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.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.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.
Who thought this was a good idea lol?
Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony.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.
Who thought this was a good idea lol?
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.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
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.BlackMadara wrote: »Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony.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.
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.
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.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 HarmonyNo, 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.BlackMadara wrote: »Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony.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.
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.
Sandman929 wrote: »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.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 HarmonyNo, 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.BlackMadara wrote: »Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony.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.
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.
Yeah....yeah...I just hate to suggest nerfing coordination. But it could probably use some more thought.
Sandman929 wrote: »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.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 HarmonyNo, 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.BlackMadara wrote: »Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony.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.
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.
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.
Sandman929 wrote: »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.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 HarmonyNo, 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.BlackMadara wrote: »Surely you realise the damage potential this causes in both PvE and PvP. As 1 blue orb slowly floats through that zerg with harmony.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.
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.
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.
And it wasn't fine because... ...?Seraphayel wrote: »Shooting 5 or 10 Orbs through the room was never fine.
*glances at your comment history* Indeed, you do!Seraphayel wrote: »Players need to be less obsessed with this skill.
And it wasn't fine because... ...?Seraphayel wrote: »Shooting 5 or 10 Orbs through the room was never fine.*glances at your comment history* Indeed, you do!Seraphayel wrote: »Players need to be less obsessed with this skill.
Seraphayel wrote: »And it wasn't fine because... ...?Seraphayel wrote: »Shooting 5 or 10 Orbs through the room was never fine.*glances at your comment history* Indeed, you do!Seraphayel wrote: »Players need to be less obsessed with this skill.
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.
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.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.
Who thought this was a good idea lol?
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.Seraphayel wrote: »And it wasn't fine because... ...?Seraphayel wrote: »Shooting 5 or 10 Orbs through the room was never fine.*glances at your comment history* Indeed, you do!Seraphayel wrote: »Players need to be less obsessed with this skill.
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.
That is a different topic entirelySurely 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.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.
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...
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.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.
Who thought this was a good idea lol?
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.Seraphayel wrote: »And it wasn't fine because... ...?Seraphayel wrote: »Shooting 5 or 10 Orbs through the room was never fine.*glances at your comment history* Indeed, you do!Seraphayel wrote: »Players need to be less obsessed with this skill.
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.That is a different topic entirelySurely 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.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.
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...
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 threadPlayers 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.Seraphayel wrote: »And it wasn't fine because... ...?Seraphayel wrote: »Shooting 5 or 10 Orbs through the room was never fine.*glances at your comment history* Indeed, you do!Seraphayel wrote: »Players need to be less obsessed with this skill.
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.That is a different topic entirelySurely 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.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.
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...
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.
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.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.
Who thought this was a good idea lol?
See above for Codes example on why orbs are problematic.sindalstar wrote: »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.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.
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.
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.And still, all I want to see still is a raid of vHof, vCR, vSunspire with Hardmodes with @ZOS_Gilliam and @ZOS_RichLambert healing.
See above for Codes example on why orbs are problematic.sindalstar wrote: »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.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.
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.
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
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