IZZEFlameLash wrote: »IZZEFlameLash wrote: »It's quite strong as is already. I crit'd someone for nearly 10k with it hah. Dunno what the person was wearing but 5k~10k per tick is strong. It maybe a feast or famine but it is strong. If you can spam this the entire time without CC immunity preventing, it will be just be flat out OP.
You made a pug eat his own light attack with his pve build lol.
Basically. Lol. It was fun and satisfying for me. Probably the receiving end was 'wtf'. I wonder what I can do with Eclipse morphs with proper damage build though.
IZZEFlameLash wrote: »IZZEFlameLash wrote: »It's quite strong as is already. I crit'd someone for nearly 10k with it hah. Dunno what the person was wearing but 5k~10k per tick is strong. It maybe a feast or famine but it is strong. If you can spam this the entire time without CC immunity preventing, it will be just be flat out OP.
You made a pug eat his own light attack with his pve build lol.
Basically. Lol. It was fun and satisfying for me. Probably the receiving end was 'wtf'. I wonder what I can do with Eclipse morphs with proper damage build though.
10k DMG on the burst, 12-13k on the redirected. It won't go higher than that, if you value Regen or tankiness.
I have mixed feelings for this. Its live damage and heal is very handy imo. You can get nice timed burst with it even vs opponents who is breaking instantly, you usualy still get the first tick which is around 4k dmg to non tanky buids. If they really have to gut its dmg, then they should make it unbreakable for the full duration and reduce the cost. Something around 2k dmg per tick is acceptable (after battle spirit).IMO they should cut the proc damage/healing in half and remove the CC component entirely.
I have mixed feelings for this. Its live damage and heal is very handy imo. You can get nice timed burst with it even vs opponents who is breaking instantly, you usualy still get the first tick which is around 4k dmg to non tanky buids. If they really have to gut its dmg, then they should make it unbreakable for the full duration and reduce the cost. Something around 2k dmg per tick is acceptable (after battle spirit).IMO they should cut the proc damage/healing in half and remove the CC component entirely.
Arthalion1 wrote: »@Solariken I'm moving to stamplar, so I can look at myself in the mirror. I think magplars will be everywhere when this patch goes live and will be nerfed again in three months when zos realise the error in their ways.
I was winning 1v3, sometimes 1v4, before the last two patches, which both buffed magplars. I'm really confused by people who think magplar is weak. I do have clips on my Xbox feed, not just talking the talk.
Flame_of_Hades wrote: »I have mixed feelings for this. Its live damage and heal is very handy imo. You can get nice timed burst with it even vs opponents who is breaking instantly, you usualy still get the first tick which is around 4k dmg to non tanky buids. If they really have to gut its dmg, then they should make it unbreakable for the full duration and reduce the cost. Something around 2k dmg per tick is acceptable (after battle spirit).IMO they should cut the proc damage/healing in half and remove the CC component entirely.
no... because everything in the game that stops attacking (effectively) is able to be broken.... (pvp, i hate unbreakable cc in pve -_-).. so if it cant be broken, then templars have an ability that renders a person useless, period, cause when it goes down, you are just going to re-apply it.
Flame_of_Hades wrote: »I have mixed feelings for this. Its live damage and heal is very handy imo. You can get nice timed burst with it even vs opponents who is breaking instantly, you usualy still get the first tick which is around 4k dmg to non tanky buids. If they really have to gut its dmg, then they should make it unbreakable for the full duration and reduce the cost. Something around 2k dmg per tick is acceptable (after battle spirit).IMO they should cut the proc damage/healing in half and remove the CC component entirely.
no... because everything in the game that stops attacking (effectively) is able to be broken.... (pvp, i hate unbreakable cc in pve -_-).. so if it cant be broken, then templars have an ability that renders a person useless, period, cause when it goes down, you are just going to re-apply it.
It does not stop attacking tho. It just causes damage to you and heal the enemy when you do attack them.
That is basically the same thing that burning embers do. They damage you, and heal the DK.
Now imagine for a moment that burning embers only did this when you attacked the enemy DK who cast it (that would be a huge embers nerf btw.) - would that mean that embers suddenly need to be removable by breaking free?
IMHO, eclipse being removable by breaking free is completely uncalled for. Sure, it damages you when you attack - but then a DOT damages you as well, whether you attack or not(which is worse!) - and that one does not need to be removable by breaking free? Does not make sense.
Break free should remove crowd control, not damaging abilities that do not actually impede your control over your character.
Flame_of_Hades wrote: »Flame_of_Hades wrote: »I have mixed feelings for this. Its live damage and heal is very handy imo. You can get nice timed burst with it even vs opponents who is breaking instantly, you usualy still get the first tick which is around 4k dmg to non tanky buids. If they really have to gut its dmg, then they should make it unbreakable for the full duration and reduce the cost. Something around 2k dmg per tick is acceptable (after battle spirit).IMO they should cut the proc damage/healing in half and remove the CC component entirely.
no... because everything in the game that stops attacking (effectively) is able to be broken.... (pvp, i hate unbreakable cc in pve -_-).. so if it cant be broken, then templars have an ability that renders a person useless, period, cause when it goes down, you are just going to re-apply it.
It does not stop attacking tho. It just causes damage to you and heal the enemy when you do attack them.
That is basically the same thing that burning embers do. They damage you, and heal the DK.
Now imagine for a moment that burning embers only did this when you attacked the enemy DK who cast it (that would be a huge embers nerf btw.) - would that mean that embers suddenly need to be removable by breaking free?
IMHO, eclipse being removable by breaking free is completely uncalled for. Sure, it damages you when you attack - but then a DOT damages you as well, whether you attack or not(which is worse!) - and that one does not need to be removable by breaking free? Does not make sense.
Break free should remove crowd control, not damaging abilities that do not actually impede your control over your character.
burning embers goes off once a second... i get hit with eclipse 2-3 times in a second if volatile is up...
not to mention, that burning embers ticks for about 1-2k if your fighting an enemy with any defense..
as for it not physically stopping you from attacking... if you DON'T stop attacking when this is applied to you, you are dead. period. unless you have a god of a healer behind you. so, it EFFECTIVELY stops attacking.
Flame_of_Hades wrote: »Flame_of_Hades wrote: »I have mixed feelings for this. Its live damage and heal is very handy imo. You can get nice timed burst with it even vs opponents who is breaking instantly, you usualy still get the first tick which is around 4k dmg to non tanky buids. If they really have to gut its dmg, then they should make it unbreakable for the full duration and reduce the cost. Something around 2k dmg per tick is acceptable (after battle spirit).IMO they should cut the proc damage/healing in half and remove the CC component entirely.
no... because everything in the game that stops attacking (effectively) is able to be broken.... (pvp, i hate unbreakable cc in pve -_-).. so if it cant be broken, then templars have an ability that renders a person useless, period, cause when it goes down, you are just going to re-apply it.
It does not stop attacking tho. It just causes damage to you and heal the enemy when you do attack them.
That is basically the same thing that burning embers do. They damage you, and heal the DK.
Now imagine for a moment that burning embers only did this when you attacked the enemy DK who cast it (that would be a huge embers nerf btw.) - would that mean that embers suddenly need to be removable by breaking free?
IMHO, eclipse being removable by breaking free is completely uncalled for. Sure, it damages you when you attack - but then a DOT damages you as well, whether you attack or not(which is worse!) - and that one does not need to be removable by breaking free? Does not make sense.
Break free should remove crowd control, not damaging abilities that do not actually impede your control over your character.
burning embers goes off once a second... i get hit with eclipse 2-3 times in a second if volatile is up...
not to mention, that burning embers ticks for about 1-2k if your fighting an enemy with any defense..
as for it not physically stopping you from attacking... if you DON'T stop attacking when this is applied to you, you are dead. period. unless you have a god of a healer behind you. so, it EFFECTIVELY stops attacking.
I wasn't talking about the amount of damage the abilities do, but about the principle functionality they do. They both heal the enemy, they both do damage to you - why should one be removable by break free while other is not?
Yea, eclipse does more damage than embers - does that mean any DOT that is stronger should be removable by break free? How about a bleed ticking for 3.5K? How about a bleed stack ticking for twice as much? Should that be removable by break free too, on the grounds that it does lots of damage?
Crowd control break should be for crowd control removal, not for the removal of anything that is dangerous to you.
Arthalion1 wrote: »@Joy_Division The OP asks for an ability to be buffed so that he can permanently disable another player, for the reasons I pointed out and I need to L2P? Hmmm...
Plus it's either a CC or it isn't. I can't see why you can be stunned while subject to total dark, which players use by casting dark then immediately using toppling charge.
Flame_of_Hades wrote: »As i already stated, total dark IS a crowd control, because CC prevents attacking, and total dark EFFECTIVELY prevents attacking. Yes, it does not physically stop an enemy from hitting you, but the heal + damage that results from that attack have the effect forcing you to stop attacking, thus making it a CC....
Flame_of_Hades wrote: »As i already stated, total dark IS a crowd control, because CC prevents attacking, and total dark EFFECTIVELY prevents attacking. Yes, it does not physically stop an enemy from hitting you, but the heal + damage that results from that attack have the effect forcing you to stop attacking, thus making it a CC....
There is a difference between having the option to attack and suffer the consequences, discouraging action, without taking away your control of your character, and preventing action, by taking away said control. The latter is crowd control. The former is not.
Flame_of_Hades wrote: »Flame_of_Hades wrote: »As i already stated, total dark IS a crowd control, because CC prevents attacking, and total dark EFFECTIVELY prevents attacking. Yes, it does not physically stop an enemy from hitting you, but the heal + damage that results from that attack have the effect forcing you to stop attacking, thus making it a CC....
There is a difference between having the option to attack and suffer the consequences, discouraging action, without taking away your control of your character, and preventing action, by taking away said control. The latter is crowd control. The former is not.
Both have the effect of stopping attacks... What you want is the ability to 100% prevent people from attacking you in a fight.... which is broken....
The_Brosteen wrote: »Arthalion1 wrote: »@Solariken I'm moving to stamplar, so I can look at myself in the mirror. I think magplars will be everywhere when this patch goes live and will be nerfed again in three months when zos realise the error in their ways.
I was winning 1v3, sometimes 1v4, before the last two patches, which both buffed magplars. I'm really confused by people who think magplar is weak. I do have clips on my Xbox feed, not just talking the talk.
Well you see, the people who dont think magplars are good are on PC where hardly anyone who plays a magplar is actually good. So really it makes alot of sense.
Flame_of_Hades wrote: »Flame_of_Hades wrote: »As i already stated, total dark IS a crowd control, because CC prevents attacking, and total dark EFFECTIVELY prevents attacking. Yes, it does not physically stop an enemy from hitting you, but the heal + damage that results from that attack have the effect forcing you to stop attacking, thus making it a CC....
There is a difference between having the option to attack and suffer the consequences, discouraging action, without taking away your control of your character, and preventing action, by taking away said control. The latter is crowd control. The former is not.
Both have the effect of stopping attacks... What you want is the ability to 100% prevent people from attacking you in a fight.... which is broken....
It does not 100% prevent people from attacking, that's the point. They still have the choice of attacking(and suffering the consequences), or not attacking. There are situations where you would choose to attack despite of having eclipse on you. As opposed to actual CC, which takes away that choice.
Flame_of_Hades wrote: »Flame_of_Hades wrote: »As i already stated, total dark IS a crowd control, because CC prevents attacking, and total dark EFFECTIVELY prevents attacking. Yes, it does not physically stop an enemy from hitting you, but the heal + damage that results from that attack have the effect forcing you to stop attacking, thus making it a CC....
There is a difference between having the option to attack and suffer the consequences, discouraging action, without taking away your control of your character, and preventing action, by taking away said control. The latter is crowd control. The former is not.
Both have the effect of stopping attacks... What you want is the ability to 100% prevent people from attacking you in a fight.... which is broken....
It does not 100% prevent people from attacking, that's the point. They still have the choice of attacking(and suffering the consequences), or not attacking. There are situations where you would choose to attack despite of having eclipse on you. As opposed to actual CC, which takes away that choice.
Flame_of_Hades wrote: »Flame_of_Hades wrote: »Flame_of_Hades wrote: »As i already stated, total dark IS a crowd control, because CC prevents attacking, and total dark EFFECTIVELY prevents attacking. Yes, it does not physically stop an enemy from hitting you, but the heal + damage that results from that attack have the effect forcing you to stop attacking, thus making it a CC....
There is a difference between having the option to attack and suffer the consequences, discouraging action, without taking away your control of your character, and preventing action, by taking away said control. The latter is crowd control. The former is not.
Both have the effect of stopping attacks... What you want is the ability to 100% prevent people from attacking you in a fight.... which is broken....
It does not 100% prevent people from attacking, that's the point. They still have the choice of attacking(and suffering the consequences), or not attacking. There are situations where you would choose to attack despite of having eclipse on you. As opposed to actual CC, which takes away that choice.
What about "Effectively" do you not understand?
Flame_of_Hades wrote: »Flame_of_Hades wrote: »Flame_of_Hades wrote: »As i already stated, total dark IS a crowd control, because CC prevents attacking, and total dark EFFECTIVELY prevents attacking. Yes, it does not physically stop an enemy from hitting you, but the heal + damage that results from that attack have the effect forcing you to stop attacking, thus making it a CC....
There is a difference between having the option to attack and suffer the consequences, discouraging action, without taking away your control of your character, and preventing action, by taking away said control. The latter is crowd control. The former is not.
Both have the effect of stopping attacks... What you want is the ability to 100% prevent people from attacking you in a fight.... which is broken....
It does not 100% prevent people from attacking, that's the point. They still have the choice of attacking(and suffering the consequences), or not attacking. There are situations where you would choose to attack despite of having eclipse on you. As opposed to actual CC, which takes away that choice.
What about "Effectively" do you not understand?
Eclipse does not 100% prevent people from attacking, effectively or otherwise.
If i have eclipse on me and you are at 5% life, you can bet i'll effectively execute your ass, eclipse or not.
Eclipse only fires on direct damage. You can continue to attack with half the skills in the game and not bother to cc break.
Flame_of_Hades wrote: »Flame_of_Hades wrote: »Flame_of_Hades wrote: »As i already stated, total dark IS a crowd control, because CC prevents attacking, and total dark EFFECTIVELY prevents attacking. Yes, it does not physically stop an enemy from hitting you, but the heal + damage that results from that attack have the effect forcing you to stop attacking, thus making it a CC....
There is a difference between having the option to attack and suffer the consequences, discouraging action, without taking away your control of your character, and preventing action, by taking away said control. The latter is crowd control. The former is not.
Both have the effect of stopping attacks... What you want is the ability to 100% prevent people from attacking you in a fight.... which is broken....
It does not 100% prevent people from attacking, that's the point. They still have the choice of attacking(and suffering the consequences), or not attacking. There are situations where you would choose to attack despite of having eclipse on you. As opposed to actual CC, which takes away that choice.
What about "Effectively" do you not understand?
Eclipse does not 100% prevent people from attacking, effectively or otherwise.
If i have eclipse on me and you are at 5% life, you can bet i'll effectively execute your ass, eclipse or not.
Waffennacht wrote: »Flame_of_Hades wrote: »Flame_of_Hades wrote: »Flame_of_Hades wrote: »As i already stated, total dark IS a crowd control, because CC prevents attacking, and total dark EFFECTIVELY prevents attacking. Yes, it does not physically stop an enemy from hitting you, but the heal + damage that results from that attack have the effect forcing you to stop attacking, thus making it a CC....
There is a difference between having the option to attack and suffer the consequences, discouraging action, without taking away your control of your character, and preventing action, by taking away said control. The latter is crowd control. The former is not.
Both have the effect of stopping attacks... What you want is the ability to 100% prevent people from attacking you in a fight.... which is broken....
It does not 100% prevent people from attacking, that's the point. They still have the choice of attacking(and suffering the consequences), or not attacking. There are situations where you would choose to attack despite of having eclipse on you. As opposed to actual CC, which takes away that choice.
What about "Effectively" do you not understand?
Eclipse does not 100% prevent people from attacking, effectively or otherwise.
If i have eclipse on me and you are at 5% life, you can bet i'll effectively execute your ass, eclipse or not.
Not if you also have 5% health. If you're at 5% health (lol @ 1k) then you'll die when you cast any attack.
Flame_of_Hades wrote: »Flame_of_Hades wrote: »Flame_of_Hades wrote: »I have mixed feelings for this. Its live damage and heal is very handy imo. You can get nice timed burst with it even vs opponents who is breaking instantly, you usualy still get the first tick which is around 4k dmg to non tanky buids. If they really have to gut its dmg, then they should make it unbreakable for the full duration and reduce the cost. Something around 2k dmg per tick is acceptable (after battle spirit).IMO they should cut the proc damage/healing in half and remove the CC component entirely.
no... because everything in the game that stops attacking (effectively) is able to be broken.... (pvp, i hate unbreakable cc in pve -_-).. so if it cant be broken, then templars have an ability that renders a person useless, period, cause when it goes down, you are just going to re-apply it.
It does not stop attacking tho. It just causes damage to you and heal the enemy when you do attack them.
That is basically the same thing that burning embers do. They damage you, and heal the DK.
Now imagine for a moment that burning embers only did this when you attacked the enemy DK who cast it (that would be a huge embers nerf btw.) - would that mean that embers suddenly need to be removable by breaking free?
IMHO, eclipse being removable by breaking free is completely uncalled for. Sure, it damages you when you attack - but then a DOT damages you as well, whether you attack or not(which is worse!) - and that one does not need to be removable by breaking free? Does not make sense.
Break free should remove crowd control, not damaging abilities that do not actually impede your control over your character.
burning embers goes off once a second... i get hit with eclipse 2-3 times in a second if volatile is up...
not to mention, that burning embers ticks for about 1-2k if your fighting an enemy with any defense..
as for it not physically stopping you from attacking... if you DON'T stop attacking when this is applied to you, you are dead. period. unless you have a god of a healer behind you. so, it EFFECTIVELY stops attacking.
I wasn't talking about the amount of damage the abilities do, but about the principle functionality they do. They both heal the enemy, they both do damage to you - why should one be removable by break free while other is not?
Yea, eclipse does more damage than embers - does that mean any DOT that is stronger should be removable by break free? How about a bleed ticking for 3.5K? How about a bleed stack ticking for twice as much? Should that be removable by break free too, on the grounds that it does lots of damage?
Crowd control break should be for crowd control removal, not for the removal of anything that is dangerous to you.
You kinda left out the part where i said that your example was null due too total dark going off no matter who you hit. While burning embers CAN give about 8k health if you let it go for its full time, total dark is a much stronger heal. What is it? 3k or so every time they use a direct damage attack?
Bleeds are broken and need a big nerf, but balancing abilities should never be taken as "this is broken, so i should be broken!"
As i already stated, total dark IS a crowd control, because CC prevents attacking, and total dark EFFECTIVELY prevents attacking. Yes, it does not physically stop an enemy from hitting you, but the heal + damage that results from that attack have the effect forcing you to stop attacking, thus making it a CC....
Flame_of_Hades wrote: »Flame_of_Hades wrote: »As i already stated, total dark IS a crowd control, because CC prevents attacking, and total dark EFFECTIVELY prevents attacking. Yes, it does not physically stop an enemy from hitting you, but the heal + damage that results from that attack have the effect forcing you to stop attacking, thus making it a CC....
There is a difference between having the option to attack and suffer the consequences, discouraging action, without taking away your control of your character, and preventing action, by taking away said control. The latter is crowd control. The former is not.
Both have the effect of stopping attacks... What you want is the ability to 100% prevent people from attacking you in a fight.... which is broken....
It does not 100% prevent people from attacking, that's the point. They still have the choice of attacking(and suffering the consequences), or not attacking. There are situations where you would choose to attack despite of having eclipse on you. As opposed to actual CC, which takes away that choice.
DKs would like a word with you lol.