Bald_templar wrote: »don’t underestimate direct heals though...
lotus, bird spam, crit surge, siphoning attack, sweep, ember, and many other abilities are all considered as direct heal
its no use crown. it does not matter how good your data is or how many debuffs are constantly stacked in fights or how little difference the set actually makes in the legit zerg play of cyrodil.
all the "elite players" see is their burst potential go down, there bleeds removed, a bit of their easy mode cleansed. and will cry foul and call everyone stupid and uneducated for not being as overblown and outraged as they are.
I guess the "elite players" are the only ones that are able to decern what is overpowered and notits no use crown. it does not matter how good your data is or how many debuffs are constantly stacked in fights or how little difference the set actually makes in the legit zerg play of cyrodil.
all the "elite players" see is their burst potential go down, there bleeds removed, a bit of their easy mode cleansed. and will cry foul and call everyone stupid and uneducated for not being as overblown and outraged as they are.
Way to identify if a set is overpowered: The set performs a mechanic for you.
This mechanic can range from damaging other players to healing you or your allies to purging debuffs off of you.
Curse Eater was and still is a proc set.
Sets should never perform mechanics for you. Sets should bolster your stats so you can perform the mechanics yourself.
Viper/Sloads/EG/Zaan/Curse Eater, you aren't fighting a player when they're wearing those sets. You're fighting the sets themselves, and that is a horrible balance mechanic.
Way to identify if a set is overpowered: The set performs a mechanic for you.
This mechanic can range from damaging other players to healing you or your allies to purging debuffs off of you.
Curse Eater was and still is a proc set.
Sets should never perform mechanics for you. Sets should bolster your stats so you can perform the mechanics yourself.
Viper/Sloads/EG/Zaan/Curse Eater, you aren't fighting a player when they're wearing those sets. You're fighting the sets themselves, and that is a horrible balance mechanic.
GrumpyDuckling wrote: »Way to identify if a set is overpowered: The set performs a mechanic for you.
This mechanic can range from damaging other players to healing you or your allies to purging debuffs off of you.
Curse Eater was and still is a proc set.
Sets should never perform mechanics for you. Sets should bolster your stats so you can perform the mechanics yourself.
Viper/Sloads/EG/Zaan/Curse Eater, you aren't fighting a player when they're wearing those sets. You're fighting the sets themselves, and that is a horrible balance mechanic.
This made me laugh. The same could be said about sets that bolster stats -- they're performing the "stat buff" mechanic instead of requiring the player to perform the buff themselves.
Nice try, though.
Sets should never perform mechanics for you. Sets should bolster your stats so you can perform the mechanics yourself.
GrumpyDuckling wrote: »Way to identify if a set is overpowered: The set performs a mechanic for you.
This mechanic can range from damaging other players to healing you or your allies to purging debuffs off of you.
Curse Eater was and still is a proc set.
Sets should never perform mechanics for you. Sets should bolster your stats so you can perform the mechanics yourself.
Viper/Sloads/EG/Zaan/Curse Eater, you aren't fighting a player when they're wearing those sets. You're fighting the sets themselves, and that is a horrible balance mechanic.
This made me laugh. The same could be said about sets that bolster stats -- they're performing the "stat buff" mechanic instead of requiring the player to perform the buff themselves.
Nice try, though.
Lmao what? No.
Fury stacks and gives you x weapon damage.
That damage is stagnant and not doing anything so long as you aren’t utilizing it to 1) hit an enemy or 2) heal yourself.
And when you do 1 or 2 it is you casting, weaving and managing your skills/resources.
When you wear a set like earthgore and get stunned and have poor reflexes so don’t break instantly that’s an alright because the heal will just keep you afloat despite you being A) worse player Or b) getting outplayed and burned out of resources.
When curse eater can eat debuffs 2 /s or even remove stuns from you the moment they aren’t placed on you, that’s once again avoiding mechanics and allowing players who are less skilled, to circumvent gameplay and ignore things like blocking stuns/managing resources to heal or remove debuffs.
Having flat stats is of no use to a player if he/she has no idea how to ani cancel combos or pressure an opponent while simultaneously managing their own buffs/resources.
Sets shouldn’t play the game for us and make things easier or allow us to ignore mechanics completely.
You should have to face the learning curve and improve or just stick to number stacking and have that be your sole advantage.
GrumpyDuckling wrote: »Way to identify if a set is overpowered: The set performs a mechanic for you.
This mechanic can range from damaging other players to healing you or your allies to purging debuffs off of you.
Curse Eater was and still is a proc set.
Sets should never perform mechanics for you. Sets should bolster your stats so you can perform the mechanics yourself.
Viper/Sloads/EG/Zaan/Curse Eater, you aren't fighting a player when they're wearing those sets. You're fighting the sets themselves, and that is a horrible balance mechanic.
This made me laugh. The same could be said about sets that bolster stats -- they're performing the "stat buff" mechanic instead of requiring the player to perform the buff themselves.
Nice try, though.
GrumpyDuckling wrote: »Way to identify if a set is overpowered: The set performs a mechanic for you.
This mechanic can range from damaging other players to healing you or your allies to purging debuffs off of you.
Curse Eater was and still is a proc set.
Sets should never perform mechanics for you. Sets should bolster your stats so you can perform the mechanics yourself.
Viper/Sloads/EG/Zaan/Curse Eater, you aren't fighting a player when they're wearing those sets. You're fighting the sets themselves, and that is a horrible balance mechanic.
This made me laugh. The same could be said about sets that bolster stats -- they're performing the "stat buff" mechanic instead of requiring the player to perform the buff themselves.
Nice try, though.
Nice try? There was no try. That is a fact.
Any set in the game that buffs your base stats leaves the rest of what you as an individual can do up to you. There are no mechanics being played FOR you.
Maybe PTS is down this long because there are adults in the room who are unwilling to waste developer time replacing one useless set with another useless set just to satisfy a tiny portion of playerbase (the duelists) who could have solved the problem in the firstplace by simply agreeing to not use the set in duels. Like, oh, Meridia.
Oh who am i kidding.
GrumpyDuckling wrote: »Way to identify if a set is overpowered: The set performs a mechanic for you.
This mechanic can range from damaging other players to healing you or your allies to purging debuffs off of you.
Curse Eater was and still is a proc set.
Sets should never perform mechanics for you. Sets should bolster your stats so you can perform the mechanics yourself.
Viper/Sloads/EG/Zaan/Curse Eater, you aren't fighting a player when they're wearing those sets. You're fighting the sets themselves, and that is a horrible balance mechanic.
This made me laugh. The same could be said about sets that bolster stats -- they're performing the "stat buff" mechanic instead of requiring the player to perform the buff themselves.
Nice try, though.
Nice try? There was no try. That is a fact.
Any set in the game that buffs your base stats leaves the rest of what you as an individual can do up to you. There are no mechanics being played FOR you.
Except, you know... the buffing.
GrumpyDuckling wrote: »Way to identify if a set is overpowered: The set performs a mechanic for you.
This mechanic can range from damaging other players to healing you or your allies to purging debuffs off of you.
Curse Eater was and still is a proc set.
Sets should never perform mechanics for you. Sets should bolster your stats so you can perform the mechanics yourself.
Viper/Sloads/EG/Zaan/Curse Eater, you aren't fighting a player when they're wearing those sets. You're fighting the sets themselves, and that is a horrible balance mechanic.
This made me laugh. The same could be said about sets that bolster stats -- they're performing the "stat buff" mechanic instead of requiring the player to perform the buff themselves.
Nice try, though.
Nice try? There was no try. That is a fact.
Any set in the game that buffs your base stats leaves the rest of what you as an individual can do up to you. There are no mechanics being played FOR you.
Except, you know... the buffing.
Of course, every MMO has sets that buff your stats. That's MMO 101.
The difference is a set that simply buffs your stats and leaves the rest to the player and a set that procs a mechanic such as free damage or free healing for simply wearing it.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »Way to identify if a set is overpowered: The set performs a mechanic for you.
This mechanic can range from damaging other players to healing you or your allies to purging debuffs off of you.
Curse Eater was and still is a proc set.
Sets should never perform mechanics for you. Sets should bolster your stats so you can perform the mechanics yourself.
Viper/Sloads/EG/Zaan/Curse Eater, you aren't fighting a player when they're wearing those sets. You're fighting the sets themselves, and that is a horrible balance mechanic.
This made me laugh. The same could be said about sets that bolster stats -- they're performing the "stat buff" mechanic instead of requiring the player to perform the buff themselves.
Nice try, though.
Lmao what? No.
Fury stacks and gives you x weapon damage.
That damage is stagnant and not doing anything so long as you aren’t utilizing it to 1) hit an enemy or 2) heal yourself.
And when you do 1 or 2 it is you casting, weaving and managing your skills/resources.
When you wear a set like earthgore and get stunned and have poor reflexes so don’t break instantly that’s an alright because the heal will just keep you afloat despite you being A) worse player Or b) getting outplayed and burned out of resources.
When curse eater can eat debuffs 2 /s or even remove stuns from you the moment they aren’t placed on you, that’s once again avoiding mechanics and allowing players who are less skilled, to circumvent gameplay and ignore things like blocking stuns/managing resources to heal or remove debuffs.
Having flat stats is of no use to a player if he/she has no idea how to ani cancel combos or pressure an opponent while simultaneously managing their own buffs/resources.
Sets shouldn’t play the game for us and make things easier or allow us to ignore mechanics completely.
You should have to face the learning curve and improve or just stick to number stacking and have that be your sole advantage.
"Sets shouldn't... make things easier."
That is literally what every single set in the game does... gives you statistics and or bonuses that make the game easier. I have no idea what your goal is with attempting this argument.
@Irylia @Syhae I agree with both of your logic. What would be a better design of this set? I have suggested a few, but there is little other discussion about creating a balanced healer set and more about not allowing (more) sets which do things for people.
I think it's pretty obvious that it went from a set that could grossly overperform to yet again a vendor trash set which is sad.
Olupajmibanan wrote: »The question is if new Curse Eater procs from Lotus Flower, Siphoning Strikes, Surge and other on hit direct healing effects.
DivineFirstYOLO wrote: »Yeah, this set is of course underwhelming in 15+ vs 15+ battles, but so are other sets with single target damage like sloads and viper. You are comparing apples with bananas. If you want a good set that purges negative effects in a 15+ vs 15+ scenario then go get stendarrs embrace (the cooldown is per target).
New Curse-Eater was designed for a different envoironment and in that envoironment purging 2 debuffs every 2 seconds by casting mutagen once every 20 seconds would have been broken. Does not matter if some zergers in here are able to realize that or not, because guess what, ZOS did realize and they did a good job on fixing the problem. Try playing solo or with a few people and stay away from your zerg, maybe you will finally learn something.
GrumpyDuckling wrote: »Way to identify if a set is overpowered: The set performs a mechanic for you.
This mechanic can range from damaging other players to healing you or your allies to purging debuffs off of you.
Curse Eater was and still is a proc set.
Sets should never perform mechanics for you. Sets should bolster your stats so you can perform the mechanics yourself.
Viper/Sloads/EG/Zaan/Curse Eater, you aren't fighting a player when they're wearing those sets. You're fighting the sets themselves, and that is a horrible balance mechanic.
This made me laugh. The same could be said about sets that bolster stats -- they're performing the "stat buff" mechanic instead of requiring the player to perform the buff themselves.
Nice try, though.
Nice try? There was no try. That is a fact.
Any set in the game that buffs your base stats leaves the rest of what you as an individual can do up to you. There are no mechanics being played FOR you.
Fury- Premise of the set is you gain more weapon damage when you take more critical damage.
What you do with that weapon damage is based on your actions alone. Some guy that only spams flying dagger while wearing this set? He does NOTHING.
Someone who knows how to heal themselves, put pressure properly via dots and when to burst combo someone? The set works.
Zaans- Premise of the set is you proc a beam to the person you light attack that deals a hefty amount of damage.
Guy spamming nothing but light attack? Procs it and deals 12k damage to you over 4 seconds.
Guy weaving light attack between all of his skills? Procs and deals 12k damage to you over 4 seconds.
Sanctuary- Increases you and your allies healing received (which counts as your own healing output)
Guy that doesn't actively heal or know how to recover from burst damage? Doesn't get the most out of the set.
Guy that knows how to actively keep HoT's rolling on himself and his allies and knows to reserve resources to recover from burst damage and knows how to recover from burst damage? Maximizes the utility from this set because of that.
Earthgore- AoE burst heal for falling below a certain health threshold and having any source of healing ongoing.
Guy that doesn't know how to position, recover from burst damage, CC break? Receives a huge chunk of healing AND heals all allies around him.
Guy that does know how to position, recover from burst damage and CC break? Receives a huge chunk of healing AND heals all allies around him.
Seeing this list, can you identify the difference between these sets? Both healing and damage oriented sets.
For both categories there is 1 set that performs a mechanic FOR the player regardless of how they are performing as individuals, and another set that actively PROMOTES using the proper skills at the proper time to fully maximize the benefit of the sets.
This is the difference between a balanced set and one that is not balanced, and is also why proc sets will never be balanced.
It does not promote individual skill which should be what any game is about, especially in a PvP environment.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »Way to identify if a set is overpowered: The set performs a mechanic for you.
This mechanic can range from damaging other players to healing you or your allies to purging debuffs off of you.
Curse Eater was and still is a proc set.
Sets should never perform mechanics for you. Sets should bolster your stats so you can perform the mechanics yourself.
Viper/Sloads/EG/Zaan/Curse Eater, you aren't fighting a player when they're wearing those sets. You're fighting the sets themselves, and that is a horrible balance mechanic.
This made me laugh. The same could be said about sets that bolster stats -- they're performing the "stat buff" mechanic instead of requiring the player to perform the buff themselves.
Nice try, though.
Nice try? There was no try. That is a fact.
Any set in the game that buffs your base stats leaves the rest of what you as an individual can do up to you. There are no mechanics being played FOR you.
Fury- Premise of the set is you gain more weapon damage when you take more critical damage.
What you do with that weapon damage is based on your actions alone. Some guy that only spams flying dagger while wearing this set? He does NOTHING.
Someone who knows how to heal themselves, put pressure properly via dots and when to burst combo someone? The set works.
Zaans- Premise of the set is you proc a beam to the person you light attack that deals a hefty amount of damage.
Guy spamming nothing but light attack? Procs it and deals 12k damage to you over 4 seconds.
Guy weaving light attack between all of his skills? Procs and deals 12k damage to you over 4 seconds.
Sanctuary- Increases you and your allies healing received (which counts as your own healing output)
Guy that doesn't actively heal or know how to recover from burst damage? Doesn't get the most out of the set.
Guy that knows how to actively keep HoT's rolling on himself and his allies and knows to reserve resources to recover from burst damage and knows how to recover from burst damage? Maximizes the utility from this set because of that.
Earthgore- AoE burst heal for falling below a certain health threshold and having any source of healing ongoing.
Guy that doesn't know how to position, recover from burst damage, CC break? Receives a huge chunk of healing AND heals all allies around him.
Guy that does know how to position, recover from burst damage and CC break? Receives a huge chunk of healing AND heals all allies around him.
Seeing this list, can you identify the difference between these sets? Both healing and damage oriented sets.
For both categories there is 1 set that performs a mechanic FOR the player regardless of how they are performing as individuals, and another set that actively PROMOTES using the proper skills at the proper time to fully maximize the benefit of the sets.
This is the difference between a balanced set and one that is not balanced, and is also why proc sets will never be balanced.
It does not promote individual skill which should be what any game is about, especially in a PvP environment.
"Any set in the game that buffs your base stats leaves the rest of what you as an individual can do up to you. There are no mechanics being played FOR you."
C'mon. You must realize that this argument isn't very strong. If we wear a set that boosts stats, then it buffs our damage, or defense, or recovery -- meaning that there are less skill buffs that we have to apply to boost our damage, defense, or recovery. Every set in the game literally "plays" a part of the game for us and does a certain amount of work for us. The only way they wouldn't is if we all fought each other without wearing sets.
That's why I said "nice try." Because you can't argue against that fact and expect me to take you seriously.