I have seen Rending Slashes do literally double the damage of Entropy on live. And that's true in cases where both players are on damage-heavy builds. Venomous Claw and the WW bleed have also done significantly more damage than Entropy, though obviously you don't usually see many WW in BGs these days.The problem with them normalizing to a budget is they try to squeeze too many things into too simple of a term.
Entropy was a dot, when it really was a buff/utility so it was overperforming having both, but then they took away both half its damage and half its utility. Also, all DOTs are not equal. Ranged DOTs should not equal melee DOTs.
They cut too far to the bone here
I agree that Entropy needs to be adjusted, but to respond to your Rattlecage comment:
You can run Rattlecage jewels and 2 pieces on the body, then run your monster set in light (you'd lose 1/3 of your undaunted passive though), or run it on weapons and jewels, but be unable to run an arena weapon without losing the Major Sorcery on your back bar.
You have options. Just not great ones.
InvictusApollo wrote: »I agree that Entropy needs to be adjusted, but to respond to your Rattlecage comment:
You can run Rattlecage jewels and 2 pieces on the body, then run your monster set in light (you'd lose 1/3 of your undaunted passive though), or run it on weapons and jewels, but be unable to run an arena weapon without losing the Major Sorcery on your back bar.
You have options. Just not great ones.
You didn't get the meaning. Most protective sets like Steadfast Hero are heavy sets. We can't take Rattlecage and one of those sets without getting at least 5 pieces of heavy armor on. I personally run two defensive sets and one offensive set in light.
InvictusApollo wrote: »I agree that Entropy needs to be adjusted, but to respond to your Rattlecage comment:
You can run Rattlecage jewels and 2 pieces on the body, then run your monster set in light (you'd lose 1/3 of your undaunted passive though), or run it on weapons and jewels, but be unable to run an arena weapon without losing the Major Sorcery on your back bar.
You have options. Just not great ones.
You didn't get the meaning. Most protective sets like Steadfast Hero are heavy sets. We can't take Rattlecage and one of those sets without getting at least 5 pieces of heavy armor on. I personally run two defensive sets and one offensive set in light.
Ahhhh. I see how. There are light defensive sets though, like armor Master, swift, and Cyrodil's Light. I know they're not as beefy as SH, but they work if you want to keep the light armor passives.
PvE Spell Power Pots. I've been using them in PvP forever and so has @NightbladeMechanics
InvictusApollo wrote: »In U23 Structured Entropy finally became something actually usefull. It healed, it did damage and most importantly it provided use with Major Sorcery.
Now it got nerfed and the only universal source of Major Sorcery is Degeneration. When comparing it to a Netch, Molten Weapons or Surge it comes out pretty pale.
Not only we have to cast it in combat but we also get much, much lower duration.
The only two other options are Rattlecage set and a potion.
Rattlecage set is a heavy offensive set which means that we have to run all heavy armor if we wan't a protective set other than an unreliable monster proc set.
And spell power potion is not only expensive but also prevents us from using CC immunity potions and detect potions.
As you can see we have no other viable alternatives than Degeneration.
I'd love to see one of the following buffs to it:
1. Increase in duration of Major Sorcery after casting Degeneration to 36seconds. There is no need to increase dot duration.
2. Strip the dot and make it a self buff that gives Major Sorcery for at least 26 seconds.
Another idea is to give us a new set like Rattlecage but light armor.
Should be
Degeneration is a DoT and grants major sorcery
Structured entropy is a HoT (in some sort of mechanic) and grants major sorcery
Anyone dissagree?
Poor MagPlar.
IMO at this point, worrying about such details is like turning up the air conditioning when the whole house is on fire.
With damage greatly nerfed across the board, and the loss of many viable CCs - yet healing remaining unchanged - this will make fights even longer and drawn out.
OTOH, if the changes go Live as they are currently - and I bet they will, given ZOS' track record in the matter - this will be a good opportunity to dust off my largescale healer build and give it another spin in Cyro
InvictusApollo wrote: »
Only dot damage got nerfed and that was damage mostly used by noobs. There was literally one BiS DOT build that could rival burst damage. Every even mediocre PvPer was using burst damage. So as you can see, there will be around the same amount of damage inflicted. The only difference will be that zergs won't be able to LA tankier players to death like they could in dot meta.
Sanguinor2 wrote: »InvictusApollo wrote: »
Only dot damage got nerfed and that was damage mostly used by noobs. There was literally one BiS DOT build that could rival burst damage. Every even mediocre PvPer was using burst damage. So as you can see, there will be around the same amount of damage inflicted. The only difference will be that zergs won't be able to LA tankier players to death like they could in dot meta.
But every mediocre Player also used dots for pressure (or delayed burst abilities which some classes dont have) and no mediocre Player will die to burst alone as Long as they know somewhat how to build their character.
(Mostly bg perspective here since if you run People over with 20+people you dont Need anything)
Sanguinor2 wrote: »InvictusApollo wrote: »
Only dot damage got nerfed and that was damage mostly used by noobs. There was literally one BiS DOT build that could rival burst damage. Every even mediocre PvPer was using burst damage. So as you can see, there will be around the same amount of damage inflicted. The only difference will be that zergs won't be able to LA tankier players to death like they could in dot meta.
But every mediocre Player also used dots for pressure (or delayed burst abilities which some classes dont have) and no mediocre Player will die to burst alone as Long as they know somewhat how to build their character.
(Mostly bg perspective here since if you run People over with 20+people you dont Need anything)
Except that Entropy is a DoT, and on Live it's a very useful DoT - it gives Major Sorcery, provides a bit of extra healing or sustain, and some added pressure that can't be mitigated by LoS (once applied).InvictusApollo wrote: »Only dot damage got nerfed and that was damage mostly used by noobs.
I wouldn't worry about the zergs, I'd think they will manage just fine, no matter the meta.InvictusApollo wrote: »The only difference will be that zergs won't be able to LA tankier players to death like they could in dot meta.
InvictusApollo wrote: »In U23 Structured Entropy finally became something actually usefull. It healed, it did damage and most importantly it provided use with Major Sorcery.
Now it got nerfed and the only universal source of Major Sorcery is Degeneration. When comparing it to a Netch, Molten Weapons or Surge it comes out pretty pale.
Not only we have to cast it in combat but we also get much, much lower duration.
The only two other options are Rattlecage set and a potion.
Rattlecage set is a heavy offensive set which means that we have to run all heavy armor if we wan't a protective set other than an unreliable monster proc set.
And spell power potion is not only expensive but also prevents us from using CC immunity potions and detect potions.
As you can see we have no other viable alternatives than Degeneration.
I'd love to see one of the following buffs to it:
1. Increase in duration of Major Sorcery after casting Degeneration to 36seconds. There is no need to increase dot duration.
2. Strip the dot and make it a self buff that gives Major Sorcery for at least 26 seconds.
Another idea is to give us a new set like Rattlecage but light armor.
Thrusts-His-Spear wrote: »InvictusApollo wrote: »In U23 Structured Entropy finally became something actually usefull. It healed, it did damage and most importantly it provided use with Major Sorcery.
Now it got nerfed and the only universal source of Major Sorcery is Degeneration. When comparing it to a Netch, Molten Weapons or Surge it comes out pretty pale.
Not only we have to cast it in combat but we also get much, much lower duration.
The only two other options are Rattlecage set and a potion.
Rattlecage set is a heavy offensive set which means that we have to run all heavy armor if we wan't a protective set other than an unreliable monster proc set.
And spell power potion is not only expensive but also prevents us from using CC immunity potions and detect potions.
As you can see we have no other viable alternatives than Degeneration.
I'd love to see one of the following buffs to it:
1. Increase in duration of Major Sorcery after casting Degeneration to 36seconds. There is no need to increase dot duration.
2. Strip the dot and make it a self buff that gives Major Sorcery for at least 26 seconds.
Another idea is to give us a new set like Rattlecage but light armor.
just run rattlecage jewlry and weapons and wear light armor set on the body. duh