medium armor a strong counter is unfair towards magicka builds and would also make medium armor the choice for each and all builds.
Right now the decision for medium or heavy on a stamspec really depends on your playstyle and your class.
Heavy needs less reactive defence to survive but often forces you to have a more active sustain via heavy attacks.
Medium has more access to active defence which can be superior but also inferior to HA resistances while having less need for active sustain through regen passives.
The healing is pretty balanced between the two.
Medium can get a burst heal with rally as you have shuffle for snare removal while HA takes less damage and gives you more healing by default you are limited to FM on most builds however to fight snares.
Giving medium much better healing would make heavy inferior across the board imo.