I get people get narked at personal scores in BG and the mechanic.I'm open to a change happening, But all organised teams run a sorc for burst / execute. Simple. And the team gain having one, and sure battle of the steals will happen between 3 teams with one each.
A team of sorcs alone wouldn't be effective.
So really when folks upset by it I read their epeen is dented that in their PUG, in a DM, their 'score' was lower than the next guy. It's a team game. .. ... And kills count the most on one game type...
But hey. I'm open to why people are frustrated.
However what id say is until the mess with rune cage / frag is sorted out meddling with multiple class skills at once could be a disaster. Look at frag.
Frag changed, Sorc went wet, they added damage to cage now BOOM world loses its mind. That simple change now has people questioning literally every sorc skill.
Let's sort Frag / Cage first before adjusting everything else that's fundamental
I get people get narked at personal scores in BG and the mechanic.I'm open to a change happening, But all organised teams run a sorc for burst / execute. Simple. And the team gain having one, and sure battle of the steals will happen between 3 teams with one each.
A team of sorcs alone wouldn't be effective.
So really when folks upset by it I read their epeen is dented that in their PUG, in a DM, their 'score' was lower than the next guy. It's a team game. .. ... And kills count the most on one game type...
But hey. I'm open to why people are frustrated.
However what id say is until the mess with rune cage / frag is sorted out meddling with multiple class skills at once could be a disaster. Look at frag.
Frag changed, Sorc went wet, they added damage to cage now BOOM world loses its mind. That simple change now has people questioning literally every sorc skill.
Let's sort Frag / Cage first before adjusting everything else that's fundamental
I'm not sure how much you BG but this skill is literally gamebreaking. Two teams clash and duke it out, and any magsorc on the third team can sit in the bushes and get every one of the kills that occurs between the aforementioned two teams. It's busted and doesn't have to stay that way just because you're worried about what pseudo-nerf is coming for your Rune Cage free win button.
Oreyn_Bearclaw wrote: »This is only an issue in pug low MMR deathmatch BGs. Rather than change a fundamental skill that has been around since launch, I think the better answer is to look at how kills are calculated and scored in Deathmatch. I think the better solution is to give the KB to the person that procs the explosion.
While we are at it, do the same to POTL (only caster damage)
Oreyn_Bearclaw wrote: »This is only an issue in pug low MMR deathmatch BGs. Rather than change a fundamental skill that has been around since launch, I think the better answer is to look at how kills are calculated and scored in Deathmatch. I think the better solution is to give the KB to the person that procs the explosion.
Joy_Division wrote: »Paul Sage was right about a few things.
When asked why ZOS originally had no Battlegrounds, he said because the format and specifically the scoring mechanism would prompt many people to complain about skills that were intended to complement/synergize with teammates and were working just fine before.
It's a "kill steal" when a class with no execute, but good sustain pressure (like a DK) works together with a class with not very good sustain pressure but an execute (sorcerer).
Joy_Division wrote: »Paul Sage was right about a few things.
When asked why ZOS originally had no Battlegrounds, he said because the format and specifically the scoring mechanism would prompt many people to complain about skills that were intended to complement/synergize with teammates and were working just fine before.
It's a "kill steal" when a class with no execute, but good sustain pressure (like a DK) works together with a class with not very good sustain pressure but an execute (sorcerer).
Paul is a super intelligent guy and he was right about a lot of things, but also wrong about a lot of things.
We have a stellar BG framework in ESO - it's the best I've played and never gets old for me.
Sorc is not balanced in this environment though; it's a design abomination in multiple ways and needs a few tweaks to get it under control. Its issues are somewhat minimized in a sandbox like Cyrodiil but become glaringly apparent in a BG environment.
The execute issue is one that negatively exploits a scoring system - I would personally rather see the execute changed than the scoring since health bars flail wildly during a fight which can last several minutes which means that killing blow is the best metric. IMO it only makes sense that a Sorc get an execute if he actually triggers it.
I would also be open to changing the explosion/kill to be credited to anyone that triggers it - this retains the original synergistic nature of the skill but also implements a risk factor in spamming it where the 3rd team can steal the Sorc's kill.
I get people get narked at personal scores in BG and the mechanic.I'm open to a change happening, But all organised teams run a sorc for burst / execute. Simple. And the team gain having one, and sure battle of the steals will happen between 3 teams with one each.
A team of sorcs alone wouldn't be effective.
So really when folks upset by it I read their epeen is dented that in their PUG, in a DM, their 'score' was lower than the next guy. It's a team game. .. ... And kills count the most on one game type...
But hey. I'm open to why people are frustrated.
However what id say is until the mess with rune cage / frag is sorted out meddling with multiple class skills at once could be a disaster. Look at frag.
Frag changed, Sorc went wet, they added damage to cage now BOOM world loses its mind. That simple change now has people questioning literally every sorc skill.
Let's sort Frag / Cage first before adjusting everything else that's fundamental
I'm not sure how much you BG but this skill is literally gamebreaking. Two teams clash and duke it out, and any magsorc on the third team can sit in the bushes and get every one of the kills that occurs between the aforementioned two teams. It's busted and doesn't have to stay that way just because you're worried about what pseudo-nerf is coming for your Rune Cage free win button.
Joy_Division wrote: »Joy_Division wrote: »Paul Sage was right about a few things.
When asked why ZOS originally had no Battlegrounds, he said because the format and specifically the scoring mechanism would prompt many people to complain about skills that were intended to complement/synergize with teammates and were working just fine before.
It's a "kill steal" when a class with no execute, but good sustain pressure (like a DK) works together with a class with not very good sustain pressure but an execute (sorcerer).
Paul is a super intelligent guy and he was right about a lot of things, but also wrong about a lot of things.
We have a stellar BG framework in ESO - it's the best I've played and never gets old for me.
Sorc is not balanced in this environment though; it's a design abomination in multiple ways and needs a few tweaks to get it under control. Its issues are somewhat minimized in a sandbox like Cyrodiil but become glaringly apparent in a BG environment.
The execute issue is one that negatively exploits a scoring system - I would personally rather see the execute changed than the scoring since health bars flail wildly during a fight which can last several minutes which means that killing blow is the best metric. IMO it only makes sense that a Sorc get an execute if he actually triggers it.
I would also be open to changing the explosion/kill to be credited to anyone that triggers it - this retains the original synergistic nature of the skill but also implements a risk factor in spamming it where the 3rd team can steal the Sorc's kill.
If the execute negatively exploits the scoring system, then there is no need to nerf a skill when it's the problem is with the scoring system.
Especially since Jesus Beam, Executioner, and poison Injection spam can also allow 3rd teams to "kill steal".
I get people get narked at personal scores in BG and the mechanic.I'm open to a change happening, But all organised teams run a sorc for burst / execute. Simple. And the team gain having one, and sure battle of the steals will happen between 3 teams with one each.
A team of sorcs alone wouldn't be effective.
So really when folks upset by it I read their epeen is dented that in their PUG, in a DM, their 'score' was lower than the next guy. It's a team game. .. ... And kills count the most on one game type...
But hey. I'm open to why people are frustrated.
However what id say is until the mess with rune cage / frag is sorted out meddling with multiple class skills at once could be a disaster. Look at frag.
Frag changed, Sorc went wet, they added damage to cage now BOOM world loses its mind. That simple change now has people questioning literally every sorc skill.
Let's sort Frag / Cage first before adjusting everything else that's fundamental
I'm not sure how much you BG but this skill is literally gamebreaking. Two teams clash and duke it out, and any magsorc on the third team can sit in the bushes and get every one of the kills that occurs between the aforementioned two teams. It's busted and doesn't have to stay that way just because you're worried about what pseudo-nerf is coming for your Rune Cage free win button.
You don't get it.
Nerf battlegroung "killing" scoring, don't nerf a class defining skill in all game mode.
Next patch, Fury application will be 100% undodgeable wich is not (bugged) on live. Once it's fixed, the skill is fine.
leepalmer95 wrote: »Can we not nerf a class defining skill just so its not strong in 1 of 4 battle ground game modes?
Battle grounds being the lower popular pvp option by far.
Other executes scale at 50%, fury just only works at 20%.
Try using other execute such as beam at 20% hp and people die immediately.
Other executes actual deal boosted dmg between 21%-50% such as beam and exectioner. Fury doesn't.
At 20% fury hits hard, at 20% others hit hard. Fury trades or being a useless skill until 20% for being able to auto proc if its on people.
leepalmer95 wrote: »Can we not nerf a class defining skill just so its not strong in 1 of 4 battle ground game modes?
Battle grounds being the lower popular pvp option by far.
Other executes scale at 50%, fury just only works at 20%.
Try using other execute such as beam at 20% hp and people die immediately.
Other executes actual deal boosted dmg between 21%-50% such as beam and exectioner. Fury doesn't.
At 20% fury hits hard, at 20% others hit hard. Fury trades or being a useless skill until 20% for being able to auto proc if its on people.
No one is saying that the skill is OP with regard to damage or base mechanics. The problem is that the sorc is credited with the kill whether he achieved it or not.
leepalmer95 wrote: »Can we not nerf a class defining skill just so its not strong in 1 of 4 battle ground game modes?
Battle grounds being the lower popular pvp option by far.
Other executes scale at 50%, fury just only works at 20%.
Try using other execute such as beam at 20% hp and people die immediately.
Other executes actual deal boosted dmg between 21%-50% such as beam and exectioner. Fury doesn't.
At 20% fury hits hard, at 20% others hit hard. Fury trades or being a useless skill until 20% for being able to auto proc if its on people.
No one is saying that the skill is OP with regard to damage or base mechanics. The problem is that the sorc is credited with the kill whether he achieved it or not.
leepalmer95 wrote: »leepalmer95 wrote: »Can we not nerf a class defining skill just so its not strong in 1 of 4 battle ground game modes?
Battle grounds being the lower popular pvp option by far.
Other executes scale at 50%, fury just only works at 20%.
Try using other execute such as beam at 20% hp and people die immediately.
Other executes actual deal boosted dmg between 21%-50% such as beam and exectioner. Fury doesn't.
At 20% fury hits hard, at 20% others hit hard. Fury trades or being a useless skill until 20% for being able to auto proc if its on people.
No one is saying that the skill is OP with regard to damage or base mechanics. The problem is that the sorc is credited with the kill whether he achieved it or not.
Yet thats only a problem in 1 game mode in bg's.
Change the scoring mechanic to whoever did the most dmg gets the kill or something. Why nerf the skill and nerf it for everything pvp + pve?
leepalmer95 wrote: »leepalmer95 wrote: »Can we not nerf a class defining skill just so its not strong in 1 of 4 battle ground game modes?
Battle grounds being the lower popular pvp option by far.
Other executes scale at 50%, fury just only works at 20%.
Try using other execute such as beam at 20% hp and people die immediately.
Other executes actual deal boosted dmg between 21%-50% such as beam and exectioner. Fury doesn't.
At 20% fury hits hard, at 20% others hit hard. Fury trades or being a useless skill until 20% for being able to auto proc if its on people.
No one is saying that the skill is OP with regard to damage or base mechanics. The problem is that the sorc is credited with the kill whether he achieved it or not.
Yet thats only a problem in 1 game mode in bg's.
Change the scoring mechanic to whoever did the most dmg gets the kill or something. Why nerf the skill and nerf it for everything pvp + pve?
The OP suggested a solution that is no nerf anywhere else, only in the scenario that is described above. In pve any dot you use triggers it within 0.2 seconds max, and in other pvp scenarios you deal damage against a certain target anyway.