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Poll: Lower Damage of Entropy, Soul Shard & their morphs? (or make damage NPC-only)

Enkil
Enkil
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Edit: The topic is pretty specific, so please discuss the topic respectfully. Do not stray into attacks, try to instigate some PvP vs. PvE nonsense, nor any other off-topic wild tangents or rubbish.

Thank You
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As a PvP player, I have noticed these two skills populating my death recap way more than should be happening for any skill. I have decided to engage most of the players when time permits to ask about why they are now using it. Without exception, everyone that has responded said that is too powerful to pass up and is much better than some other skill they used to use that since patch pales in comparison. Prob over 75% also do not like using either and would prefer not to have to use these skills to be competitive, especially on classes and builds where it makes no sense. We usually also have a laugh about how their use has become so ubiquitous as well.


Edited by Enkil on August 24, 2019 9:38PM

Poll: Lower Damage of Entropy, Soul Shard & their morphs? (or make damage NPC-only) 238 votes

No, keep as is
66%
Solarikenvailjohn_ESOdarthgummibear_ESOVirtualElizabethkendellking_chaosb14_ESODarcyMardinVajrakVeztspecherb14_ESOWuffyCeruleiIruil_ESOCiovalaMaster_FluffDTStormfoxzariaWitaridkjbjondeaueb17_ESOPudinYukon2112 158 votes
Yes, reduce damage
21%
KikazaruPinesyJahoeljonathanb16_ESORikumaruKoensolSodanTokeovogtb16_ESOkickback120ub17_ESOAektannTanadrielMasterSpatulaleeuxolsborgRaikikiRagnaroek93WeyounTMHowlKimchiSanctum74Somewhere 51 votes
Keep damage but make it mob-only so it helps in PvE still
7%
Sincero580b14_ESOEnkilDukeDiewalkerL0KHIRsusmitdsNarvuntienTragedyOAWildRaptorXangrylizardArgelornStarlockmadarame_77AzoreanVlad9425MiloscpolskiPizzaCat82holley331PaintsOfDust 18 votes
Other,
4%
Oakmontowls_ESOalainjbrennanb16_ESODagoth_RacBouldercleaveBrowisethcode65536max_onlyzParallaxzwabajaaAgenericnameCanned_Apples 11 votes
  • TelvanniWizard
    TelvanniWizard
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    No, keep as is
    Them pvpers... :(
  • Saril_Durzam
    Saril_Durzam
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    No, keep as is
    Its loggical to see such skills, they are general skills.

    Maybe they needed to tone down but many skills and id daré to say class were reworked so their only reliable damage source is these dots. Nerfing them now would mean a heavy unbalance.

    Let them be for a week or two, time more than enough for ZoS to see if they need to tone down and its replacements so some classes dont get out of the way.
  • idk
    idk
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    No, keep as is
    One reason it is prevalent is that it is accessible to everyone and with the changes we recently received their will be a shift in the skills used.

    Let Zos collect real information vs antidotal to see if actual adjustments are needed based on real data.
  • Daedric_NB_187
    Daedric_NB_187
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    Obligatory nerf dots thread.
  • MartiniDaniels
    MartiniDaniels
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    Problem of this skills in PVP is not their damage, but easiness of their application (aim-assisted, instant travel, 28m+ range). Thus best solution in my opinion is to reduce range to 22m (will be in range of gap closers) and change them to projectiles like flame reach. That way skills will remain the same in PVE, but won't be cancerous in PVP.
  • zaria
    zaria
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    No, keep as is
    Problem of this skills in PVP is not their damage, but easiness of their application (aim-assisted, instant travel, 28m+ range). Thus best solution in my opinion is to reduce range to 22m (will be in range of gap closers) and change them to projectiles like flame reach. That way skills will remain the same in PVE, but won't be cancerous in PVP.
    Good point, that would make them harder to use in PvP without affecting PvE
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Aurie
    Aurie
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    No, keep as is
    Enkil wrote: »
    I put an option in for keepin it the same for PvE but apparently it’s not being utilized?

    Nice idea, and thank you for that, but we all know that currently ZOS are not interested in balancing PvP and PvE separately.

    If they did, it would solve a LOT of issues......not least the relationship between PvP’ers and PvE’ers. :)

    Edited by Aurie on August 24, 2019 8:26AM
  • darkblue5
    darkblue5
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    Yes, reduce damage
    Main issue is that they're boring DOTs in PVE too. They make mag rotations more boring not because intrinsically class skills have interesting mechanics but because the rotations actually get more boring when you reach a critical mass of viable DOT skills.

    At the same time they encourage boring set-ups in PvP.
  • Aurie
    Aurie
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    No, keep as is
    Problem of this skills in PVP is not their damage, but easiness of their application (aim-assisted, instant travel, 28m+ range). Thus best solution in my opinion is to reduce range to 22m (will be in range of gap closers) and change them to projectiles like flame reach. That way skills will remain the same in PVE, but won't be cancerous in PVP.

    How would reducing the range from 28m to 22m not affect PvE ?

  • jainiadral
    jainiadral
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    No, keep as is
    Disclaimer: I only am a PvE player.

    I'm guessing it's one of the few skills left that does any damage at all. Started using the multi-target Soul Trap morph on my stam toon after all my weapon AOE skills got nuked and it makes combat feel like it used to before the last update.

    ZOS needs to start balancing PvE and PvP separately. Their "balancing" works for no one.
    Edited by jainiadral on August 24, 2019 8:37AM
  • idk
    idk
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    No, keep as is
    Problem of this skills in PVP is not their damage, but easiness of their application (aim-assisted, instant travel, 28m+ range). Thus best solution in my opinion is to reduce range to 22m (will be in range of gap closers) and change them to projectiles like flame reach. That way skills will remain the same in PVE, but won't be cancerous in PVP.

    Flame reach has a 28 meter range. I just double checked on live before replying. Reach is the comparable morph as it is a DoT. The damage is fairly comparable.

    Clench has as shorter range but it is essentially a CC, not a DoT, so it is not very comparable.

    So the question worthy to be asked, is what ranged DoTs have the range of gap closers instead of 28 meters?

    I say 28 since that is the actual range of the skill before PvP specific modifiers increase the range?
  • Saril_Durzam
    Saril_Durzam
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    No, keep as is
    What we need is less generalization. Sure, its more balanced but the game feels more bland and less unique. I want to face a class and know how to counter it, rather than watching same skills on Everyone, the game feels less tactic.

    I also dont agree on nerf on AoE ground dots. They give an unique feeling on the game and would still have good ways to counter them, rather than autoaim ST dots.
  • HowlKimchi
    HowlKimchi
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    Yes, reduce damage
    Don't post it in General Discussion. PVE people own this subthread.
    previously @HaruKamui but I outgrew my weeb phase (probably)

    PC/NA - EP - Howl Bragi/Howl Kimchi
  • idk
    idk
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    No, keep as is
    What we need is less generalization. Sure, its more balanced but the game feels more bland and less unique. I want to face a class and know how to counter it, rather than watching same skills on Everyone, the game feels less tactic.

    I also dont agree on nerf on AoE ground dots. They give an unique feeling on the game and would still have good ways to counter them, rather than autoaim ST dots.

    I agree very much with less generalization. Combat builds are becoming rather bland.
  • alainjbrennanb16_ESO
    alainjbrennanb16_ESO
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    Other,
    They just need to have pvp and pve balanced separately
    Main character dk - Vanikifar whitestrike
  • red_emu
    red_emu
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    No, keep as is
    Keep it as it is. It might be a lot of damage but every class now has access to it. I was very sceptical at first before patch came out but now I keep switching between characters all the time because it's like we got something new to change up our playstyles and builds 😄
    PC - EU:
    Falathren Noctis - AD MagNecro
    Falathren - AD StamSorc
    Falathren Eryndaer - AD StamDen
    Falathren Irimion - AD MagPlar
    Talagan Falathren - AD StamDK
    Falathren Infernis - AD MagDK
    Your-Ex - AD MagBlade
  • Maiyu93
    Maiyu93
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    No, keep as is
    Soul Assaulting stam nb's is just too satisfying o:)
  • MartiniDaniels
    MartiniDaniels
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    idk wrote: »
    Problem of this skills in PVP is not their damage, but easiness of their application (aim-assisted, instant travel, 28m+ range). Thus best solution in my opinion is to reduce range to 22m (will be in range of gap closers) and change them to projectiles like flame reach. That way skills will remain the same in PVE, but won't be cancerous in PVP.

    Flame reach has a 28 meter range. I just double checked on live before replying. Reach is the comparable morph as it is a DoT. The damage is fairly comparable.

    Clench has as shorter range but it is essentially a CC, not a DoT, so it is not very comparable.

    So the question worthy to be asked, is what ranged DoTs have the range of gap closers instead of 28 meters?

    I say 28 since that is the actual range of the skill before PvP specific modifiers increase the range?

    Yes, 28 meters is point where extended PVP range start to work.
    One dot applied from big distance is not a problem, because it is easily outhealed. But 3 dots paired with eledrain put melee player in big disadvantage even in 1v1...
  • The Uninvited
    The Uninvited
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    No, keep as is
    Voted by a pvp player. :)
    Pandora's Promise (rip) | LND | Pactriotic | IKnowWhatUDidLastWinter's | The Uninvited |

    Ride the paranoia | All life is pain | Only the grave is real
  • Lord_Eomer
    Lord_Eomer
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    No, keep as is
    Well hating any more nerf,

    ESO is getting destroyed due to nerfs,

    Stop such threads.
  • DukeDiewalker
    DukeDiewalker
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    Keep damage but make it mob-only so it helps in PvE still
    Is this a *** joke? Who on earth wants to keep the DOTs as they are right now? What are you guys doing in the game, farming overland bosses and dolmens all day?
    The current damage DOTs like soul trap, entropy and others are doing is not fitting into the game... They are literally destroying PvP right now, making almost all classes and builds unviable. And they are dominating even PvE ...
    Their damage has to be reduced by a lot, period. Everyone who votes here against it, has obviously no clue what they're talking about.

    I really hope ZOS can at least figure that out. Soon.
  • Watchdog
    Watchdog
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    No, keep as is
    ZOS does not seem to want to invest time and money in creating two sets of stats for skills for PvE and PvP.

    Hence, as a PvE only player, I cannot react with anything but a big HELL, NO!
    Edited by Watchdog on August 24, 2019 12:37PM
    Member of Alith Legion: https://www.alithlegion.com
  • Gargath
    Gargath
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    No, keep as is
    These abilities are not too powerful. They are just a proper response to previous requests from a large player base constantly dying in pvp, while being constantly harrased by this "learn to play" advice..
    Now a typical player with few simple abilities can bring down an experienced player who was so eager to prey on the noobs.
    Call it justice if you like ;).
    Edited by Gargath on August 24, 2019 12:50PM
    PC EU (PL): 14 characters. ESO player since 06.08.2015. Farkas finest quote: "Some people don't think I'm smart. Those people get my fist. But you, I like."
  • Qbiken
    Qbiken
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    Yes, reduce damage
    It´s overperforming in pvp and makes rotations in pve ridiculously boring. Revert the changes and call it a day
  • angrylizard
    angrylizard
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    Keep damage but make it mob-only so it helps in PvE still
    For pvp it's low risk high reward game play, but I suppose people these days don't have the patience to learn how to play the game so skills like this will be introduced for the care bears who keep getting killed by better players. All I can say about this is if you want to beat the cancer you must become the cancer.


    Shame really....
  • WuffyCerulei
    WuffyCerulei
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    No, keep as is
    tenor.gif
    For the love of Kyne, buff sorc. PC NACP 2100+Star-Sïnger - Khajiit Magicka Sorc - EP Grand Overlord - Flawless Conqueror vMA/vBRP/vDSA no death/vHel Ra HM/vAA HM/vSO HM/vMoL HM/vHoF HM/vAS +2/vCR+3/vSS HMs/vKA HMs/vVH/vRG Oax HM/vDSR
  • AcadianPaladin
    AcadianPaladin
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    Too many moving parts to tweak nerf without basically unwinding entire patch. It is all related: Nerf Power Surge & Matriarch on sorcs, nerf ground AoEs, make entropy the go to source for major sorcery, buff DoTs. . . .

    I seriously fear any action at this point would simply add nerfs to nerfs instead of 'restore' the AoE (not DoT) playstyle that I enjoyed before the nerfpatch. Also, as a PvEer, I appreciate that mobs kindly stand in your AoEs while enemy players do not - that is just one more (of many) reasons why I end every conversation regarding PvP by saying that PvE and PvP need to be balanced separately.
    PC NA(no Steam), PvE, mostly solo
  • redlink1979
    redlink1979
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    No, keep as is
    "Everything that kills me in Pvp is OP"
    "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear"
    • Sons of the Night Mother | VforVendetta | Grownups Gaming EU | English Elders [PS][EU] 2360 CP
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  • jcm2606
    jcm2606
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    Yes, reduce damage
    Problem of this skills in PVP is not their damage, but easiness of their application (aim-assisted, instant travel, 28m+ range). Thus best solution in my opinion is to reduce range to 22m (will be in range of gap closers) and change them to projectiles like flame reach. That way skills will remain the same in PVE, but won't be cancerous in PVP.

    If you make them a projectile, you're *** over magplar, magcro, and magDK. Magplar and magro don't have any in-class sources of Major Sorcery, and so are forced to run Entropy if they don't want to slot spell power pots (which, most of the time, other pots are far more valuable in PvP). MagDK does have an in-class source of Major Sorcery, but it's stupidly expensive, and really only offers Major Sorcery.

    By all means, make soul trap a projectile, but leave Entropy alone.
  • MartiniDaniels
    MartiniDaniels
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    jcm2606 wrote: »
    Problem of this skills in PVP is not their damage, but easiness of their application (aim-assisted, instant travel, 28m+ range). Thus best solution in my opinion is to reduce range to 22m (will be in range of gap closers) and change them to projectiles like flame reach. That way skills will remain the same in PVE, but won't be cancerous in PVP.

    If you make them a projectile, you're *** over magplar, magcro, and magDK. Magplar and magro don't have any in-class sources of Major Sorcery, and so are forced to run Entropy if they don't want to slot spell power pots (which, most of the time, other pots are far more valuable in PvP). MagDK does have an in-class source of Major Sorcery, but it's stupidly expensive, and really only offers Major Sorcery.

    By all means, make soul trap a projectile, but leave Entropy alone.

    Easy solution - provide 20 sec of major sorcery on cast, not on hit, so even if it is dodged/los'd, buff will activate anyway.
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