Ever thought that a single dummy test might not be super representative for actual PvP performance?
And it is not just average performance which matter. Just the chance of turing a single light attack which hits for maybe 1k into 10k+ dmg from procs is stupid. It can make the most easiest and trivial actions way too dangerous. Sets which gives raw stats can't do that.
Honestly, at this point i don't give a flying fart about how entitled 1vx-ers think the game should be shaped around their needs.
I would rather sloads not be so easy to proc. It does a load of unmitigatable dmg in a short timespan. If you have burst ready and the target is defiled, a sload proc will make that target ripe for a kill. Especially so in xv1. In 1v1 it can be managed. So what ZOS needs to do it add more conditions to the set in order for it to proc, similar to overwhelming surge. Overwhelming is powerful as well, but balanced because of how it is designed. Sloads is literally designed for no brain zergling light attack spam. It is DUMB design. Period. End of story.Sloads uptime in pvp is a lot higher than 50% with dots and weaving, so it will end up doing more damage than viper, even over a prolonged period of time. If your sload uptime is lower than 50% you are doing it wrong.Honestly, the only thing I can say to this is: LMFAO.SidewalkChalk5 wrote: »If my stamina DK can be affected by multiple vipers ticking for ~800 each, i don't see why a sorc should not be affected by multiple sloads ticking for ~800 each.
Having a shield does not make one special.
The difference is that Sload's is irresistible. There's nothing whatsoever you can do about it but die if too much gets stacked onto you. Resistible damage is categorically different from a design perspective. One can choose to invest in resistance strategies to mitigate it. It takes MUCH more of that kind of damage for death to become inevitable. Making those mitigation investments (shields or armor or defensive buffs or CP or whatever) comes at a cost, making it balanced and acceptable that such damage can stack. You can either acknowledge the objective difference or you can play denial games. The facts won't change: these two things are different and nobody benefits from pretending that they are the same when they obviously aren't.
So distilled down, your argument is that sload's damage can not be lessened by investing into resistance.
To this, i reply: Sload hits for roughly the same as viper *after* resistances have been taken into account for viper.
In other words, the "resistance" to sload is already built-in into the base damage of the ability.
If viper/sheer venom are hitting for the same on you, lets say about 800, that means you literally have 0 resistance and damage reduction. 6400 damage over 4 seconds --> 6400/4 = 1600, divided by 2 (battlespirit) = 800. After that, stuff like maim, protection and resistances come into mind. On any normal and competent target using buffs and debuffs and has good resistance, viper dot will hit for like 350-400 max. Sloads hits at least 2 times as hard. You are just so wrong, my eyes are bleeding.
My bad. I should have made it more clear i was talking about overall damage output, not necessarily damage per tick.
Viper has a 100% proc rate, sload only 10%, which makes up for the damage difference.
Also, this point is irrelevant in the context of pvp, because pvp is not about dps over a prolonged period of time. It is about applying pressure and timed burst. And the reality is that sloads is providing a LOT more pressure in a short timespan and synergizes a lot better with defile and burst combo's because of that. Viper isn't bad on builds focussed around proccing skoria for example, but sloads is more lethal on its own. By far.
TBH, the whole argument stemmed from "sload should not stack because it ignores defenses". My point was, "if other dots stack, there is no reason for sload not to, because the important thing is not whether something ignores defenses, but how much damage it does in the end."
I used viper in the argument, but i could just as easily used poison injection. So the actual damage of the "normal DOT" is besides the point. "But viper will do 10% less damage" is irrelevant, what is relevant is that if my stamina character can have multiple DOTs stacked on him that eat away at his health bar, then so can a sorcerer. Having a shield does not make one a special snowflake.
Unkillable characters are perhaps more of a hinderance... I like to see Sload's used on tanks etc... it's funny to watch these perma-blockers get their comeuppance lol.
Maybe if the set could somehow do tiered damage. More to heavy armor users etc.. or more when damage shields are applied etc.
Unkillable characters are perhaps more of a hinderance... I like to see Sload's used on tanks etc... it's funny to watch these perma-blockers get their comeuppance lol.
Maybe if the set could somehow do tiered damage. More to heavy armor users etc.. or more when damage shields are applied etc.
[...] but at the same time there aren’t situations where people are stacking 38k health with ~40k stam/magicka and becoming nearly unkillable. [...]
Chilly-McFreeze wrote: »[...] but at the same time there aren’t situations where people are stacking 38k health with ~40k stam/magicka and becoming nearly unkillable. [...]
Please show me that build.
Also, what stops me from staying at 19,990 health and having far higher shields than someone with 20,001? Don't like that idea.
Unkillable characters are perhaps more of a hinderance... I like to see Sload's used on tanks etc... it's funny to watch these perma-blockers get their comeuppance lol.
Maybe if the set could somehow do tiered damage. More to heavy armor users etc.. or more when damage shields are applied etc.
Conditional mechanics would be the best way to handle counter play in sets. If zos want to introduce a set that counters high health and/or high resilience targets then those should be the parameters used for the set. Things like sloads effect every build not just tanks or builds with shields.
Shields just need to be changed to scale off of health using a system with hard floor and ceiling values. For example, if the health value is 20k or less then the shields scale at 60%; if the health is greater than 20k then the shields scale at 30%. Then set conditions where the shield could never be smaller than X or greater than Y; that way they do not be come useless but at the same time there aren’t situations where people are stacking 38k health with ~40k stam/magicka and becoming nearly unkillable.
What this would do force players to have to choose between having damage output or survivability. The duration of the shields would have to be longer to compensate for the change.
But .... it's not just high health 'builds' or 'shield stackers' that's the problem ... it's also things like Troll King, high health regen builds (even if their max hp isn't all that high), as well as things that temporarily boost your health regen like major vitality (there are multiple ways major vitality can be obtained, so much so that it can be maintained fairly consistently). Combine this with the fact that major defile has (mostly) been reduced to 4 seconds ... well ... do I really need to spell it out?
They stated that Sloads is meant as a counter to the Heavy Armor tank meta ... yet it hurts Light Armor and Medium Armor with less HP far more. Really great design!
DTStormfox wrote: »In my opinion, they should get rid of damage proc sets overall (maybe with the exception of undaunted monster helm sets).
Free damage sets are just for "I have no idea what I am doing" kind of players. They have no experience and can win from any experienced player, just by running the correct free damage sets. The game is made way too easy with these kinds of sets in place. I could give a 5-year-old the controls and he would still win from the average player running free damage sets.
It would solve all the problems that are caused by sets like Viper in the old days and Sload's today. The nerf they apply with next patch is just a joke to keep us (the dedicated and experienced players) from leaving the game. It is a hygiene factor to take away some displeasure, but as with all hygiene factors they are only a temporary fix to the displeasure.
DTStormfox wrote: »In my opinion, they should get rid of damage proc sets overall (maybe with the exception of undaunted monster helm sets).
Free damage sets are just for "I have no idea what I am doing" kind of players. They have no experience and can win from any experienced player, just by running the correct free damage sets. The game is made way too easy with these kinds of sets in place. I could give a 5-year-old the controls and he would still win from the average player running free damage sets.
It would solve all the problems that are caused by sets like Viper in the old days and Sload's today. The nerf they apply with next patch is just a joke to keep us (the dedicated and experienced players) from leaving the game. It is a hygiene factor to take away some displeasure, but as with all hygiene factors they are only a temporary fix to the displeasure.
Actually, not wearing a damage proc set is much more clear sign of not knowing how to play than wearing one is.
I don’t think there’s any valid arguement that intentionally gimping yourself to maintain some self-proclaimed moral high ground is more indicative of intelligent decision making or skill than building the most effective possible build.
Also, dying to someone just because they’re wearing a damage proc set is a strawman. We’re talking about a 10% or less difference in overall performance which means if they’re killing you they should logically be within 10% of your skill level.
Next I'm predicting a set with a 50% chance on dealing damage to instantly kill your opponent outright. Because that's encouraging skillful gameplay, right? ... Right?
DTStormfox wrote: »In my opinion, they should get rid of damage proc sets overall (maybe with the exception of undaunted monster helm sets).
Free damage sets are just for "I have no idea what I am doing" kind of players. They have no experience and can win from any experienced player, just by running the correct free damage sets. The game is made way too easy with these kinds of sets in place. I could give a 5-year-old the controls and he would still win from the average player running free damage sets.
It would solve all the problems that are caused by sets like Viper in the old days and Sload's today. The nerf they apply with next patch is just a joke to keep us (the dedicated and experienced players) from leaving the game. It is a hygiene factor to take away some displeasure, but as with all hygiene factors they are only a temporary fix to the displeasure.
I don’t think there’s any valid arguement that intentionally gimping yourself to maintain some self-proclaimed moral high ground is more indicative of intelligent decision making or skill than building the most effective possible build.
Curious, there is already something that does something similar, only without any chance involved, it's called Coldharbour Balista. Nobody seems to be complaining about that interestingly. And how long does this exist, and still no outrage?
Yes, "skillful" gameplay by mostly high ranking players, shooting almost instant-kill bolts. People who are supposed to have some experience to know how to do things, do stuff like this. Great achievement...
Also, dying to someone just because they’re wearing a damage proc set is a strawman. We’re talking about a 10% or less difference in overall performance which means if they’re killing you they should logically be within 10% of your skill level.
Also, dying to someone just because they’re wearing a damage proc set is a strawman. We’re talking about a 10% or less difference in overall performance which means if they’re killing you they should logically be within 10% of your skill level.
Procs can make way more than a 10% difference. And the worse the player, the more impact procs will have. I had fights where more than 50% of dmg taken was from procs. No raw stats will ever provide those players with similar dmg.
JPcrazysquirrel3 wrote: »Upon Summerset release on console, I tried to tell people in my PvP guilds to not get too heavily invested in running Sloads, because it's had a nerf cloud hovering over it since PC release, and even PTS.
But what did they do? "Hurr hurr, Sloads kills stuff with minimal skill and effort on my part!"
...I don't associate with those players anymore,...even though they're in my alliance.
I regret that I don't seek attention because I would gladly show you how proc sets work for inexperienced players. I kill them, they try to use zaan, then sload, then add skoria, they still die. Those set can change an outcome of a fight for players with smiliar skill level, but rookie even when using everything they have will still die to exp. Period. If you think otherwise it means you're not as high above average than you think.
Standing at the pearly gates, everything looks good, you were kind, you did onto others, you saved that baby, oh, wait, looks like you wore sloads for a couple months, I'm going to have to call over my supervisor.King_Thelon wrote: »There are players far better than you who refuse to wear Sloads out of principle. With the days of relevance in ESO PvP long behind us, some would rather go out with their integrity intact.
Standing at the pearly gates, everything looks good, you were kind, you did onto others, you saved that baby, oh, wait, looks like you wore sloads for a couple months, I'm going to have to call over my supervisor.King_Thelon wrote: »There are players far better than you who refuse to wear Sloads out of principle. With the days of relevance in ESO PvP long behind us, some would rather go out with their integrity intact.