You’re missing the fact that they couldn’t get maim to work so now this. It’ll prob be nerfed to 1 second to quell some of the fears and then incap will join the slew of other near useless ults.
The current counters are stacked HoTs, blocks , dodge rolls, LOS, and pure tankiness. ZOS already promised more counterplay anyways.
That said it is legitimate to compare this Incap to Soul Assault which is a niche cheap fairly hard counter to medium stamina builds. I don't think hard countering squishy mag builds is worth giving up the overtuned DBoS and a defensive Ulti combo. Even Onslaught is a better main damaging ulti option.
The fact that it would push more players off magicka builds would hurt it as well.
What I'd like to see is a healing reduction/negation on incoming healing from other players. Just mess someone up who runs with only dedicated healbots.
Dagoth_Rac wrote: »Incap counter:
1). Die.
2). Hope a friendly Stam Necro is in area to use your corpse to avenge you.
Tommy_The_Gun wrote: »- Stamina regen food buff
- Max stamina food buff
- Or just slightly higher stamina pool
- Maybe 2 wellfited gear
- Shacklebreaker set
Oh look, you can roll dodge 3 times more...
This is at least what comes to mind. There will be always a way to adapt. The only real problem I can think of for mag characters is the scenario when after 3 seconds you will have silence re-apllayed by another NB.
Other than that, i think ppl are simply panicking slightly. Besides, curently on live server incap stuns. If you are able to breakfree, roll-dodge once and cast a heal or shield - you should be good, because this is how long it is gonna take. It is a rly small window tbh. And keep in mind - unlike what we have on live, after this change you will be able to move because stun is gone. Also if 3 seconds is that big of a deal, then how are you able to survive in 4 - 5 second LAG ?
Anyway, looking at ppl reaction (or panic, idk tbh) I dont think it will go live as it is. ZOS will probably reduce it to 2 seconds and make it not to stack with other incap silences applayed by other NBs in a short period of time, or they will remomve this completely and reduce the cost 120 -> 100 ulti or something like that.
This PTS is actually preatty hilarious. The first 3 rounds were like: NB got gutted. Then all of the sudden one ability got dfferent effect and everyone (mag sorcs in. particular) is going nuts... OMG BIASED DEVS etc.
And to be honest this one change overshadows all the nerfs that NB got this patch. They lost a lot of usefull tools they had in their kit. Tanking role & healing role were gutted hard and mag NB will be pretty much an underdog class. That is ofcourse if those incap changes will go live. Because if they do, the next patch ZOS will futher "remove redundancy" by removing some other usefull tools from NB's kit argumenting that they have acces to silence etc.
So chill everyone, Zenimax loves your tears and you have cried enough. You will most likely dont have to adapt...
Waffennacht wrote: »@Tommy_The_Gun you haven't considered BGs.
The base cost of roll dodge is approx 3500 Stam. With 5 well fitted that goes to approx 2.6k
Your base Stam is 9k. You can get to 11k without sacrificing too much. CC break is approx 5.5k.
You can CC break 1 time and dodge roll twice if you invest x5 well fitted (meaning impreg or you're insane) and food + a few tri- stats
Now you're outta Stam - this is NOT including Stam cost increase poisons (btw Well fitted has 0 effect on)
If Stam cost increase poisons are in play (and in BGs they are) - because poisons do not include well-fitted - one roll dodge costs 3.7k Stam for your first roll. If you have to CC break because of say fear - you're outta Stam
- this is after building for it on a mag toon - giving up an armor set, food, and glyphs
This is not a viable plan in No CP BGs; I've already done all the tests for such a thing.
Edit: this is also assuming 1v1, any - and I mean any additional damage prior to the incap will mean absolute death as a few seconds of non-counters means any AoE etc kills you.
Waffennacht wrote: »The only counter I can possibly think of that any build can do is have a Stam based heal (so Warden?) And Curse Eater
Wyrd tree or purge or ritual all can't be used under silence
At best I see incap removes a shield. You got 3 secs of SoL. Suppose you can roll dodge immediately after incap, then again and pray you don't get CC'd (cuz you're outta Stam trying to survive the silence)....
Am I missing something?
How can Magplar counter?
I specifically ask about Magplar because it's already a sustain struggle, and silence removes all Magplar Variety. Even sorc can run conversion and circumvent silence
(Yeah so you sorc haters realize sorc has an out right?)
What am I missing?
I have 3 questions.
Who asked for this ?
Did ZOS asked the opinion of class reps ?
What's wrong with the current incap ?
Royalthought wrote: »Waffennacht wrote: »@Tommy_The_Gun you haven't considered BGs.
The base cost of roll dodge is approx 3500 Stam. With 5 well fitted that goes to approx 2.6k
Your base Stam is 9k. You can get to 11k without sacrificing too much. CC break is approx 5.5k.
You can CC break 1 time and dodge roll twice if you invest x5 well fitted (meaning impreg or you're insane) and food + a few tri- stats
Now you're outta Stam - this is NOT including Stam cost increase poisons (btw Well fitted has 0 effect on)
If Stam cost increase poisons are in play (and in BGs they are) - because poisons do not include well-fitted - one roll dodge costs 3.7k Stam for your first roll. If you have to CC break because of say fear - you're outta Stam
- this is after building for it on a mag toon - giving up an armor set, food, and glyphs
This is not a viable plan in No CP BGs; I've already done all the tests for such a thing.
Edit: this is also assuming 1v1, any - and I mean any additional damage prior to the incap will mean absolute death as a few seconds of non-counters means any AoE etc kills you.
Who decided we are limiting our response to back to back roll dodges?
Blocking is also an option. Its 3 seconds.
If they use a gcd for fear, they have even less time than 3 seconds to do damage.
Unless we are refering to glass canon magic builds, surviving 1 roll dodge/break free and blocking 1 maybe 2 attacks is quite feasible.
Roll dodging 3 times back to back would be a player error imo.
Waffennacht wrote: »Am I missing something?
Royalthought wrote: »Waffennacht wrote: »@Tommy_The_Gun you haven't considered BGs.
The base cost of roll dodge is approx 3500 Stam. With 5 well fitted that goes to approx 2.6k
Your base Stam is 9k. You can get to 11k without sacrificing too much. CC break is approx 5.5k.
You can CC break 1 time and dodge roll twice if you invest x5 well fitted (meaning impreg or you're insane) and food + a few tri- stats
Now you're outta Stam - this is NOT including Stam cost increase poisons (btw Well fitted has 0 effect on)
If Stam cost increase poisons are in play (and in BGs they are) - because poisons do not include well-fitted - one roll dodge costs 3.7k Stam for your first roll. If you have to CC break because of say fear - you're outta Stam
- this is after building for it on a mag toon - giving up an armor set, food, and glyphs
This is not a viable plan in No CP BGs; I've already done all the tests for such a thing.
Edit: this is also assuming 1v1, any - and I mean any additional damage prior to the incap will mean absolute death as a few seconds of non-counters means any AoE etc kills you.
Who decided we are limiting our response to back to back roll dodges?
Blocking is also an option. Its 3 seconds.
If they use a gcd for fear, they have even less time than 3 seconds to do damage.
Unless we are refering to glass canon magic builds, surviving 1 roll dodge/break free and blocking 1 maybe 2 attacks is quite feasible.
Roll dodging 3 times back to back would be a player error imo.
OK, let's look at blocking as an option:
Nightblade: Incap 10K crit damage or higher after cloak
Mag Char: Block
Nightblade: Power Extraction + damage after incap ~ 1k-2k damage through block (Now the nightblade has major brutality)
Mag Char: Block
Nightblade: Fear
Mag Char: Out of Stamina for Break Free, but hey, no longer silenced
Nightblade: Power Extraction ~5K-7K (probably higher if it crits)
Mag Char: Still Feared
Nightblade: Power extraction ~5K-7K (probably higher if it crits)
Mag Char: Dead
So, in 6 seconds, the Nightblade gets off 5 skills, that do, at minimum, 24K damage and are able to stun through block, while the Mag Char gets off zero skills in that time. Blocking is such a great counterplay...
And if you swap the first power extraction for an immediate fear, you are doing even more damage up front. You may lose a second on the back end of the burst, but you may not need it.
Royalthought wrote: »Waffennacht wrote: »@Tommy_The_Gun you haven't considered BGs.
The base cost of roll dodge is approx 3500 Stam. With 5 well fitted that goes to approx 2.6k
Your base Stam is 9k. You can get to 11k without sacrificing too much. CC break is approx 5.5k.
You can CC break 1 time and dodge roll twice if you invest x5 well fitted (meaning impreg or you're insane) and food + a few tri- stats
Now you're outta Stam - this is NOT including Stam cost increase poisons (btw Well fitted has 0 effect on)
If Stam cost increase poisons are in play (and in BGs they are) - because poisons do not include well-fitted - one roll dodge costs 3.7k Stam for your first roll. If you have to CC break because of say fear - you're outta Stam
- this is after building for it on a mag toon - giving up an armor set, food, and glyphs
This is not a viable plan in No CP BGs; I've already done all the tests for such a thing.
Edit: this is also assuming 1v1, any - and I mean any additional damage prior to the incap will mean absolute death as a few seconds of non-counters means any AoE etc kills you.
Who decided we are limiting our response to back to back roll dodges?
Blocking is also an option. Its 3 seconds.
If they use a gcd for fear, they have even less time than 3 seconds to do damage.
Unless we are refering to glass canon magic builds, surviving 1 roll dodge/break free and blocking 1 maybe 2 attacks is quite feasible.
Roll dodging 3 times back to back would be a player error imo.
OK, let's look at blocking as an option:
Nightblade: Incap 10K crit damage or higher after cloak
Mag Char: Block
Nightblade: Power Extraction + damage after incap ~ 1k-2k damage through block (Now the nightblade has major brutality)
Mag Char: Block
Nightblade: Fear
Mag Char: Out of Stamina for Break Free, but hey, no longer silenced
Nightblade: Power Extraction ~5K-7K (probably higher if it crits)
Mag Char: Still Feared
Nightblade: Power extraction ~5K-7K (probably higher if it crits)
Mag Char: Dead
So, in 6 seconds, the Nightblade gets off 5 skills, that do, at minimum, 24K damage and are able to stun through block, while the Mag Char gets off zero skills in that time. Blocking is such a great counterplay...
And if you swap the first power extraction for an immediate fear, you are doing even more damage up front. You may lose a second on the back end of the burst, but you may not need it.
Royalthought wrote: »What happens if you get CCd in a negate? Is there no counterplay?
Of course there is
Royalthought wrote: »Royalthought wrote: »Waffennacht wrote: »@Tommy_The_Gun you haven't considered BGs.
The base cost of roll dodge is approx 3500 Stam. With 5 well fitted that goes to approx 2.6k
Your base Stam is 9k. You can get to 11k without sacrificing too much. CC break is approx 5.5k.
You can CC break 1 time and dodge roll twice if you invest x5 well fitted (meaning impreg or you're insane) and food + a few tri- stats
Now you're outta Stam - this is NOT including Stam cost increase poisons (btw Well fitted has 0 effect on)
If Stam cost increase poisons are in play (and in BGs they are) - because poisons do not include well-fitted - one roll dodge costs 3.7k Stam for your first roll. If you have to CC break because of say fear - you're outta Stam
- this is after building for it on a mag toon - giving up an armor set, food, and glyphs
This is not a viable plan in No CP BGs; I've already done all the tests for such a thing.
Edit: this is also assuming 1v1, any - and I mean any additional damage prior to the incap will mean absolute death as a few seconds of non-counters means any AoE etc kills you.
Who decided we are limiting our response to back to back roll dodges?
Blocking is also an option. Its 3 seconds.
If they use a gcd for fear, they have even less time than 3 seconds to do damage.
Unless we are refering to glass canon magic builds, surviving 1 roll dodge/break free and blocking 1 maybe 2 attacks is quite feasible.
Roll dodging 3 times back to back would be a player error imo.
OK, let's look at blocking as an option:
Nightblade: Incap 10K crit damage or higher after cloak
Mag Char: Block
Nightblade: Power Extraction + damage after incap ~ 1k-2k damage through block (Now the nightblade has major brutality)
Mag Char: Block
Nightblade: Fear
Mag Char: Out of Stamina for Break Free, but hey, no longer silenced
Nightblade: Power Extraction ~5K-7K (probably higher if it crits)
Mag Char: Still Feared
Nightblade: Power extraction ~5K-7K (probably higher if it crits)
Mag Char: Dead
So, in 6 seconds, the Nightblade gets off 5 skills, that do, at minimum, 24K damage and are able to stun through block, while the Mag Char gets off zero skills in that time. Blocking is such a great counterplay...
And if you swap the first power extraction for an immediate fear, you are doing even more damage up front. You may lose a second on the back end of the burst, but you may not need it.
This is player error.
If you get hit with a 10k incap, then block, get hit with power extraction followed by a fear, break free, why are you out of stamina?
Thats particular to your build. Not some rule.
Secondly, how are you still feared if you break free?
Your scenario is faultworthy. The silence is 3 seconds. You invented a 6 second scenario with other abilities amd factors to over embellish what silence does.
What happens if you get CCd in a negate? Is there no counterplay?
Of course there is
Waffennacht wrote: »The current counters are stacked HoTs, blocks , dodge rolls, LOS, and pure tankiness. ZOS already promised more counterplay anyways.
That said it is legitimate to compare this Incap to Soul Assault which is a niche cheap fairly hard counter to medium stamina builds. I don't think hard countering squishy mag builds is worth giving up the overtuned DBoS and a defensive Ulti combo. Even Onslaught is a better main damaging ulti option.
The fact that it would push more players off magicka builds would hurt it as well.
What I'd like to see is a healing reduction/negation on incoming healing from other players. Just mess someone up who runs with only dedicated healbots.
The comparison is fine; but it doesn't address any issues - I.E. suppose that Soul Assault is unbalanced; meaning the comparison is that of two unbalanced abilities.
I'm not about to call for any more nerfs. But I know for a fact SA is essentially an auto KO against most medium builds - should that be the bar we set for a healthy environment? I think not
If the silence was mechanically like live Eclipse, in as much you are not CC'd but can CC break the silence (though at which point I'm like wtf is the point?. Just give it the hard CC...)
I would take the heal negate in heart beat over a silence - which again I think is far more impactful on non-sorcs
Waffennacht wrote: »@jaws343 you're playing into his concept that blocking will save you.
How it would go in a BG:
NB: incap
Mag: missing at least 25% health, holds block
NB: still deals 50% damage for 2 GCDs while draining mag's Stam
Mag: ???
NB: now fears for the hard CC (remember mag got 0 health back during this)
Mag: now dies
The NB can apply great pressure even if the mag is blocking (which btw is expensive AF in BGs) then can apply a fear for GG
Even if the mag character doesn't die, he will be missing insane amount of health and will have 0 Stam left - ez pickins