enzoisadog wrote: »A skill like that shouldn't be hitting harder than other DOTs.
2k cost 27k dot (unmorphed)
leepalmer95 wrote: »Sanguinor2 wrote: »enzoisadog wrote: »
Those are Rookie numbers.
Disclaimer: The following screenshot is from a discord so I cant say under which circumstances this Tooltip came into existance.
Vma weps + oblivion foe.
enzoisadog wrote: »A skill like that shouldn't be hitting harder than other DOTs.
2k cost 27k dot (unmorphed)
Dumbest thing I've ever heard. Do the math before you come to the forums.
27k dot over 12 seconds = 2,250 per second for 12 seconds
After Battle Spirit = 1,125
After CP effecting Dots and Magic Damage you're looking at a pretty weak dot compared to other skills in the game. If you're getting destroyed by entropy, reconsider playing this game.
leepalmer95 wrote: »crazy how ZOS went and buffed all the dots. it's almost like they made an expansion recently with a new class that has a passive that buffs damage over time and they are hoping these damage over time buffs create the necessary pay wall need to buy expansions to roll said new class.
but that just sounds laughably outlandish. no way that could be the reason for this.
"Many Damage over Time abilities, both single target and Area of Effect, have been re-standardized to follow similar behaviors to other ability types. Area of Effect DoTs will now be 33% weaker than a single target DoT counter-part and cost 30% more, just like direct damage AoEs vs single target ones."
List of lowered DoTs from patch notes:
- Bleeds in general
- Boneyard (that P2W class!)
- Shocking Siphon (that dang P2W again!)
- Fiery Breath
- Eruption
- Lotus Fan
- Twisting Path
- Summon Shade hits
- Twilight
- Lightning Splash
- Spear Shards
- Solar Barrage
- Winter's Revenge
- Carve
- Caltrops
Don't you bring your logic in here.
leepalmer95 wrote: »Sanguinor2 wrote: »enzoisadog wrote: »
Those are Rookie numbers.
Disclaimer: The following screenshot is from a discord so I cant say under which circumstances this Tooltip came into existance.
Vma weps + oblivion foe.
Nah this is adding vma on top. Though I don't think soul trap is OP either, anyone can push high tooltips on abilities.
leepalmer95 wrote: »leepalmer95 wrote: »Sanguinor2 wrote: »enzoisadog wrote: »
Those are Rookie numbers.
Disclaimer: The following screenshot is from a discord so I cant say under which circumstances this Tooltip came into existance.
Vma weps + oblivion foe.
Nah this is adding vma on top. Though I don't think soul trap is OP either, anyone can push high tooltips on abilities.
You don't think 10k dmg a SECOND is OP, baring in mind this is like a 3.5-5k dot in pvp without a crit that is every second. Most of the high hitting dots ppl see like bleeds ticked every 2s. If you get a crit its going to be like a 17k/18k tooltip attack (because ez 7080% crit dmg) every second, that is like an ult Of course you;d have to add crit resist, so likely more around 14k/15k tooltip.
leepalmer95 wrote: »leepalmer95 wrote: »Sanguinor2 wrote: »enzoisadog wrote: »
Those are Rookie numbers.
Disclaimer: The following screenshot is from a discord so I cant say under which circumstances this Tooltip came into existance.
Vma weps + oblivion foe.
Nah this is adding vma on top. Though I don't think soul trap is OP either, anyone can push high tooltips on abilities.
You don't think 10k dmg a SECOND is OP, baring in mind this is like a 3.5-5k dot in pvp without a crit that is every second. Most of the high hitting dots ppl see like bleeds ticked every 2s. If you get a crit its going to be like a 17k/18k tooltip attack (because ez 7080% crit dmg) every second, that is like an ult Of course you;d have to add crit resist, so likely more around 14k/15k tooltip.
ZOS finally makes other skills that are borderline useless, useful in some scenarios.
The community decides that after asking for years of skill rebalancing, we don't wantInstead of talking about tooltip - why not talk about actual combat.
The abilities don´t seem to be OP there. Just actually vaible.
This is really important... On my magplar for PvP, I'm now having to choose between Reflective Light, Entropy, and Soul Trap.
Some will say "Just run all three" - do people not realize how tight skill slots are?? What am I going to drop?
My Snare removal? My heals? My spammable? My stun?
ZOS finally makes other skills that are borderline useless, useful in some scenarios.
The community decides that after asking for years of skill rebalancing, we don't wantInstead of talking about tooltip - why not talk about actual combat.
The abilities don´t seem to be OP there. Just actually vaible.
This is really important... On my magplar for PvP, I'm now having to choose between Reflective Light, Entropy, and Soul Trap.
Some will say "Just run all three" - do people not realize how tight skill slots are?? What am I going to drop?
My Snare removal? My heals? My spammable? My stun?
^this.
You can´t slot all three because builds hardly have room. These skills are competing with skills that are already slotted and most builds will have a hard time fitting more than 1.
ZOS finally makes other skills that are borderline useless, useful in some scenarios.
The community decides that after asking for years of skill rebalancing, we don't wantInstead of talking about tooltip - why not talk about actual combat.
The abilities don´t seem to be OP there. Just actually vaible.
This is really important... On my magplar for PvP, I'm now having to choose between Reflective Light, Entropy, and Soul Trap.
Some will say "Just run all three" - do people not realize how tight skill slots are?? What am I going to drop?
My Snare removal? My heals? My spammable? My stun?
^this.
You can´t slot all three because builds hardly have room. These skills are competing with skills that are already slotted and most builds will have a hard time fitting more than 1.
leepalmer95 wrote: »ZOS finally makes other skills that are borderline useless, useful in some scenarios.
The community decides that after asking for years of skill rebalancing, we don't wantInstead of talking about tooltip - why not talk about actual combat.
The abilities don´t seem to be OP there. Just actually vaible.
This is really important... On my magplar for PvP, I'm now having to choose between Reflective Light, Entropy, and Soul Trap.
Some will say "Just run all three" - do people not realize how tight skill slots are?? What am I going to drop?
My Snare removal? My heals? My spammable? My stun?
^this.
You can´t slot all three because builds hardly have room. These skills are competing with skills that are already slotted and most builds will have a hard time fitting more than 1.
Which isn't a bad thing, choice is always welcome in the game.
It's about time instead of peoples bars being like 90% the same.
ZOS finally makes other skills that are borderline useless, useful in some scenarios.
The community decides that after asking for years of skill rebalancing, we don't wantInstead of talking about tooltip - why not talk about actual combat.
The abilities don´t seem to be OP there. Just actually vaible.
This is really important... On my magplar for PvP, I'm now having to choose between Reflective Light, Entropy, and Soul Trap.
Some will say "Just run all three" - do people not realize how tight skill slots are?? What am I going to drop?
My Snare removal? My heals? My spammable? My stun?
^this.
You can´t slot all three because builds hardly have room. These skills are competing with skills that are already slotted and most builds will have a hard time fitting more than 1.
ZOS finally makes other skills that are borderline useless, useful in some scenarios.
The community decides that after asking for years of skill rebalancing, we don't wantInstead of talking about tooltip - why not talk about actual combat.
The abilities don´t seem to be OP there. Just actually vaible.
This is really important... On my magplar for PvP, I'm now having to choose between Reflective Light, Entropy, and Soul Trap.
Some will say "Just run all three" - do people not realize how tight skill slots are?? What am I going to drop?
My Snare removal? My heals? My spammable? My stun?
^this.
You can´t slot all three because builds hardly have room. These skills are competing with skills that are already slotted and most builds will have a hard time fitting more than 1.
You can't slot all three for a whole run. You can switch to them for boss fights. Which sounds ... not fun at all. Especially without addons.
ZOS finally makes other skills that are borderline useless, useful in some scenarios.
The community decides that after asking for years of skill rebalancing, we don't wantInstead of talking about tooltip - why not talk about actual combat.
The abilities don´t seem to be OP there. Just actually vaible.
This is really important... On my magplar for PvP, I'm now having to choose between Reflective Light, Entropy, and Soul Trap.
Some will say "Just run all three" - do people not realize how tight skill slots are?? What am I going to drop?
My Snare removal? My heals? My spammable? My stun?
^this.
You can´t slot all three because builds hardly have room. These skills are competing with skills that are already slotted and most builds will have a hard time fitting more than 1.
You can't slot all three for a whole run. You can switch to them for boss fights. Which sounds ... not fun at all. Especially without addons.
ZOS finally makes other skills that are borderline useless, useful in some scenarios.
The community decides that after asking for years of skill rebalancing, we don't wantInstead of talking about tooltip - why not talk about actual combat.
The abilities don´t seem to be OP there. Just actually vaible.
This is really important... On my magplar for PvP, I'm now having to choose between Reflective Light, Entropy, and Soul Trap.
Some will say "Just run all three" - do people not realize how tight skill slots are?? What am I going to drop?
My Snare removal? My heals? My spammable? My stun?
^this.
You can´t slot all three because builds hardly have room. These skills are competing with skills that are already slotted and most builds will have a hard time fitting more than 1.
You can't slot all three for a whole run. You can switch to them for boss fights. Which sounds ... not fun at all. Especially without addons.
Are you saying that managing uptime on these DoTs will be difficult?
I could see that, but don't PvE players have rotations they practice that would help manage uptime? I haven't hardcore PvE'd in a few months, but I know my old rotations pretty well still to maintain DoT uptimes.
ZOS finally makes other skills that are borderline useless, useful in some scenarios.
The community decides that after asking for years of skill rebalancing, we don't wantInstead of talking about tooltip - why not talk about actual combat.
The abilities don´t seem to be OP there. Just actually vaible.
This is really important... On my magplar for PvP, I'm now having to choose between Reflective Light, Entropy, and Soul Trap.
Some will say "Just run all three" - do people not realize how tight skill slots are?? What am I going to drop?
My Snare removal? My heals? My spammable? My stun?
^this.
You can´t slot all three because builds hardly have room. These skills are competing with skills that are already slotted and most builds will have a hard time fitting more than 1.
You can't slot all three for a whole run. You can switch to them for boss fights. Which sounds ... not fun at all. Especially without addons.
Are you saying that managing uptime on these DoTs will be difficult?
I could see that, but don't PvE players have rotations they practice that would help manage uptime? I haven't hardcore PvE'd in a few months, but I know my old rotations pretty well still to maintain DoT uptimes.
No, I was referring to the comment(s) about limited bar space. Having choices is great in itself, but I'd rather not have to slot AoE skills for trash and then replace them with the new single target DoTs before fighting a boss. Seems like there's a real possibility of this becoming a standard practice, and it sounds like an awful hassle.
ZOS finally makes other skills that are borderline useless, useful in some scenarios.
The community decides that after asking for years of skill rebalancing, we don't wantInstead of talking about tooltip - why not talk about actual combat.
The abilities don´t seem to be OP there. Just actually vaible.
This is really important... On my magplar for PvP, I'm now having to choose between Reflective Light, Entropy, and Soul Trap.
Some will say "Just run all three" - do people not realize how tight skill slots are?? What am I going to drop?
My Snare removal? My heals? My spammable? My stun?
^this.
You can´t slot all three because builds hardly have room. These skills are competing with skills that are already slotted and most builds will have a hard time fitting more than 1.
You can't slot all three for a whole run. You can switch to them for boss fights. Which sounds ... not fun at all. Especially without addons.
Oh that´s actually a valid concern.
I tend to always look at skills builds from a holistic perspective - meaning i try to find the optimum for most situations with the same skillset instead of micromanaging towards every situation.
As this would most likely only be an issue in time/death based competetive trial runs - would you be opposed to locking gear and skill choices after a certain point in the trial and making adjustments resulting in either death or time penalties?
ZOS finally makes other skills that are borderline useless, useful in some scenarios.
The community decides that after asking for years of skill rebalancing, we don't wantInstead of talking about tooltip - why not talk about actual combat.
The abilities don´t seem to be OP there. Just actually vaible.
This is really important... On my magplar for PvP, I'm now having to choose between Reflective Light, Entropy, and Soul Trap.
Some will say "Just run all three" - do people not realize how tight skill slots are?? What am I going to drop?
My Snare removal? My heals? My spammable? My stun?
^this.
You can´t slot all three because builds hardly have room. These skills are competing with skills that are already slotted and most builds will have a hard time fitting more than 1.
You can't slot all three for a whole run. You can switch to them for boss fights. Which sounds ... not fun at all. Especially without addons.
Oh that´s actually a valid concern.
I tend to always look at skills builds from a holistic perspective - meaning i try to find the optimum for most situations with the same skillset instead of micromanaging towards every situation.
As this would most likely only be an issue in time/death based competetive trial runs - would you be opposed to locking gear and skill choices after a certain point in the trial and making adjustments resulting in either death or time penalties?
Agreed. But I'm also wary of not pulling my own weight, and if switching skills ends up becoming standard practice, that will be difficult to ignore. Consequently, I don't think that this is a concern purely for the top 1% of players.
ZOS finally makes other skills that are borderline useless, useful in some scenarios.
The community decides that after asking for years of skill rebalancing, we don't wantInstead of talking about tooltip - why not talk about actual combat.
The abilities don´t seem to be OP there. Just actually vaible.
This is really important... On my magplar for PvP, I'm now having to choose between Reflective Light, Entropy, and Soul Trap.
Some will say "Just run all three" - do people not realize how tight skill slots are?? What am I going to drop?
My Snare removal? My heals? My spammable? My stun?
^this.
You can´t slot all three because builds hardly have room. These skills are competing with skills that are already slotted and most builds will have a hard time fitting more than 1.
You can't slot all three for a whole run. You can switch to them for boss fights. Which sounds ... not fun at all. Especially without addons.
Oh that´s actually a valid concern.
I tend to always look at skills builds from a holistic perspective - meaning i try to find the optimum for most situations with the same skillset instead of micromanaging towards every situation.
As this would most likely only be an issue in time/death based competetive trial runs - would you be opposed to locking gear and skill choices after a certain point in the trial and making adjustments resulting in either death or time penalties?
Agreed. But I'm also wary of not pulling my own weight, and if switching skills ends up becoming standard practice, that will be difficult to ignore. Consequently, I don't think that this is a concern purely for the top 1% of players.
The best solution would be to allow players the ability to switch skills (and maybe gear) on the fly via a native/in-game system.
ZOS finally makes other skills that are borderline useless, useful in some scenarios.
The community decides that after asking for years of skill rebalancing, we don't wantInstead of talking about tooltip - why not talk about actual combat.
The abilities don´t seem to be OP there. Just actually vaible.
This is really important... On my magplar for PvP, I'm now having to choose between Reflective Light, Entropy, and Soul Trap.
Some will say "Just run all three" - do people not realize how tight skill slots are?? What am I going to drop?
My Snare removal? My heals? My spammable? My stun?
^this.
You can´t slot all three because builds hardly have room. These skills are competing with skills that are already slotted and most builds will have a hard time fitting more than 1.
You can't slot all three for a whole run. You can switch to them for boss fights. Which sounds ... not fun at all. Especially without addons.
Are you saying that managing uptime on these DoTs will be difficult?
I could see that, but don't PvE players have rotations they practice that would help manage uptime? I haven't hardcore PvE'd in a few months, but I know my old rotations pretty well still to maintain DoT uptimes.
No, I was referring to the comment(s) about limited bar space. Having choices is great in itself, but I'd rather not have to slot AoE skills for trash and then replace them with the new single target DoTs before fighting a boss. Seems like there's a real possibility of this becoming a standard practice, and it sounds like an awful hassle.
Oh, that is a very good point.
I think it'd be awesome if we saw a dressing room-esque in game added. They added the multi-craft addon, I think Dressing Room is a great addon, is a simple QoL that could definitely be implemented?
ZOS finally makes other skills that are borderline useless, useful in some scenarios.
The community decides that after asking for years of skill rebalancing, we don't wantInstead of talking about tooltip - why not talk about actual combat.
The abilities don´t seem to be OP there. Just actually vaible.
This is really important... On my magplar for PvP, I'm now having to choose between Reflective Light, Entropy, and Soul Trap.
Some will say "Just run all three" - do people not realize how tight skill slots are?? What am I going to drop?
My Snare removal? My heals? My spammable? My stun?
^this.
You can´t slot all three because builds hardly have room. These skills are competing with skills that are already slotted and most builds will have a hard time fitting more than 1.
You can't slot all three for a whole run. You can switch to them for boss fights. Which sounds ... not fun at all. Especially without addons.
Oh that´s actually a valid concern.
I tend to always look at skills builds from a holistic perspective - meaning i try to find the optimum for most situations with the same skillset instead of micromanaging towards every situation.
As this would most likely only be an issue in time/death based competetive trial runs - would you be opposed to locking gear and skill choices after a certain point in the trial and making adjustments resulting in either death or time penalties?
Edit: Alternatively outright locking skillslots after a certain point without exiting the trial/dungeon?
Lightspeedflashb14_ESO wrote: »@Destruent yeah templars are unique, both aoe dots they have, shards and Solar Barrage, have secondary effect that are too good to give up, burning light and 100% empower respectively. still worth testing to see the difference, especially Solar Barrage, since that is melee range.
leepalmer95 wrote: »People keep comparing single target dots that last 12s with single target dots that last either longer, shorter and don't take into account passives, cost etc..
Same with comparing single target with aoe.
Lightspeedflashb14_ESO wrote: »@Destruent yeah templars are unique, both aoe dots they have, shards and Solar Barrage, have secondary effect that are too good to give up, burning light and 100% empower respectively. still worth testing to see the difference, especially Solar Barrage, since that is melee range.
don't forget about ritual of retribution, it has the same tooltip as wall of elements (the 12 seconds morph) now and lines up perfectly with entropy and wall of elements.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »@Destruent yeah templars are unique, both aoe dots they have, shards and Solar Barrage, have secondary effect that are too good to give up, burning light and 100% empower respectively. still worth testing to see the difference, especially Solar Barrage, since that is melee range.
don't forget about ritual of retribution, it has the same tooltip as wall of elements (the 12 seconds morph) now and lines up perfectly with entropy and wall of elements.
i am talking about replacing an aoe dot for a single target one, RoR damage is not up to shards and Solar Barrages because of those secondary effects. sure extra healing can be nice but for single target damage, it cant replace shards or Solar Barrage.