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"This means a single orb can now provide a synergy to anyone in its path"

Nifty2g
Nifty2g
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Necrotic Orb
Energy Orb (morph): Increased the healing per tick of this ability by approximately 20% since the morph only converted functionality, without necessarily improving it.
Combustion and Healing Combustion (synergies of Necrotic Orbs and its morphs): These synergies will no longer remove their parent abilities when activated. This means a single orb can now provide a synergy to anyone in its path, and will not be removed for other players once it is activated.
Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony. Or starting off a boss fight with all 8 people in Major Slayer cause of Lokkestiiz and the starting burst potential it offers.

Who thought this was a good idea lol?
Edited by Nifty2g on July 22, 2019 3:04PM
#MOREORBS
  • John_Falstaff
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    Nifty2g wrote: »
    Necrotic Orb
    Energy Orb (morph): Increased the healing per tick of this ability by approximately 20% since the morph only converted functionality, without necessarily improving it.
    Combustion and Healing Combustion (synergies of Necrotic Orbs and its morphs): These synergies will no longer remove their parent abilities when activated. This means a single orb can now provide a synergy to anyone in its path, and will not be removed for other players once it is activated.
    Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony.

    Who thought this was a good idea lol?

    Same fellow who decided to limit the number of simultaneously existing orbs to one, obviously. ^^

    And now, once they'll figure that damage potential is high, they'll re-nerf whole that multiple synergizers improvement back into the ground and the orbs will peacefully drift away to the box of useless skills. PvP is a sacred cow this patch.
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  • code65536
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    Or, you know, they could revert the whole thing and everything would be well-balanced.
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  • Sandman929
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    Is it that bad though? Sure there are lots of good ways to use Harmony in PvP, but they all involve some risk and have some counterplay. In this case, everyone has to go to the orb and basically stack closer. It doesn't seem like it's worse than what you can do right now on live with Orbs and Harmony
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  • BlackMadara
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    Nifty2g wrote: »
    Necrotic Orb
    Energy Orb (morph): Increased the healing per tick of this ability by approximately 20% since the morph only converted functionality, without necessarily improving it.
    Combustion and Healing Combustion (synergies of Necrotic Orbs and its morphs): These synergies will no longer remove their parent abilities when activated. This means a single orb can now provide a synergy to anyone in its path, and will not be removed for other players once it is activated.
    Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony.

    Who thought this was a good idea lol?

    Wouldn't the same thing be accomplished with multiple orb spam? Also, the orb moves so slow, that if a zerg is crushed due to this, they deserve to take the respawn.
    Options
  • Nifty2g
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    Can't wait to have all that free burst right at the start of a boss fight with all my buffs.
    #MOREORBS
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  • code65536
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    Sandman929 wrote: »
    Is it that bad though? Sure there are lots of good ways to use Harmony in PvP, but they all involve some risk and have some counterplay. In this case, everyone has to go to the orb and basically stack closer. It doesn't seem like it's worse than what you can do right now on live with Orbs and Harmony
    You won't go to the orb. A ball group would have someone in the ball cast the blue orb and everyone will instantly synergize it.
    Nifty2g wrote: »
    Necrotic Orb
    Energy Orb (morph): Increased the healing per tick of this ability by approximately 20% since the morph only converted functionality, without necessarily improving it.
    Combustion and Healing Combustion (synergies of Necrotic Orbs and its morphs): These synergies will no longer remove their parent abilities when activated. This means a single orb can now provide a synergy to anyone in its path, and will not be removed for other players once it is activated.
    Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony.

    Who thought this was a good idea lol?

    Wouldn't the same thing be accomplished with multiple orb spam? Also, the orb moves so slow, that if a zerg is crushed due to this, they deserve to take the respawn.
    No, because if you want 12 people to pop orbs, you had to cast 12 orbs in the past. It takes time to cast 12 orbs. Now someone casts a single orb. And you get 12 pops instantly. Also, orb speed is irrelevant, since the orb will be cast from within the group.
    Edited by code65536 on July 22, 2019 2:54PM
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  • John_Falstaff
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    On another hand, magicka detonation now doesn't have upper limit of scaling. Use that orb... stack closer... ^^
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  • RealPhoenix
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    I have no idea how ZOS decided to push this without putting a limit on the amount of synergies you can get out of one orb. I get that they want to change how orbs work, but getting more than 3 synergies out of one orb just doesnt feel right - and thats both for PvP and PvE. The cost / return ratio just isn´t right.

    Edited by RealPhoenix on July 22, 2019 3:00PM
    PC EU - @RealPhoenix | Cyrodiil´s FIST | 1500 CP | Dedicated PvP Player | 36k Achievement Points
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  • Sandman929
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    code65536 wrote: »
    Sandman929 wrote: »
    Is it that bad though? Sure there are lots of good ways to use Harmony in PvP, but they all involve some risk and have some counterplay. In this case, everyone has to go to the orb and basically stack closer. It doesn't seem like it's worse than what you can do right now on live with Orbs and Harmony
    You won't go to the orb. A ball group would have someone in the ball cast the blue orb and everyone will instantly synergize it.
    Nifty2g wrote: »
    Necrotic Orb
    Energy Orb (morph): Increased the healing per tick of this ability by approximately 20% since the morph only converted functionality, without necessarily improving it.
    Combustion and Healing Combustion (synergies of Necrotic Orbs and its morphs): These synergies will no longer remove their parent abilities when activated. This means a single orb can now provide a synergy to anyone in its path, and will not be removed for other players once it is activated.
    Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony.

    Who thought this was a good idea lol?

    Wouldn't the same thing be accomplished with multiple orb spam? Also, the orb moves so slow, that if a zerg is crushed due to this, they deserve to take the respawn.
    No, because if you want 12 people to pop orbs, you had to cast 12 orbs in the past. It takes time to cast 12 orbs. Now someone casts a single orb. And you get 12 pops instantly. Also, orb speed is irrelevant, since the orb will be cast from within the group.

    Yeah....yeah...I just hate to suggest nerfing coordination. But it could probably use some more thought.
    Options
  • Vigawatt
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    I'm just imagining the orb like a bowling ball now. The zerg sees this ball for a moment and then all go down like a bunch of pins.
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  • code65536
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    Sandman929 wrote: »
    code65536 wrote: »
    Sandman929 wrote: »
    Is it that bad though? Sure there are lots of good ways to use Harmony in PvP, but they all involve some risk and have some counterplay. In this case, everyone has to go to the orb and basically stack closer. It doesn't seem like it's worse than what you can do right now on live with Orbs and Harmony
    You won't go to the orb. A ball group would have someone in the ball cast the blue orb and everyone will instantly synergize it.
    Nifty2g wrote: »
    Necrotic Orb
    Energy Orb (morph): Increased the healing per tick of this ability by approximately 20% since the morph only converted functionality, without necessarily improving it.
    Combustion and Healing Combustion (synergies of Necrotic Orbs and its morphs): These synergies will no longer remove their parent abilities when activated. This means a single orb can now provide a synergy to anyone in its path, and will not be removed for other players once it is activated.
    Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony.

    Who thought this was a good idea lol?

    Wouldn't the same thing be accomplished with multiple orb spam? Also, the orb moves so slow, that if a zerg is crushed due to this, they deserve to take the respawn.
    No, because if you want 12 people to pop orbs, you had to cast 12 orbs in the past. It takes time to cast 12 orbs. Now someone casts a single orb. And you get 12 pops instantly. Also, orb speed is irrelevant, since the orb will be cast from within the group.

    Yeah....yeah...I just hate to suggest nerfing coordination. But it could probably use some more thought.

    It doesn't need more thought. They already had a well-thought-out model for how this ability should work. The way both kinds of orbs--healing and damage--worked in Update 22 was balanced just fine. They dug themselves into a hole with the 1-orb change. And in trying to dig out of that hole, they simply dug themselves into yet another hole. And all this for... what?

    Just revert to the old Update 22 behavior and everyone will be happy.
    Edited by code65536 on July 22, 2019 3:02PM
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  • Sandman929
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    code65536 wrote: »
    Sandman929 wrote: »
    code65536 wrote: »
    Sandman929 wrote: »
    Is it that bad though? Sure there are lots of good ways to use Harmony in PvP, but they all involve some risk and have some counterplay. In this case, everyone has to go to the orb and basically stack closer. It doesn't seem like it's worse than what you can do right now on live with Orbs and Harmony
    You won't go to the orb. A ball group would have someone in the ball cast the blue orb and everyone will instantly synergize it.
    Nifty2g wrote: »
    Necrotic Orb
    Energy Orb (morph): Increased the healing per tick of this ability by approximately 20% since the morph only converted functionality, without necessarily improving it.
    Combustion and Healing Combustion (synergies of Necrotic Orbs and its morphs): These synergies will no longer remove their parent abilities when activated. This means a single orb can now provide a synergy to anyone in its path, and will not be removed for other players once it is activated.
    Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony.

    Who thought this was a good idea lol?

    Wouldn't the same thing be accomplished with multiple orb spam? Also, the orb moves so slow, that if a zerg is crushed due to this, they deserve to take the respawn.
    No, because if you want 12 people to pop orbs, you had to cast 12 orbs in the past. It takes time to cast 12 orbs. Now someone casts a single orb. And you get 12 pops instantly. Also, orb speed is irrelevant, since the orb will be cast from within the group.

    Yeah....yeah...I just hate to suggest nerfing coordination. But it could probably use some more thought.

    It doesn't need more thought. They already had a well-thought-out model for how this ability should work. The way both kinds of orbs--healing and damage--worked in Update 22 was balanced just fine. They dug themselves into a hole with the 1-orb change. And in trying to dig out of that hole, they simply dug themselves into yet another hole. And all this for... what?

    Just revert to the old Update 22 behavior and everyone will be happy.

    If only...but I think the ship has sailed.
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  • Nifty2g
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    Can't wait for the final update and we're going to be stuck with what ridiculous change happens next unless they decide to keep this
    #MOREORBS
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  • Seraphayel
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    code65536 wrote: »
    Sandman929 wrote: »
    code65536 wrote: »
    Sandman929 wrote: »
    Is it that bad though? Sure there are lots of good ways to use Harmony in PvP, but they all involve some risk and have some counterplay. In this case, everyone has to go to the orb and basically stack closer. It doesn't seem like it's worse than what you can do right now on live with Orbs and Harmony
    You won't go to the orb. A ball group would have someone in the ball cast the blue orb and everyone will instantly synergize it.
    Nifty2g wrote: »
    Necrotic Orb
    Energy Orb (morph): Increased the healing per tick of this ability by approximately 20% since the morph only converted functionality, without necessarily improving it.
    Combustion and Healing Combustion (synergies of Necrotic Orbs and its morphs): These synergies will no longer remove their parent abilities when activated. This means a single orb can now provide a synergy to anyone in its path, and will not be removed for other players once it is activated.
    Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony.

    Who thought this was a good idea lol?

    Wouldn't the same thing be accomplished with multiple orb spam? Also, the orb moves so slow, that if a zerg is crushed due to this, they deserve to take the respawn.
    No, because if you want 12 people to pop orbs, you had to cast 12 orbs in the past. It takes time to cast 12 orbs. Now someone casts a single orb. And you get 12 pops instantly. Also, orb speed is irrelevant, since the orb will be cast from within the group.

    Yeah....yeah...I just hate to suggest nerfing coordination. But it could probably use some more thought.

    It doesn't need more thought. They already had a well-thought-out model for how this ability should work. The way both kinds of orbs--healing and damage--worked in Update 22 was balanced just fine. They dug themselves into a hole with the 1-orb change. And in trying to dig out of that hole, they simply dug themselves into yet another hole. And all this for... what?

    Just revert to the old Update 22 behavior and everyone will be happy.

    Shooting 5 or 10 Orbs through the room was never fine. I agree though they could increase the maximum amount of Orbs to 2 or 3 when they remove the “everybody can synergize with it“ part.

    Players need to be less obsessed with this skill.
    Edited by Seraphayel on July 22, 2019 3:30PM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
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  • code65536
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    Seraphayel wrote: »
    Shooting 5 or 10 Orbs through the room was never fine.
    And it wasn't fine because... ...?
    Seraphayel wrote: »
    Players need to be less obsessed with this skill.
    *glances at your comment history* Indeed, you do!
    Options
  • Seraphayel
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    code65536 wrote: »
    Seraphayel wrote: »
    Shooting 5 or 10 Orbs through the room was never fine.
    And it wasn't fine because... ...?
    Seraphayel wrote: »
    Players need to be less obsessed with this skill.
    *glances at your comment history* Indeed, you do!

    Oh I‘m not the one who’s obsessed with this skill or requires it for enjoyment, I’m just glad when the changes are live and players adapt to it and become less reliable on one single skill.

    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
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  • mobicera
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    Seraphayel wrote: »
    code65536 wrote: »
    Seraphayel wrote: »
    Shooting 5 or 10 Orbs through the room was never fine.
    And it wasn't fine because... ...?
    Seraphayel wrote: »
    Players need to be less obsessed with this skill.
    *glances at your comment history* Indeed, you do!

    Oh I‘m not the one who’s obsessed with this skill or requires it for enjoyment, I’m just glad when the changes are live and players adapt to it and become less reliable on one single skill.

    I foresee more people getting frustrated by foolish changes and just leaving for well anything else than adapting to ill thought out changes but whatever, who really cares anymore
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  • Aznarb
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    Nifty2g wrote: »
    Necrotic Orb
    Energy Orb (morph): Increased the healing per tick of this ability by approximately 20% since the morph only converted functionality, without necessarily improving it.
    Combustion and Healing Combustion (synergies of Necrotic Orbs and its morphs): These synergies will no longer remove their parent abilities when activated. This means a single orb can now provide a synergy to anyone in its path, and will not be removed for other players once it is activated.
    Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony. Or starting off a boss fight with all 8 people in Major Slayer cause of Lokkestiiz and the starting burst potential it offers.

    Who thought this was a good idea lol?

    The question is, how do you, and many other don't realize that all the set power-creep we have since summerset is the only true problem right now ?
    Nerf the good think if you want nerf something...
    [ PC EU ]

    [ Khuram-dar ]
    [ Khajiit ]
    [ Templar - Healer ]
    [Crazy Gatherer & Compulsive Thief]

    Options
  • Nifty2g
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    Seraphayel wrote: »
    code65536 wrote: »
    Seraphayel wrote: »
    Shooting 5 or 10 Orbs through the room was never fine.
    And it wasn't fine because... ...?
    Seraphayel wrote: »
    Players need to be less obsessed with this skill.
    *glances at your comment history* Indeed, you do!

    Oh I‘m not the one who’s obsessed with this skill or requires it for enjoyment, I’m just glad when the changes are live and players adapt to it and become less reliable on one single skill.
    Players will quickly adapt that is not the problem, the problem comes with ZOS not actually knowing what to do with the skill and making it more problematic than it has to be.
    Aznarb wrote: »
    Nifty2g wrote: »
    Necrotic Orb
    Energy Orb (morph): Increased the healing per tick of this ability by approximately 20% since the morph only converted functionality, without necessarily improving it.
    Combustion and Healing Combustion (synergies of Necrotic Orbs and its morphs): These synergies will no longer remove their parent abilities when activated. This means a single orb can now provide a synergy to anyone in its path, and will not be removed for other players once it is activated.
    Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony. Or starting off a boss fight with all 8 people in Major Slayer cause of Lokkestiiz and the starting burst potential it offers.

    Who thought this was a good idea lol?

    The question is, how do you, and many other don't realize that all the set power-creep we have since summerset is the only true problem right now ?
    Nerf the good think if you want nerf something...
    That is a different topic entirely
    Edited by Nifty2g on July 22, 2019 3:57PM
    #MOREORBS
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  • idk
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    Nifty2g wrote: »
    Necrotic Orb
    Energy Orb (morph): Increased the healing per tick of this ability by approximately 20% since the morph only converted functionality, without necessarily improving it.
    Combustion and Healing Combustion (synergies of Necrotic Orbs and its morphs): These synergies will no longer remove their parent abilities when activated. This means a single orb can now provide a synergy to anyone in its path, and will not be removed for other players once it is activated.
    Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony. Or starting off a boss fight with all 8 people in Major Slayer cause of Lokkestiiz and the starting burst potential it offers.

    Who thought this was a good idea lol?

    This is a very good point.

    I would expect the people who thought about this are the same one who have designed the healing changes overall for this update.
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  • Aznarb
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    Nifty2g wrote: »
    Seraphayel wrote: »
    code65536 wrote: »
    Seraphayel wrote: »
    Shooting 5 or 10 Orbs through the room was never fine.
    And it wasn't fine because... ...?
    Seraphayel wrote: »
    Players need to be less obsessed with this skill.
    *glances at your comment history* Indeed, you do!

    Oh I‘m not the one who’s obsessed with this skill or requires it for enjoyment, I’m just glad when the changes are live and players adapt to it and become less reliable on one single skill.
    Players will quickly adapt that is not the problem, the problem comes with ZOS not actually knowing what to do with the skill and making it more problematic than it has to be.
    Aznarb wrote: »
    Nifty2g wrote: »
    Necrotic Orb
    Energy Orb (morph): Increased the healing per tick of this ability by approximately 20% since the morph only converted functionality, without necessarily improving it.
    Combustion and Healing Combustion (synergies of Necrotic Orbs and its morphs): These synergies will no longer remove their parent abilities when activated. This means a single orb can now provide a synergy to anyone in its path, and will not be removed for other players once it is activated.
    Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony. Or starting off a boss fight with all 8 people in Major Slayer cause of Lokkestiiz and the starting burst potential it offers.

    Who thought this was a good idea lol?

    The question is, how do you, and many other don't realize that all the set power-creep we have since summerset is the only true problem right now ?
    Nerf the good think if you want nerf something...
    That is a different topic entirely

    Not at all, it's game balance related, nothing different..
    Edit : especialy when Op himself point specific set as exemple.
    We don't nerf a skill cuz 1 set is OP, we nerf the set, that how logic work.
    Edited by Aznarb on July 22, 2019 4:00PM
    [ PC EU ]

    [ Khuram-dar ]
    [ Khajiit ]
    [ Templar - Healer ]
    [Crazy Gatherer & Compulsive Thief]

    Options
  • FakeFox
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    ZOS: "We need to nerf this for no reason!"
    Players: *complaining*
    ZOS: "Ok, lets just buff it instead."

    Nothing new here.
    EU/PC (GER) - Healermain since 2014 - 50305 Achievement Points - Youtube (PvE Healing Guides, Builds & Gameplay)
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  • Nifty2g
    Nifty2g
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    Aznarb wrote: »
    Nifty2g wrote: »
    Seraphayel wrote: »
    code65536 wrote: »
    Seraphayel wrote: »
    Shooting 5 or 10 Orbs through the room was never fine.
    And it wasn't fine because... ...?
    Seraphayel wrote: »
    Players need to be less obsessed with this skill.
    *glances at your comment history* Indeed, you do!

    Oh I‘m not the one who’s obsessed with this skill or requires it for enjoyment, I’m just glad when the changes are live and players adapt to it and become less reliable on one single skill.
    Players will quickly adapt that is not the problem, the problem comes with ZOS not actually knowing what to do with the skill and making it more problematic than it has to be.
    Aznarb wrote: »
    Nifty2g wrote: »
    Necrotic Orb
    Energy Orb (morph): Increased the healing per tick of this ability by approximately 20% since the morph only converted functionality, without necessarily improving it.
    Combustion and Healing Combustion (synergies of Necrotic Orbs and its morphs): These synergies will no longer remove their parent abilities when activated. This means a single orb can now provide a synergy to anyone in its path, and will not be removed for other players once it is activated.
    Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony. Or starting off a boss fight with all 8 people in Major Slayer cause of Lokkestiiz and the starting burst potential it offers.

    Who thought this was a good idea lol?

    The question is, how do you, and many other don't realize that all the set power-creep we have since summerset is the only true problem right now ?
    Nerf the good think if you want nerf something...
    That is a different topic entirely

    Not at all, it's game balance related, nothing different..
    Edit : especialy when Op himself point specific set as exemple.
    We don't nerf a skill cuz 1 set is OP, we nerf the set, that how logic work.
    Because I am talking about how this specific change reflects the current problems with that is currently available in game. If you want to go talk about different types of nerfing this or that or other balance, simply just make a thread
    #MOREORBS
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  • sindalstar
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    Nifty2g wrote: »
    Necrotic Orb
    Energy Orb (morph): Increased the healing per tick of this ability by approximately 20% since the morph only converted functionality, without necessarily improving it.
    Combustion and Healing Combustion (synergies of Necrotic Orbs and its morphs): These synergies will no longer remove their parent abilities when activated. This means a single orb can now provide a synergy to anyone in its path, and will not be removed for other players once it is activated.
    Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony. Or starting off a boss fight with all 8 people in Major Slayer cause of Lokkestiiz and the starting burst potential it offers.

    Who thought this was a good idea lol?

    Were people use blue orb back in the day in zergs? I don't know, i'm not a pvper.
    But in PvE atleast I have never seen anyone use the orb. Like ever

    The lokkestiiz example doesn't sound any different from how people were expected to throw out orbs in the past to get their synergies activated, plus shards and all the other synergie granting effects.
    Edited by sindalstar on July 22, 2019 4:18PM
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  • Nifty2g
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    sindalstar wrote: »
    Nifty2g wrote: »
    Necrotic Orb
    Energy Orb (morph): Increased the healing per tick of this ability by approximately 20% since the morph only converted functionality, without necessarily improving it.
    Combustion and Healing Combustion (synergies of Necrotic Orbs and its morphs): These synergies will no longer remove their parent abilities when activated. This means a single orb can now provide a synergy to anyone in its path, and will not be removed for other players once it is activated.
    Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony. Or starting off a boss fight with all 8 people in Major Slayer cause of Lokkestiiz and the starting burst potential it offers.

    Who thought this was a good idea lol?

    Were people use necrotic orb back in the day in zergs? I don't know, i'm not a pvper.

    The lokkestiiz example doesn't sound any different from how people were expected to throw out orbs in the past to get their synergies activated, plus shards and all the other synergie granting effects.
    See above for Codes example on why orbs are problematic.
    Having major slayer available to all at the start of a fight + the huge initial burst of the damage as buffs are already out not waiting for 8 orbs to get to you - takes time to cast 8 orbs, its already been explained in thread
    Edited by Nifty2g on July 22, 2019 4:24PM
    #MOREORBS
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  • ninibini
    ninibini
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    And still, all I want to see still is a raid of vHof, vCR, vSunspire with Hardmodes with @ZOS_Gilliam and @ZOS_RichLambert healing.
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  • mobicera
    mobicera
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    ninibini wrote: »
    And still, all I want to see still is a raid of vHof, vCR, vSunspire with Hardmodes with @ZOS_Gilliam and @ZOS_RichLambert healing.

    Don't bother they can't and won't do it
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  • Nifty2g
    Nifty2g
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    ninibini wrote: »
    And still, all I want to see still is a raid of vHof, vCR, vSunspire with Hardmodes with @ZOS_Gilliam and @ZOS_RichLambert healing.
    I have raided with both of them before, but I believe they are probably not the ones behind the changes.
    #MOREORBS
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  • sindalstar
    sindalstar
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    Nifty2g wrote: »
    sindalstar wrote: »
    Nifty2g wrote: »
    Necrotic Orb
    Energy Orb (morph): Increased the healing per tick of this ability by approximately 20% since the morph only converted functionality, without necessarily improving it.
    Combustion and Healing Combustion (synergies of Necrotic Orbs and its morphs): These synergies will no longer remove their parent abilities when activated. This means a single orb can now provide a synergy to anyone in its path, and will not be removed for other players once it is activated.
    Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony. Or starting off a boss fight with all 8 people in Major Slayer cause of Lokkestiiz and the starting burst potential it offers.

    Who thought this was a good idea lol?

    Were people use necrotic orb back in the day in zergs? I don't know, i'm not a pvper.

    The lokkestiiz example doesn't sound any different from how people were expected to throw out orbs in the past to get their synergies activated, plus shards and all the other synergie granting effects.
    See above for Codes example on why orbs are problematic.
    Having major slayer available to all at the start of a fight + the huge initial burst of the damage as buffs are already out not waiting for 8 orbs to get to you - takes time to cast 8 orbs, its already been explained in thread

    So I looked up.

    "You won't go to the orb. A ball group would have someone in the ball cast the blue orb and everyone will instantly synergize it."

    Ok so theres a big nova thig threat.

    Is a ball group just a big group of people? Again i'm not a PVPer so I won't be pretentious and pretend I know everything.
    Are we assuming that this group runs forward and the reason its' op is because in a big fight (I'm assuming it's a big fight and not just a random ball rolling around and finding someone)

    Can we get some PVPer to test it and see if it's OP?

    Does PVP count as a dungeon or trial? Because if it does like i'm assuming it doesn't then that's not important to pvp.
    For PVE, I would it's the intention that everyone to be buffed up and ready to go. Are we caring about the final bosses feelings that the major slayer buff is starting faster because last time I checked people want it to die faster. If it's being popped early for the slayer buff and not for the healing (Another issue people burned the forums down for) they'll get less healing overall and less resources restored to them.
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  • FakeFox
    FakeFox
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    sindalstar wrote: »
    Were people use blue orb back in the day in zergs? I don't know, i'm not a pvper.
    But in PvE atleast I have never seen anyone use the orb. Like ever

    It has not been viable until now because of how many orbs are needed. First because orbs take up so much of a healers GCDs and resources, their passive healing becomes very relevant. Secondly because each activation is linked to it's own GCD on the casters side it can not achieve this offensive potential so easily. The PTS changes solve both of those issues completely.
    EU/PC (GER) - Healermain since 2014 - 50305 Achievement Points - Youtube (PvE Healing Guides, Builds & Gameplay)
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