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Balorgh Monster Set - Adjustments needed?

Jeezye
Jeezye
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Hey guys, so I recently managed to log into PTS and test the new Balorgh set. When seeing it for the first time, I wasn't too sure whether I understood the tooltip correct. To make clear what the set actually does for those who don't know:

After you activate an ultimate, you gain weapon and spelldamage equal to twice the amount of ultimate consumed.

It's a pretty cool set, a good idea and I really like the concept. However, there are two mechanics that I think will be overperforming, especially in PvP:
  1. The weapon and spell damage scale off of your ultmate CONSUMED, not ultimate SPENT. This is a huge deal, as it allwows players to store their ultimate all the way up to 500 points and then unleash huge amounts of burst. In PvP, this is devestating as it allows players to play passively until they reach an advantage so great that they feel comfortable to enter combat. This indirectly encourages the ganking playstyle as well. On the PvE side, I think its not that big of a deal, since ultimates are usually spent right away when they are up. However, this might lead to groups farming ultimate at a boss and wipe over and over again until everyone has 500 points, and then start the real try to gain the 10 seconds burn down time on the boss. I really don't think anyone wants this situation.
  2. The other thing that I am bothered about is that the damage amplification also applies to the triggering ultimate itself. Imagine a nightblade use an incap with 1000 addition weapondamage from stealth ... yeah. I'd rather like to see the damage amp kick in AFTER the ultimate is spent, however I'm not too sure how this would work out with damage over time ults, since they will only loose the damage amp for their first tick.

Anyways, as for point 1 I really would like to see the change to ultimate SPENT, just like DK battleroar and sets like Lamia's Song and Witchman. I guess with this change point 2 will be obsolete at the same time, since damage stacking can't be "abused" for low cost ultimates like Dawnbreaker or Incaps.

Glad to hear opinions about the topic!

Edited for typos and moved over from combat and mechanics forum.
Edited by Jeezye on July 25, 2018 11:26AM
  • Pijng
    Pijng
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    I agree with 1st one. What about 2nd – leave my future bomblade build with Balorgh alone D':
  • DeadlyRecluse
    DeadlyRecluse
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    Can this buff stack with itself (in the case of Overload, or an ult gen build that can pound out two ults in under 10 seconds, for instance)?
    Thrice Empress, Forever Scrub
  • skinnycheeks
    skinnycheeks
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    Can this buff stack with itself (in the case of Overload, or an ult gen build that can pound out two ults in under 10 seconds, for instance)?

    Overload is not currently activating the set on the PTS. Seems to be consistent with other sets that work off ultimate. Not sure about it stacking if you generated ult quick enough to fire off two regular ults.
    Jeezye wrote: »
    1. The weapon and spell damage scale off of your ultmate CONSUMED, not ultimate SPENT. This is a huge deal, as it allwows players to store their ultimate all the way up to 500 points and then unleash huge amounts of burst. In PvP, this is devestating as it allows players to play passively until they reach an advantage so great that they feel comfortable to enter combat. This indirectly encourages the ganking playstyle as well. On the PvE side, I think its not that big of a deal, since ultimates are usually spent right away when they are up. However, this might lead to groups farming ultimate at a boss and wipe over and over again until everyone has 500 points, and then start the real try to gain the 10 seconds burn down time on the boss. I really don't think anyone wants this situation.

    I agree that it can be potentially really strong, but also look at the downside. It takes quite a bit to get to 500 ultimate, so if a NB wanted to build that much up to gank someone, they can only do it every so often. As far as the trial scenario, I don't really think it's going to be a set used very often in trials. Even having 500 ult ready to dump at the beginning will likely be a DPS loss overall due to the downtime of the set. Other more consistently firing monster helms will still be the trial go-to sets.
    Edited by skinnycheeks on July 25, 2018 9:40PM
  • DeadlyRecluse
    DeadlyRecluse
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    It takes quite a bit to get to 500 ultimate, so if a NB wanted to build that much up to gank someone, they can only do it every so often.

    Catalyst passive, though.

    If it goes live as is, a patient nightblade can have 1k extra spell/weapon damage on every single gank, and 10 seconds is enough to benefit from it for long enough any real successful gank.

    IDK if that's enough to justify adjustment, but it's worth discussing.
    Thrice Empress, Forever Scrub
  • hakan
    hakan
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    It takes quite a bit to get to 500 ultimate, so if a NB wanted to build that much up to gank someone, they can only do it every so often.

    Catalyst passive, though.

    If it goes live as is, a patient nightblade can have 1k extra spell/weapon damage on every single gank, and 10 seconds is enough to benefit from it for long enough any real successful gank.

    IDK if that's enough to justify adjustment, but it's worth discussing.

    i was thinking the same but one the reasons to use incap is that its cheap so waiting for 500 ultimate.. better off with bloospawn and AS greatsword and potion cooldown with clever alchemist( for catalyst). So you can pretty much press R all the time.
    Edited by hakan on July 25, 2018 10:02PM
  • DDuke
    DDuke
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    It takes quite a bit to get to 500 ultimate, so if a NB wanted to build that much up to gank someone, they can only do it every so often.

    Catalyst passive, though.

    If it goes live as is, a patient nightblade can have 1k extra spell/weapon damage on every single gank, and 10 seconds is enough to benefit from it for long enough any real successful gank.

    IDK if that's enough to justify adjustment, but it's worth discussing.

    What's to prevent anyone else from finding an area with undead mobs (plenty of such in Cyrodiil) & killing them with Fighters Guild passive to farm ultimate quick?
  • GaunterODim
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    Imo the point 1 should be changed, so its effectiveness becomes dependant on the ultimate you use and because having to store 500 ult would be pretty annoying when it comes to pvp.

    Point 2 was what I was wondering how it worked and if it does buff the ultimate that activates it im fine with it. Otherwise I wouldnt be sure if I wanted to use it.
  • skinnycheeks
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    DDuke wrote: »

    What's to prevent anyone else from finding an area with undead mobs (plenty of such in Cyrodiil) & killing them with Fighters Guild passive to farm ultimate quick?

    There isn't anything to stop them from doing it, but would be a rather tedious process to continually do that just to get 1 ultimate use built up.
  • GaunterODim
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    And dont just think of gankers. Ball groups with destro ults or bomber nightblades would probably see the most use of it.
    A well prepared gank is usually deadly anyway.
  • Tannus15
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    And dont just think of gankers. Ball groups with destro ults or bomber nightblades would probably see the most use of it.
    A well prepared gank is usually deadly anyway.

    Yeah, the most likely use i can see for it is a Cyrodil raid group having maybe 2 people using it like a warden with permafrost and a sorc with eye of the storm and have them both save 500 ult and then push into a zerg for massive damage.

    Which is awesome.

    I love that this can be a thing.
  • IZZEFlameLash
    IZZEFlameLash
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    This set probably needs adjustment. As much as it sounds awesome, it will cause problems of kills being too fast that it will bring upon another round of nerfs again. They should stop bringing new not-well-thought out sets and start fixing.
    Imperials, the one and true masters of all mortal races of Tamriel
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