Royalthought wrote: »Royalthought wrote: »Royalthought wrote: »Royalthought wrote: »Royalthought wrote: »Royalthought wrote: »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
My scenario says you are out of stamina after blocking and are unable to break free. Which is the most likely scenario if you are attempting to block a stamblade burst followed by a stun on a mag character. Especially in noCP.
And if the stun is delayed with the 3 seconds of silence, you are taking 2 power extractions into your block. You are not going to have stam to break free. And if two people are attacking you, you are taking even more damage into your block and losing even more stamina. 3 seconds of silence followed by a stun that you now have no way to break out of is a death sentence for light armor builds, period.
And with Power Extraction doing nearly as much damage as surprise attack, or just using whirlwind, dodge rolling is just going to be a stamina burn and do nothing to mitigate damage on competent stamblades. So blocking and dying is the only option with a silence on a stamblade.
Youre complaining about CC and stamina as a resource. Youre complaing about AoEs ignoring dodge rolls.
The topic at hand is a 3 second silence.
Youve now added in power extraction, spin2win and a second opponent. Which ability are we discussing? lol
If you get negated and CC'd and attacked by a second player, your same build is out of stamina. If you dodge roll your same build is countered by spin2win.
Is negate now overpowered because you ran out of stamina and dodgerolled in an aoe while being attacked by a second player?
Short answer: No.
1 silences an area for 12 seconds. Creates group wipes.
The other silences 1 person for 3 seconds. Can create a single kill.
They both have counterplay. But this zerg campaign for nerfs is gonna mess around and get negate nerfed sadly.
Yes, cause talking about skills in a vacuum is how you balance them. You have to talk about all of those things, because they are all going to land on you and you are going to have zero counterplay to them as a result of the Silence.
It's funny, because when everyone wanted to nerf Rune Cage, they all kept saying that sorcs have a ton of burst potential and meteor could land alongside all of the other skills, and people would die without counterplay. But, when we get to this ridiculous silence on Incap, we can't talk about the skills interaction with rest of the nightblade toolkit for some reason. But Mag Sorc's were getting discussed as OP with Rune Cage based off of Meteor, a non class ultimate...
Now not only are you making up scenarios, you just pulled a completely seperate topic that I played no role in out of a hat.
If youre not discussing whats been said, fine. Youre free to do as you choose.
But if youre responding to me dont invent your own ideas to respond to.
Lastly, silence is already in game.
It doesn't really matter if you were a part of that convo and I don't really care if you were or not. What matters is that was the context of that change a year ago, and we are discussing a similar change that needs context to discuss properly. You are trying to say that talking about incap within the context of other class skills is somehow not ok. You are wrong. And no-one is inventing ideas, we just aren't ignoring the overpowered situations an incap with silence provides. Like everyone defending it is doing.
Youre now putting words in my mouth. Quote me. Dont speak for me.
If you dont care that I wasnt part then, no need to care now. Taking thing out of context to slant towards a biased is whats being pointed out.
Every single Aoe, stamina drain, roll dodge scenario you came up with can be applied to silence in general.
On live I can rending slash, spin to win while having a fellow mag dk cc AND immobilize meanwhile landing a negate.
But none of that makes negate OP. But according to your stance it does.
Bottom line is you can block and roll dodge while silenced. Aoes ignoring roll dodge do NOT change that.
Not once did I put words in your mouth.
I said "You are trying to say that talking about incap within the context of other class skills is somehow not ok."
You Said:Royalthought wrote: »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
My scenario says you are out of stamina after blocking and are unable to break free. Which is the most likely scenario if you are attempting to block a stamblade burst followed by a stun on a mag character. Especially in noCP.
And if the stun is delayed with the 3 seconds of silence, you are taking 2 power extractions into your block. You are not going to have stam to break free. And if two people are attacking you, you are taking even more damage into your block and losing even more stamina. 3 seconds of silence followed by a stun that you now have no way to break out of is a death sentence for light armor builds, period.
And with Power Extraction doing nearly as much damage as surprise attack, or just using whirlwind, dodge rolling is just going to be a stamina burn and do nothing to mitigate damage on competent stamblades. So blocking and dying is the only option with a silence on a stamblade.
Youre complaining about CC and stamina as a resource. Youre complaing about AoEs ignoring dodge rolls.
The topic at hand is a 3 second silence.
Youve now added in power extraction, spin2win and a second opponent. Which ability are we discussing? lol
If you get negated and CC'd and attacked by a second player, your same build is out of stamina. If you dodge roll your same build is countered by spin2win.
Is negate now overpowered because you ran out of stamina and dodgerolled in an aoe while being attacked by a second player?
Short answer: No.
1 silences an area for 12 seconds. Creates group wipes.
The other silences 1 person for 3 seconds. Can create a single kill.
They both have counterplay. But this zerg campaign for nerfs is gonna mess around and get negate nerfed sadly.
Not once have I misrepresented your stance on this.
I brought other stamblade skills into this because a stamblade isn't going to just hit you with incap and then stand there and wait for the silence to end before hitting you again. They aren't going to not stun you through block and dodge roll and wait for the silence to end before hitting. Silence on a ground based skill that can be moved out of or avoided altogether is not an issue. Silence on a skill that can be delivered without being able to avoid it, that completely shuts down every single skill on a build, that comes from a build that can then stun you through block and deliver an undodgeable AOE spammable that does comparable damage to a single target spammable, is a problem. You have to address the skill with the rest of the toolkit in mind, period. That doesn't mean that I am saying AOE spam skills are overtuned, just that a class that has one that does that much damage should not also have a skill that completely shuts down counterplay to that damage.
Hence bringing the rune cage changes to this discussion. Rune cage was completely too strong. But not because of it standing on its own. Because it could be combined with other class skills to provide completely unavoidable burst damage. You know, the exact same situation that Silence will provide a stamblade.
You can dig your head into the sand and ignore the comparison, but that doesn't mean that you are somehow more knowledgable on the situation at hand.brandonv516 wrote: »
Insults are a sign of intelligence....Royalthought wrote: »Royalthought wrote: »Royalthought wrote: »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
My scenario says you are out of stamina after blocking and are unable to break free. Which is the most likely scenario if you are attempting to block a stamblade burst followed by a stun on a mag character. Especially in noCP.
And if the stun is delayed with the 3 seconds of silence, you are taking 2 power extractions into your block. You are not going to have stam to break free. And if two people are attacking you, you are taking even more damage into your block and losing even more stamina. 3 seconds of silence followed by a stun that you now have no way to break out of is a death sentence for light armor builds, period.
And with Power Extraction doing nearly as much damage as surprise attack, or just using whirlwind, dodge rolling is just going to be a stamina burn and do nothing to mitigate damage on competent stamblades. So blocking and dying is the only option with a silence on a stamblade.
Youre complaining about CC and stamina as a resource. Youre complaing about AoEs ignoring dodge rolls.
The topic at hand is a 3 second silence.
Youve now added in power extraction, spin2win and a second opponent. Which ability are we discussing? lol
If you get negated and CC'd and attacked by a second player, your same build is out of stamina. If you dodge roll your same build is countered by spin2win.
Is negate now overpowered because you ran out of stamina and dodgerolled in an aoe while being attacked by a second player?
Short answer: No.
1 silences an area for 12 seconds. Creates group wipes.
The other silences 1 person for 3 seconds. Can create a single kill.
They both have counterplay. But this zerg campaign for nerfs is gonna mess around and get negate nerfed sadly.
Yes, cause talking about skills in a vacuum is how you balance them. You have to talk about all of those things, because they are all going to land on you and you are going to have zero counterplay to them as a result of the Silence.
It's funny, because when everyone wanted to nerf Rune Cage, they all kept saying that sorcs have a ton of burst potential and meteor could land alongside all of the other skills, and people would die without counterplay. But, when we get to this ridiculous silence on Incap, we can't talk about the skills interaction with rest of the nightblade toolkit for some reason. But Mag Sorc's were getting discussed as OP with Rune Cage based off of Meteor, a non class ultimate...
Now not only are you making up scenarios, you just pulled a completely seperate topic that I played no role in out of a hat.
If youre not discussing whats been said, fine. Youre free to do as you choose.
But if youre responding to me dont invent your own ideas to respond to.
Lastly, silence is already in game.
It doesn't really matter if you were a part of that convo and I don't really care if you were or not. What matters is that was the context of that change a year ago, and we are discussing a similar change that needs context to discuss properly. You are trying to say that talking about incap within the context of other class skills is somehow not ok. You are wrong. And no-one is inventing ideas, we just aren't ignoring the overpowered situations an incap with silence provides. Like everyone defending it is doing.
Youre now putting words in my mouth. Quote me. Dont speak for me.
If you dont care that I wasnt part then, no need to care now. Taking thing out of context to slant towards a biased is whats being pointed out.
Every single Aoe, stamina drain, roll dodge scenario you came up with can be applied to silence in general.
On live I can rending slash, spin to win while having a fellow mag dk cc AND immobilize meanwhile landing a negate.
But none of that makes negate OP. But according to your stance it does.
Bottom line is you can block and roll dodge while silenced. Aoes ignoring roll dodge do NOT change that.
Not once did I put words in your mouth.
I said "You are trying to say that talking about incap within the context of other class skills is somehow not ok."
You Said:Royalthought wrote: »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
My scenario says you are out of stamina after blocking and are unable to break free. Which is the most likely scenario if you are attempting to block a stamblade burst followed by a stun on a mag character. Especially in noCP.
And if the stun is delayed with the 3 seconds of silence, you are taking 2 power extractions into your block. You are not going to have stam to break free. And if two people are attacking you, you are taking even more damage into your block and losing even more stamina. 3 seconds of silence followed by a stun that you now have no way to break out of is a death sentence for light armor builds, period.
And with Power Extraction doing nearly as much damage as surprise attack, or just using whirlwind, dodge rolling is just going to be a stamina burn and do nothing to mitigate damage on competent stamblades. So blocking and dying is the only option with a silence on a stamblade.
Youre complaining about CC and stamina as a resource. Youre complaing about AoEs ignoring dodge rolls.
The topic at hand is a 3 second silence.
Youve now added in power extraction, spin2win and a second opponent. Which ability are we discussing? lol
If you get negated and CC'd and attacked by a second player, your same build is out of stamina. If you dodge roll your same build is countered by spin2win.
Is negate now overpowered because you ran out of stamina and dodgerolled in an aoe while being attacked by a second player?
Short answer: No.
1 silences an area for 12 seconds. Creates group wipes.
The other silences 1 person for 3 seconds. Can create a single kill.
They both have counterplay. But this zerg campaign for nerfs is gonna mess around and get negate nerfed sadly.
Not once have I misrepresented your stance on this.
I brought other stamblade skills into this because a stamblade isn't going to just hit you with incap and then stand there and wait for the silence to end before hitting you again. They aren't going to not stun you through block and dodge roll and wait for the silence to end before hitting. Silence on a ground based skill that can be moved out of or avoided altogether is not an issue. Silence on a skill that can be delivered without being able to avoid it, that completely shuts down every single skill on a build, that comes from a build that can then stun you through block and deliver an undodgeable AOE spammable that does comparable damage to a single target spammable, is a problem. You have to address the skill with the rest of the toolkit in mind, period. That doesn't mean that I am saying AOE spam skills are overtuned, just that a class that has one that does that much damage should not also have a skill that completely shuts down counterplay to that damage.
Hence bringing the rune cage changes to this discussion. Rune cage was completely too strong. But not because of it standing on its own. Because it could be combined with other class skills to provide completely unavoidable burst damage. You know, the exact same situation that Silence will provide a stamblade.
You can dig your head into the sand and ignore the comparison, but that doesn't mean that you are somehow more knowledgable on the situation at hand.
Yet again youre going in the same circle.
"Not once did I put words in your mouth.
I said "You are trying to say that talking about incap within the context of other class skills is somehow not ok.""
Your first statement is "I said." YOU said. Not me. lol
Lastly, no class just sits there during silence. Not sorcs nor will nbs. That does nothing for your point.
Vs incap on a mag class, I can block for 3 seconds and go back to shields.
Vs a negate I actually have to dodge roll, especially if immobilized.
The interesting thing is how you apply every other skill to make it seem impossible to respond to incap while completely ignoring the fact that aoes, immobilizations, CC's can be used during a negate.
Ill ignore the fact the teammates can still heal, shield and attack if I get hit with incap. In group vs group if we get hit with negate, theyre in trouble too.
Bottom line is incap with silence will be strong vs skills. Builds that can block (back bar ice staff/Snb) will be fine. If your build is 100 to 0 in health and stamina within 3 seconds, thats your builds issue.
Oh, so now all mag builds need to run SnB or Frost staff to counter this. lol. Do you even hear yourself.
And again, it isn't just 3 seconds from a stamblade. It is 3 seconds, plus the added time from a fear. Fear goes through block. So you aren't even going to be able to block. Incap also gives a damage increase to every skill. Power Extraction also gives Major Brutality. No mag build is surviving the burst from a stamblade running Incap with Silence on it, unless that mag build is actually a tank.
This has to be a joke.
Youve been going on and on and on about how incap to fear to power extraction/spin2win leaves no counter... As if every nb blade runs it. Are you forcing them to run this?
Now because theres something that speaks against your belief that theres zero counter play, you claim its a suggestion to force builds on people..... Lol
Stop saying no mag build will survive. I wont argue that yours wont.
Incap will be strong against mag builds for 3 seconds.
But there are ways to respond better than dodgerolling 3 times if thats not what youre built for.
If years of in game evidence of people shifting towards to meta isn't enough to convince you that stamblades are going to be running the most optimized setup in PVP, then what are you even doing bothering with this argument.
Why do players run Dawnbreaker, Shalks, and Spin2Win on stamdens? because it is one of the strongest combos on live right now. Why did sorcs run Meteor, Rune Cage, Curse and Fury? Because it was one of the strongest combos and people gravitate to the optimal setups.
Why do I think stamblades would run that skill combo if this change goes live? Because they would be stupid not to.
I mean, you even see it on live right now with Pet Sorcs. Why is everyone and their mother's running it? Because it is strong and they would be stupid not to.
Ive never cared what other people do. I play what I enjoy regardless. In fact, if its ugly, i wont care how good it is. lol
But you said I claimed all builds need to run something.
Yet here you are calling people who dont use what you call meta, stupid...
Let that sink in.
I don't run meta builds, and I am stupid for it. And other than the Rune Cage sorc, Current meta builds have counterplay.
The counterplay you suggest in this thread is that mag players running specific tank oriented weapons will be fine. Great, that sounds like it is forcing all mag players to run specific setups to survive. Sounds like a great and healthy change for this game.
Waffennacht wrote: »NB has more presence than Templars.
I'm thinking about poor Templars here.
Sorc can actually use conversion and even build to nullify silence (say curse eater backbar + conversion, add some mobility, dealt with)
But Templar is sitting there.immobile AF going.... GG
i think the change could be good. devs are nerfing nb burst via removal of fracture, berserk, and major defile.
not sure this will really gimp the front load 1shot potential of nb's but it certainly doesn't hurt that cause.
In structured pvp, nb's have been pretty non-existent at the higher end of organized play. with the prevalence of AOE, healbots, and more efficient brawler damage specs from other classes, the nb has been largely relegated to an irrelevant role of back-line sniper.
some manage ok, but nb in large part is considered at the bottom of the pecking order for structured play.
This silence introduces a new niche for the nb that could be extremely useful in small-scale structured pvp. namely - the ability to backline silence and coordinate an ult dump kill on enemy team healers or sorcs.
Others argue that it will kill the 1vX'er that likes to tank zergs in cyrodiil. i can see how this ability would hurt that endeavor. I also see alot of other abilities that also hurt that endeavor so i find the point somewhat moot.
imo - i could endorse this change but i do think the front load burst of nb does need a good nerf to justify such a powerful ability that now allows the nb to be a stategic and tactical assassin (instead of just a 1shot ganker).
if the change doesn't go live - w/e. nb hasn't been relevant in bg's for awhile now. even with this proposed change it may not vault the class into relevant status. i'd be interested to see.
HEBREWHAMMERRR wrote: »Been saying this in all threads almost verbatim. It’s not a big deal. Lol there is counterplay in shields/hots and the nightblade burst is going to be softer with the other nerfs. People are just whining for no real reason. This gives a good niche role for nightblade on back lines and switch focusing a healer which tbh heals are running rampant in group play.
i think the change could be good. devs are nerfing nb burst via removal of fracture, berserk, and major defile.
not sure this will really gimp the front load 1shot potential of nb's but it certainly doesn't hurt that cause.
In structured pvp, nb's have been pretty non-existent at the higher end of organized play. with the prevalence of AOE, healbots, and more efficient brawler damage specs from other classes, the nb has been largely relegated to an irrelevant role of back-line sniper.
some manage ok, but nb in large part is considered at the bottom of the pecking order for structured play.
This silence introduces a new niche for the nb that could be extremely useful in small-scale structured pvp. namely - the ability to backline silence and coordinate an ult dump kill on enemy team healers or sorcs.
Others argue that it will kill the 1vX'er that likes to tank zergs in cyrodiil. i can see how this ability would hurt that endeavor. I also see alot of other abilities that also hurt that endeavor so i find the point somewhat moot.
imo - i could endorse this change but i do think the front load burst of nb does need a good nerf to justify such a powerful ability that now allows the nb to be a stategic and tactical assassin (instead of just a 1shot ganker).
if the change doesn't go live - w/e. nb hasn't been relevant in bg's for awhile now. even with this proposed change it may not vault the class into relevant status. i'd be interested to see.
I actually run a Torug's Frost staff with that glyph on my back bar as another layer of Troll King proc security.@Waffennacht What about infused staff like resto with an absorb health glyph. Maybe with like a 5 piece Torugs.
If you can't survive for those 3 seconds then you dont belong in pvp.
If you can't survive for those 3 seconds then you dont belong in pvp.
grannas211 wrote: »i think the change could be good. devs are nerfing nb burst via removal of fracture, berserk, and major defile.
not sure this will really gimp the front load 1shot potential of nb's but it certainly doesn't hurt that cause.
In structured pvp, nb's have been pretty non-existent at the higher end of organized play. with the prevalence of AOE, healbots, and more efficient brawler damage specs from other classes, the nb has been largely relegated to an irrelevant role of back-line sniper.
some manage ok, but nb in large part is considered at the bottom of the pecking order for structured play.
This silence introduces a new niche for the nb that could be extremely useful in small-scale structured pvp. namely - the ability to backline silence and coordinate an ult dump kill on enemy team healers or sorcs.
Others argue that it will kill the 1vX'er that likes to tank zergs in cyrodiil. i can see how this ability would hurt that endeavor. I also see alot of other abilities that also hurt that endeavor so i find the point somewhat moot.
imo - i could endorse this change but i do think the front load burst of nb does need a good nerf to justify such a powerful ability that now allows the nb to be a stategic and tactical assassin (instead of just a 1shot ganker).
if the change doesn't go live - w/e. nb hasn't been relevant in bg's for awhile now. even with this proposed change it may not vault the class into relevant status. i'd be interested to see.
Battlegrounds are very niche. And no nightblade is not a team based class, it never has been.
Waffennacht wrote: »If you can't survive for those 3 seconds then you dont belong in pvp.
That's just silly.
Sure I can make a build that can easily survive silence for 3 seconds; that's not the point.
The point is, such an ability kills game diversity. If I need to have a reliable means of dealing with silence every BG, then why not simply run a Stam build? It incentives homogenization of PvP and that's just boring.
It's not about survivability, it's about a healthy environment
Oh my bleed build stam nb is going to have some fun,la rend(hopefully poisons proc) barswap la incap, wait 3 seconds and fear followed by execute... potential 6 seconds taking a maximum of 3 devastating bleeds and double dot poisons ... with 0 counterplay....oh my
Sanguinor2 wrote: »Oh my bleed build stam nb is going to have some fun,la rend(hopefully poisons proc) barswap la incap, wait 3 seconds and fear followed by execute... potential 6 seconds taking a maximum of 3 devastating bleeds and double dot poisons ... with 0 counterplay....oh my
But the forumblades said that I have counterplay, I just need to precast sun shield or mutagen because those are totally gonna save me from your damage combo, do you think they might have been dishonest? (I know, I know but I really had to Im sorry)
Royalthought wrote: »Sanguinor2 wrote: »Oh my bleed build stam nb is going to have some fun,la rend(hopefully poisons proc) barswap la incap, wait 3 seconds and fear followed by execute... potential 6 seconds taking a maximum of 3 devastating bleeds and double dot poisons ... with 0 counterplay....oh my
But the forumblades said that I have counterplay, I just need to precast sun shield or mutagen because those are totally gonna save me from your damage combo, do you think they might have been dishonest? (I know, I know but I really had to Im sorry)
Forumblades?
Tbh, although some might not main nb in-game. On the forums those same players live in every. single. nb. post... Such dedication.
Those are the real forumblades.
As for countering the combo discussion, here in particular,
He starts with la>rend. Thats when shields, heals, dodgeroll or even a counter cc works.
Silence is strong vs mag skills. But in this combo, incap isnt immune to dodgeroll or blocking.
Sanguinor2 wrote: »Royalthought wrote: »Sanguinor2 wrote: »Oh my bleed build stam nb is going to have some fun,la rend(hopefully poisons proc) barswap la incap, wait 3 seconds and fear followed by execute... potential 6 seconds taking a maximum of 3 devastating bleeds and double dot poisons ... with 0 counterplay....oh my
But the forumblades said that I have counterplay, I just need to precast sun shield or mutagen because those are totally gonna save me from your damage combo, do you think they might have been dishonest? (I know, I know but I really had to Im sorry)
Forumblades?
Tbh, although some might not main nb in-game. On the forums those same players live in every. single. nb. post... Such dedication.
Those are the real forumblades.
As for countering the combo discussion, here in particular,
He starts with la>rend. Thats when shields, heals, dodgeroll or even a counter cc works.
Silence is strong vs mag skills. But in this combo, incap isnt immune to dodgeroll or blocking.
It can be if you want it to be, you can cast it from stealth with no way of predicting when it will happen unless you reveal the nightblade or you can use fear but then you wont have the fear immidiately after but you secured incap landing after you placed all your dots regardless.
This would be a different combo then the one mentioned tho. With the particular combo mentioned you can dodge but if you dont you are dead with no way to recover. No other ability has such pressure outside of a 1shot gank build and said oneshot gank builds sacrifice a lot of survivability and regen to get the kind of pressure they can inflict. With the new incap you sacrifice nothing.
Also whoever gave you the idea that the silence will not be applied when you block it? Thats not how blocking works, every negative effect that is not a stun will go through block. So it really doesnt matter if you block the incap or not. Its pressure will be applied regardless. You might survive a little bit longer if you dont take the full damage from incap but it wont save you if the stamblade is actually decent in this game.
And even after you have countered the dots with shields or whatever, as long as you are no mag templar you will still have them on you once silenced since they dont magically dissapear once you are hit by incap.
Royalthought wrote: »
Didnt imply block did anything but reduce spike damage. Not sure where that came from. Roll vs block is situational.
As for dots, they are what they are.
Ive always said, silence is strong vs mag skills.
But the one recurring theme "you are dead with no way to recover" is overly dramatic.
If out of stam, silenced and low health, yea Im probably about to respawn. But if I have health and stamina, I can definitely survive 3 seconds.
I wont say how many times ive been out of magic and dancing until that potion is ready.
Sanguinor2 wrote: »Royalthought wrote: »
Didnt imply block did anything but reduce spike damage. Not sure where that came from. Roll vs block is situational.
As for dots, they are what they are.
Ive always said, silence is strong vs mag skills.
But the one recurring theme "you are dead with no way to recover" is overly dramatic.
If out of stam, silenced and low health, yea Im probably about to respawn. But if I have health and stamina, I can definitely survive 3 seconds.
I wont say how many times ive been out of magic and dancing until that potion is ready.
Then I missunderstood what you wanted to say with blocking to counter incap, I was assuming with countering you meant avoiding the silence aswell as the damage, but yes blocking still reduces the damage of incap, which however is not the problem.
Dots are indeed what they are but we do have to think of them when talking about what the incap changes will do to mag builds because dots get applied by nearly every build. Silence disables mag skills. This is not just strong, haunting curse or soul assault on medium armor or dawnbreaker or the pre silence incap is strong, but this disables your main resource and abilities this is so much more than strong.
This one recurring theme also takes into account that after surviving said incap for 3 seconds, while only being able to rely on your limited offstat pool, your enemy wont just magically dissapear and your resources wont just restore because the game wishes to congratulate you for surviving 3 seconds on only your offstat.
This leaves you at a severe disadvantage with absolutely undue pressure which no single ability in this game comes even close to. And its rather cheap and avaiable to only one class. It doesnt even count as CC towards CC immunity in order to leave you your 6 seconds of respite.
It doesnt even apply to either very few builds or all builds but "only" to every magicka build in this game. Where is our even ground if we dont get counterplay? Give mag something that locks stam from using stam for the same duration as the silence and then we are on an even ground. It would still be a stupid change because it sets the precedent that having abilities which alone can decide a fight rather than player skill or utilization of mistakes is healthy, which by the way is not the case. Because why does it stop at a magicka silence? What are you gonna say when we get a silence implemented that stops people from using both stamina and magicka? Sound healthy? To me it doesnt and I am sure many people will agree.
See yet why this is problematic to say the least and why so many people are against this?
Royalthought wrote: »
Disadvantages are what counters create.
No one enjoys them being used against them. So that's understandable. Defile had counterplay yet that wasnt celebrated either.
AoE Silence is already in the game with sorcs but now we are introduced to a new angle on it. Single target - 3 second duration.
Tbh Im of two different minds on it. In organized GROUP play, nbs were never top. However the ability to silence key targets can make them a valuable asset.
A coordinated negate with CC>immobilization can create the same effect but on a group.
My other mind is that it creates lethal windows of opportunity on mag targets with their gaurd down in 1v1.
Again, its strong vs mag skills. I just dont go so far as to say it has no counters because stam oriented builds wont be bothered.
Sanguinor2 wrote: »Royalthought wrote: »
Disadvantages are what counters create.
No one enjoys them being used against them. So that's understandable. Defile had counterplay yet that wasnt celebrated either.
AoE Silence is already in the game with sorcs but now we are introduced to a new angle on it. Single target - 3 second duration.
Tbh Im of two different minds on it. In organized GROUP play, nbs were never top. However the ability to silence key targets can make them a valuable asset.
A coordinated negate with CC>immobilization can create the same effect but on a group.
My other mind is that it creates lethal windows of opportunity on mag targets with their gaurd down in 1v1.
Again, its strong vs mag skills. I just dont go so far as to say it has no counters because stam oriented builds wont be bothered.
Bolded is exactly the point. Defile has counterplay even after it is applied. You can cleanse it or outheal it.
AoE silence is in the game but has counterplay aswell, you can leave it and rather quick at that. There is a reason mag builds dont stay inside it while dodgerolling but use it to get out.
Stam oriented builds will likely be bothered but thats exactly the extend towards incap will go against them, they might miss some utility skills or buffs for 3 seconds but they are not missing their crucial heals, cc and damage.
I dont go as far to say that it has no counterplay in general either. What I and others said is that mag builds do not have counter play against it, or rather very inefficient counterplay which you cannot pull of multiple times because of off stat limitations and even if you survive you will still get pressured more than by any other ability in the game.
the game is unfortunately fundamentally flawed. You are pigeoned holed into the need to 64 point into either stamina or magicka. Yet - only stamina is key for defensive maneuvers of dodge roll, sprint, break free, bash, and for the most part block.
As a result, stamina based players have a plentiful pool that allows them to strategically choose when to play offense or play defense and ample enough resources in that pool to fluidly work between both ends of that spectrum. This in turn makes the stamina based player's magicka bar fully utilized for 1 thing - utility. and that utility is extremely important for maneuvers such as cloak, streak, shimmering shield, wings, or ritual. Keys for defensive survival built on a bar that is entirely utility based and can be consumed without repercussion.
Conversely, the magicka toon can not use its plentiful magicka pool for both offensive and defensive mechanisms.. the inherent nature of block, dodge, sprint, and break free are all definitively stamina based and therefore must use that resource. As a result, the stamina bar for a magicka player is not like the magicka bar for a stamina player. it is not solely for utility, but rather for survival.
compound this issue with the fact that no true stamina utility abilities really exist (a small case could be made for blade cloak) and the reality is that magicka toons can not function and spec the way a stamina toon does.
the only fair proposal - silence must truly work on all abilities. stamina abilities included. otherwise it is definitely to one-sided against magicka toons.
the disparity is already born out in open world cyrodiil. the predominant flavor of ball group today is stam wardens running perma / spin / sub into heaps of players that are negated by a token sorc in the group.
while i think the effect could introduce some new flavor for the nb in structured play, at the heart of it - it's just broken because of it's biased lopsidedness against magicka. As a result, I don't think it can be embraced to go live.