We could definitely use Perfect versions of the old Arena weps.
The added stats to 3pc jewelry was a nice gesture, but it's nowhere near enough to bridge the stat deficit. Not to mention, it only helps double-bar arena weapon setups, which are really niche and suboptimal right now.
MentalxHammer wrote: »I agree 8 seconds major vuln will be ridiculous for pvp, should be 5 sec imo.
MentalxHammer wrote: »We could definitely use Perfect versions of the old Arena weps.
The added stats to 3pc jewelry was a nice gesture, but it's nowhere near enough to bridge the stat deficit. Not to mention, it only helps double-bar arena weapon setups, which are really niche and suboptimal right now.
They acknowledged they need to balance the old arena weapons around the perfected BRP 1 pieces when Murkmire came out, I just wonder whats the hold up on that change.
Lazarus_Rising wrote: »So Necromancers needs to execute ult almost perfectly if they wanna have their ulti usefull in pvp and you want to nerf it still?
MartiniDaniels wrote: »- ZOS forgot to buff back dizzy and flurry, which were nerfed to "meet dot standarts"
With the amount of major/minor protection, vitality, maim and simply blocking in pvp, 8 seconds is nothing.
Though leaving the ulti as is and just adding the cd on vauln wouldve been just fine imo and simpler.
With the amount of major/minor protection, vitality, maim and simply blocking in pvp, 8 seconds is nothing.
Though leaving the ulti as is and just adding the cd on vauln wouldve been just fine imo and simpler.
Leaving the Maj Vuln duration at 3 secs and just adding the CD would have been fine, but increasing the duration is clearly better and very very welcome.
I think the way the skill currently is, it has too much disparity between PvP and PvE for a crucial class skill. And I'm not talking about the stacking of Necros. In PvE you'll get all 3 hits and 5 secs of Major Vuln total because enemies sit there and take it. In PvP you'll get 1 hit and only 3 seconds of Major Vuln if you're lucky. Standardising it to 5-6 seconds across the board, whether you land 1 or 3 hits is good for PvP.
Mag Necro in particular needed this buff. It's a class with no reliable hard CC, no reliable burst skill, no execute and no significant debuffs (Stam Necro has maj defile, Mag Necro has nada). It needs this ulti to be very strong for now.
hum, 1 sec to react... reminds me DKs with their "dragon leap" with human reaction time around 300ms + eso latency + dodge animation you have hardly enough time to react to anything. in fact ppl mostly guess when bursts are about to land or spam their defensive skills or block frequently.
MurderMostFoul wrote: »Lazarus_Rising wrote: »So Necromancers needs to execute ult almost perfectly if they wanna have their ulti usefull in pvp and you want to nerf it still?
Huh?
Drop ult, get major vulnerability on all targets in the area. It doesn't sound that hard to me.
Lazarus_Rising wrote: »MurderMostFoul wrote: »Lazarus_Rising wrote: »So Necromancers needs to execute ult almost perfectly if they wanna have their ulti usefull in pvp and you want to nerf it still?
Huh?
Drop ult, get major vulnerability on all targets in the area. It doesn't sound that hard to me.
Did you read this part even that it only applies on the last hit? In PVP it will be pretty hard to get the major vulnerability on someone who is not stupid. It must be perfectly executed with a plan otherwise everyone will run out of just dodge.
MartiniDaniels wrote: »With the amount of major/minor protection, vitality, maim and simply blocking in pvp, 8 seconds is nothing.
Though leaving the ulti as is and just adding the cd on vauln wouldve been just fine imo and simpler.
Leaving the Maj Vuln duration at 3 secs and just adding the CD would have been fine, but increasing the duration is clearly better and very very welcome.
I think the way the skill currently is, it has too much disparity between PvP and PvE for a crucial class skill. And I'm not talking about the stacking of Necros. In PvE you'll get all 3 hits and 5 secs of Major Vuln total because enemies sit there and take it. In PvP you'll get 1 hit and only 3 seconds of Major Vuln if you're lucky. Standardising it to 5-6 seconds across the board, whether you land 1 or 3 hits is good for PvP.
Mag Necro in particular needed this buff. It's a class with no reliable hard CC, no reliable burst skill, no execute and no significant debuffs (Stam Necro has maj defile, Mag Necro has nada). It needs this ulti to be very strong for now.
L - logic. "Onslaught is too OP, nerf it". Done. Then ZOS adds 8 seconds of +30% to damage by everybody on big aoe + big damage, while onslaught's penetration buff was giving ~same 30% but only to YOU. Here I'm not calling for colossus nerf or that Onslaught didn't needed some nerf, I don't understand logic about butchering onslaught from 12 to 5 seconds while necromancer's ultimate does literally the same, but with higher impact, without cast time and can't be nullified by timed dodge. Yeah, it is costly but impact is also MUCH higher. Now you may ask when you last time died in solo situations to colossus? yeah, quite rare, but necromancers are rare too. PVP wise ultimate was far more balanced, you received 1st hit, but can avoid consequent ones...
MartiniDaniels wrote: »With the amount of major/minor protection, vitality, maim and simply blocking in pvp, 8 seconds is nothing.
Though leaving the ulti as is and just adding the cd on vauln wouldve been just fine imo and simpler.
Leaving the Maj Vuln duration at 3 secs and just adding the CD would have been fine, but increasing the duration is clearly better and very very welcome.
I think the way the skill currently is, it has too much disparity between PvP and PvE for a crucial class skill. And I'm not talking about the stacking of Necros. In PvE you'll get all 3 hits and 5 secs of Major Vuln total because enemies sit there and take it. In PvP you'll get 1 hit and only 3 seconds of Major Vuln if you're lucky. Standardising it to 5-6 seconds across the board, whether you land 1 or 3 hits is good for PvP.
Mag Necro in particular needed this buff. It's a class with no reliable hard CC, no reliable burst skill, no execute and no significant debuffs (Stam Necro has maj defile, Mag Necro has nada). It needs this ulti to be very strong for now.
L - logic. "Onslaught is too OP, nerf it". Done. Then ZOS adds 8 seconds of +30% to damage by everybody on big aoe + big damage, while onslaught's penetration buff was giving ~same 30% but only to YOU. Here I'm not calling for colossus nerf or that Onslaught didn't needed some nerf, I don't understand logic about butchering onslaught from 12 to 5 seconds while necromancer's ultimate does literally the same, but with higher impact, without cast time and can't be nullified by timed dodge. Yeah, it is costly but impact is also MUCH higher. Now you may ask when you last time died in solo situations to colossus? yeah, quite rare, but necromancers are rare too. PVP wise ultimate was far more balanced, you received 1st hit, but can avoid consequent ones...
K - knowledge. It has no cast-time but it has a one second wind-up animation of giant colossus spawning from the ground. And it can very much be nullified by a timed dodge. It's a dodgeable AoE. I do it all the time. And as you pointed out, you hardly ever die to a colossus in solo situations precisely because it's so hard to land and so easy to avoid. You need to have teammates with coordinated Permafrosts to even land it on anyone.
Yet still, I'm here saying that it should be nerfed to 5 or 6 secs.
MartiniDaniels wrote: »Lazarus_Rising wrote: »MurderMostFoul wrote: »Lazarus_Rising wrote: »So Necromancers needs to execute ult almost perfectly if they wanna have their ulti usefull in pvp and you want to nerf it still?
Huh?
Drop ult, get major vulnerability on all targets in the area. It doesn't sound that hard to me.
Did you read this part even that it only applies on the last hit? In PVP it will be pretty hard to get the major vulnerability on someone who is not stupid. It must be perfectly executed with a plan otherwise everyone will run out of just dodge.
It was in 5.2.2. Now it will apply 8 seconds of major vulnerability on any hit but with 20 seconds cooldown.
MartiniDaniels wrote: »Lazarus_Rising wrote: »MurderMostFoul wrote: »Lazarus_Rising wrote: »So Necromancers needs to execute ult almost perfectly if they wanna have their ulti usefull in pvp and you want to nerf it still?
Huh?
Drop ult, get major vulnerability on all targets in the area. It doesn't sound that hard to me.
Did you read this part even that it only applies on the last hit? In PVP it will be pretty hard to get the major vulnerability on someone who is not stupid. It must be perfectly executed with a plan otherwise everyone will run out of just dodge.
It was in 5.2.2. Now it will apply 8 seconds of major vulnerability on any hit but with 20 seconds cooldown.
Because Onslaught is significantly cheaper, does vastly more damage, and is much more difficult to avoid. The only time I ever take damage from a Colossus in BGs is if I lag or eat a well-timed CC. And even if I get CC'd properly, I can still virtually always break free and dodge roll (or just plain move) and only eat a single tick of the damage...which will do far less than Onslaught does. Other than that, the penetration from Onslaught isn't subject to either getting cleansed, or not applying to a target that wasn't hit by the initial ultimate.MartiniDaniels wrote: »MartiniDaniels wrote: »With the amount of major/minor protection, vitality, maim and simply blocking in pvp, 8 seconds is nothing.
Though leaving the ulti as is and just adding the cd on vauln wouldve been just fine imo and simpler.
Leaving the Maj Vuln duration at 3 secs and just adding the CD would have been fine, but increasing the duration is clearly better and very very welcome.
I think the way the skill currently is, it has too much disparity between PvP and PvE for a crucial class skill. And I'm not talking about the stacking of Necros. In PvE you'll get all 3 hits and 5 secs of Major Vuln total because enemies sit there and take it. In PvP you'll get 1 hit and only 3 seconds of Major Vuln if you're lucky. Standardising it to 5-6 seconds across the board, whether you land 1 or 3 hits is good for PvP.
Mag Necro in particular needed this buff. It's a class with no reliable hard CC, no reliable burst skill, no execute and no significant debuffs (Stam Necro has maj defile, Mag Necro has nada). It needs this ulti to be very strong for now.
L - logic. "Onslaught is too OP, nerf it". Done. Then ZOS adds 8 seconds of +30% to damage by everybody on big aoe + big damage, while onslaught's penetration buff was giving ~same 30% but only to YOU. Here I'm not calling for colossus nerf or that Onslaught didn't needed some nerf, I don't understand logic about butchering onslaught from 12 to 5 seconds while necromancer's ultimate does literally the same, but with higher impact, without cast time and can't be nullified by timed dodge. Yeah, it is costly but impact is also MUCH higher. Now you may ask when you last time died in solo situations to colossus? yeah, quite rare, but necromancers are rare too. PVP wise ultimate was far more balanced, you received 1st hit, but can avoid consequent ones...
K - knowledge. It has no cast-time but it has a one second wind-up animation of giant colossus spawning from the ground. And it can very much be nullified by a timed dodge. It's a dodgeable AoE. I do it all the time. And as you pointed out, you hardly ever die to a colossus in solo situations precisely because it's so hard to land and so easy to avoid. You need to have teammates with coordinated Permafrosts to even land it on anyone.
Yet still, I'm here saying that it should be nerfed to 5 or 6 secs.
As I said I'm not for colossus nerf. I don't understand reasoning behind nerfing Onslaught to 5 seconds in previous week and then buffing colossus to 8 seconds in next week. Same people, one week time difference.