First of all you're not going to be oneshotted by a stamcro not with health ranges of 28-32k unless you are a bad player.
With people slowly catching up how viable (and broken) stamnecro is and the changes for blastbones (which are great from a functionality point of view) we'll see a huge influx of them being used in PvP.
And now we reach the critical point of a now reliable skill offering 100% uptime of major defile, which has shown in the past that it's extremely unhealthy for the game, but now the skill isn't dodgeable or limited to meele range, no it's undodgeable, ignores Los, deals high damage and is cheap.
Yet all those things are fine as long as major defile isn't attached to it but with how major defile influences pvp builds you'll see even more tanky build which are build to be able to survive being severely defiled while killing other specs by wearing them down with defile.
This slowly removes any build that can't compete with those which is the case for almost any spec as they don't have the luxury of major defile.
Change the major defile to anything else but a class that has the survivability of stamnecro that also has access to major vulnerability shouldn't have access to major defile, no class should have access to it on skills that provide 100% uptime (read non ultimate abilities)
Btw instant offensive CCs are healthy for the game as long as they're not tied to absurd skills like drain
First of all you're not going to be oneshotted by a stamcro not with health ranges of 28-32k unless you are a bad player.
Sorry, not literally one shotted, but 30k burst in a short enough window to kill a competitive player is doable. That's what is going to kill you, and that's fine, because it takes skill to land a combo like that. The Defile is what doesn't make a difference unless you are a bad player, e.g. squishy bowtato trying to face tank by spamming Rally.
You really don't seem like a potato though, so I'm not sure why you're missing how easy it is to counter Defiles now. They're not going to inexorably bleed you into execute range like they did in 2016. You'll just heal through them on a meta PvP damage build, especially if you've got Mending or Vitality buffs.
First of all you're not going to be oneshotted by a stamcro not with health ranges of 28-32k unless you are a bad player.
Sorry, not literally one shotted, but 30k burst in a short enough window to kill a competitive player is doable. That's what is going to kill you, and that's fine, because it takes skill to land a combo like that. The Defile is what doesn't make a difference unless you are a bad player, e.g. squishy bowtato trying to face tank by spamming Rally.
You really don't seem like a potato though, so I'm not sure why you're missing how easy it is to counter Defiles now. They're not going to inexorably bleed you into execute range like they did in 2016. You'll just heal through them on a meta PvP damage build, especially if you've got Mending or Vitality buffs.
You are still missing the point, you think it will change anything about the high TTK meta we have right now but it simply won't because the stamnecro and everyone facing you while you're affected by major defile increase their damage level without changing anything about their build.
But this also means that he can keep the exact same offensive presence he has now by simply investing even more into tankiness in order to be less affected by major defile while still having the same killing potential he has right now.
He just has to build to survive infinitely vs x opponents, which is laughably easy on a stamnecro to begin with and have absolutely no reduction in his offence.
He can and will be able to create situations where he will kill the enemy after Y seconds because his damage will exceed the enemies heals due to major defile and there is no reason to give the enemy any chance of killing you just to save yourself 20 seconds in this math game, you just build for extra survivability because the clock is ticking in his favor.
So we end up in the situation we had for years because people don't understand that tanks make better use of major defile because they have higher survivability, longer offensive windows and more sustain than squishy builds.
Joy_Division wrote: »TheUndeadAmulet wrote: »the “bad-players-shouldn’t-be-able-to-do-stuff” is my favorite argument
Chunky coming in with a hot take.
But he does have a point. Bad players should be able to still play in and enjoy PvP. Of course, block heal spam shouldn't be the reason why bad players are able to succeed. I've yet to see a single solution that means both solo players aren't frustrated and bad players are able to suceed still.
What's amusing is that the majority of people complaining that bad players shouldn't be able to do stuff don;t realize that they're bad players.
If someone is constantly complaining that "over-performing" abilities and bad players with "crutches" are ruining they're 1vXs, I'm betting real money the core issue is user-error.
I don't think that. I've repeatedly stated that the Defile attached to Blastbones is going to be a non-factor. The effective increase in sustained DpS from Major Defile is a non-factor, because sustained DpS in PvP is dead. Defile builds used to work because they were backed by strong DoTs, which no longer exist. What even is this scenario you're afraid of, Blastbones followed by Dizzy spam?You are still missing the point, you think it will change anything about the high TTK meta we have right now
Agreed, I always get a kick out of what your average player thinks is going on in the groups that roll over them. Block casting Breath of Life? Okay... Has anyone ever seen this work anywhere?
I'm not sure if this is in response to me, and it's kinda weird coming from someone with the "you are underperforming" quote in their sig, but I retract the part of the argument about player skill, that was me getting frustrated with the fact that we're probably never leaving the Tank Meta because it's apparently what the player base wants. People would rather sit there holding block and playing "who can stack the most healbots on the flag" than risk dying I guess.Joy_Division wrote: »What's amusing is that the majority of people complaining that bad players shouldn't be able to do stuff don;t realize that they're bad players. If someone is constantly complaining that "over-performing" abilities and bad players with "crutches" are ruining they're 1vXs, I'm betting real money the core issue is user-error.
Agreed, I always get a kick out of what your average player thinks is going on in the groups that roll over them. Block casting Breath of Life? Okay... Has anyone ever seen this work anywhere?
If I'm the average player here, I don't think there's anything at all going in the 48-man guild raid stack that rolled over me. Literally nothing, not even block healing, which would require one to realize they're being attacked. There is nothing going in that group but pure brainless faceroll spam. I'm not sure why any members of this group would even bother discussing balance or mechanics on the forums, because those things have never been a factor for 48-man groups looking for smaller numbers to roll over.
I hope the new siege engine is a Coldfire meatbag with Proxy Det damage scaling. No cap.
First of all you're not going to be oneshotted by a stamcro not with health ranges of 28-32k unless you are a bad player.
Sorry, not literally one shotted, but 30k burst in a short enough window to kill a competitive player is doable. That's what is going to kill you, and that's fine, because it takes skill to land a combo like that. The Defile is what doesn't make a difference unless you are a bad player, e.g. squishy bowtato trying to face tank by spamming Rally.
You really don't seem like a potato though, so I'm not sure why you're missing how easy it is to counter Defiles now. They're not going to inexorably bleed you into execute range like they did in 2016. You'll just heal through them on a meta PvP damage build, especially if you've got Mending or Vitality buffs.
You are still missing the point, you think it will change anything about the high TTK meta we have right now but it simply won't because the stamnecro and everyone facing you while you're affected by major defile increase their damage level without changing anything about their build.
But this also means that he can keep the exact same offensive presence he has now by simply investing even more into tankiness in order to be less affected by major defile while still having the same killing potential he has right now.
He just has to build to survive infinitely vs x opponents, which is laughably easy on a stamnecro to begin with and have absolutely no reduction in his offence.
He can and will be able to create situations where he will kill the enemy after Y seconds because his damage will exceed the enemies heals due to major defile and there is no reason to give the enemy any chance of killing you just to save yourself 20 seconds in this math game, you just build for extra survivability because the clock is ticking in his favor.
So we end up in the situation we had for years because people don't understand that tanks make better use of major defile because they have higher survivability, longer offensive windows and more sustain than squishy builds.
Delayed damage is a good thing because it allows you to stack burst. Cast times are bad things because you can't do $#!+ else. So take defile off, give it a cast time, or make some reasonable counter to this skill or it will be out of balance with other similar class skills.
I'm generally against nerfs and prefer the counter option for the record.
Delayed damage is a good thing because it allows you to stack burst. Cast times are bad things because you can't do $#!+ else. So take defile off, give it a cast time, or make some reasonable counter to this skill or it will be out of balance with other similar class skills.
I'm generally against nerfs and prefer the counter option for the record.
Umm. Don't Templars have Dark Flare AND a delayed burst skill? (and a functional spammable too)
But I am looking forward to Blastbones actually working! I've seen mine glitch out on mudcrabs.
People complained about Templar's Dark Flare. Hold on to your pants: you'll love this YouTube video about the StamNecro Blastbones
Watch "Necro is GOOD now?! ☠ Blast Bones WORKS! Necromancer class balance updates for ESO Harrowstone DLC" on YouTube
https://youtu.be/St4_Q_njeI8
Ability instant cast; skeleton jumps up to 28m; the jump is faster than the travel time of Flare; cost 2295 stamina; base damage 1233 disease damage,
compared to Flare: 1421 base magicka damage; cast time 1.1 sec.; same range 28m
Yeap, nothing to see here; completely balanced
Mojomonkeyman wrote: »Pretty sure most people in this thread have never met one of those stamcros that OP is talking about and hence have no idea what the setup is capable of. So innocent, so clueless.
OrderoftheDarkness wrote: »Mojomonkeyman wrote: »Pretty sure most people in this thread have never met one of those stamcros that OP is talking about and hence have no idea what the setup is capable of. So innocent, so clueless.
On the other hand, the TS might be a mag sorc that couldn't blow up such a necro. There is always another side to the coin.
Can I remind you that in any topics of this format people have a personal interest. To understand the overall picture in such topics, it is necessary that TS wrote who is his main.
P.S. As for colosus, the developers did not prevent dividing the damage into two strikes. Because it's really very easy to avoid. Ability that costs 225 ult.
Joy_Division wrote: »TheUndeadAmulet wrote: »the “bad-players-shouldn’t-be-able-to-do-stuff” is my favorite argument
Chunky coming in with a hot take.
But he does have a point. Bad players should be able to still play in and enjoy PvP. Of course, block heal spam shouldn't be the reason why bad players are able to succeed. I've yet to see a single solution that means both solo players aren't frustrated and bad players are able to suceed still.
What's amusing is that the majority of people complaining that bad players shouldn't be able to do stuff don;t realize that they're bad players.
If someone is constantly complaining that "over-performing" abilities and bad players with "crutches" are ruining they're 1vXs, I'm betting real money the core issue is user-error.
Agreed, I always get a kick out of what your average player thinks is going on in the groups that roll over them.
Block casting Breath of Life? Okay...
Has anyone ever seen this work anywhere?
OrderoftheDarkness wrote: »Mojomonkeyman wrote: »Pretty sure most people in this thread have never met one of those stamcros that OP is talking about and hence have no idea what the setup is capable of. So innocent, so clueless.
On the other hand, the TS might be a mag sorc that couldn't blow up such a necro. There is always another side to the coin.
Can I remind you that in any topics of this format people have a personal interest. To understand the overall picture in such topics, it is necessary that TS wrote who is his main.
P.S. As for colosus, the developers did not prevent dividing the damage into two strikes. Because it's really very easy to avoid. Ability that costs 225 ult.
If i were to be a magsorc only player a complaint about defiles would be rather low on my list as magsorc has much bigger issues than dying.
But I'm playing every spec including stamnecro and I'm not interested in 3 months of one spec dominating pvp just for ZOS to take the wrong direction and completely trash the spec.
You have to call out things before they become a problem, then the worst thing is having to deal with clueless people who are against you position, as soon as clueless people support your case it's over and Zos gets too many bad ideas
StrandedMonkey wrote: »Necro is an EXTREMELY barebones class, it offers strong debuffs rather than seeing a healing buff such as vitality or mending. To me I see the trade off in high damage output in relation to the kind of tankiness you'd see on Warden or Dragonknight.
Joy_Division wrote: »TheUndeadAmulet wrote: »the “bad-players-shouldn’t-be-able-to-do-stuff” is my favorite argument
Chunky coming in with a hot take.
But he does have a point. Bad players should be able to still play in and enjoy PvP. Of course, block heal spam shouldn't be the reason why bad players are able to succeed. I've yet to see a single solution that means both solo players aren't frustrated and bad players are able to suceed still.
What's amusing is that the majority of people complaining that bad players shouldn't be able to do stuff don;t realize that they're bad players.
If someone is constantly complaining that "over-performing" abilities and bad players with "crutches" are ruining they're 1vXs, I'm betting real money the core issue is user-error.
Agreed, I always get a kick out of what your average player thinks is going on in the groups that roll over them.
Block casting Breath of Life? Okay...
Has anyone ever seen this work anywhere?
I´d invite you to try and fight ad faction pugs on PC-EU.
Ofc block healspam is not interesting or relevant for an organised group.
For a pug group fighting a solo player or a duo they outnumber atleast 5:1 having a templar/sorc spamming their classes burstheal and starting to block whenever they take damage is one if not the most effective way to not die with as minimal input requirement as pressing 1 button per hand.
Which i´d consider a crutch at this point - because of the state of offense compared to defense in the game (no offensive ccs left, no instant ultimates, minimum traveltimes, animation delays over half a second on key skills etc pp.)
This is coming from someone who regularly fights the pugs solo unable to kill anyone if the wrong 1 or 2 persons are in said pug aswell as someone who steamrolls the same people with 4 man harmony setup in literally 2 seconds.
And while i´m inclined to agree with joys general statement about single skills being classified as crutches being mostly user error i´m on the other hand one of those players that firmly believes that crutches exists in the form of too high HP pools (while being able to maintain high enough dmg/sustain), disproportionately strong defensive sets/racials, heavyattack sustain, harmony etc.
I don´t believe bb is a crutch though - i just think permanent major defile shouldn´t be a thing especially when it´s locked to a pay to unlock class.
StrandedMonkey wrote: »Necro is an EXTREMELY barebones class, it offers strong debuffs rather than seeing a healing buff such as vitality or mending. To me I see the trade off in high damage output in relation to the kind of tankiness you'd see on Warden or Dragonknight.
Wait - did you just say that one of the tankiest classes in the game (without all those buffs mind you) isn´t tanky? How do you have to build a necro to not be tanky?
I´m genuinely interested.
People complained about Templar's Dark Flare. Hold on to your pants: you'll love this YouTube video about the StamNecro Blastbones
Watch "Necro is GOOD now?! ☠ Blast Bones WORKS! Necromancer class balance updates for ESO Harrowstone DLC" on YouTube
https://youtu.be/St4_Q_njeI8
Ability instant cast; skeleton jumps up to 28m; the jump is faster than the travel time of Flare; cost 2295 stamina; base damage 1233 disease damage,
compared to Flare: 1421 base magicka damage; cast time 1.1 sec.; same range 28m
Yeap, nothing to see here; completely balanced
Joy_Division wrote: »TheUndeadAmulet wrote: »the “bad-players-shouldn’t-be-able-to-do-stuff” is my favorite argument
Chunky coming in with a hot take.
But he does have a point. Bad players should be able to still play in and enjoy PvP. Of course, block heal spam shouldn't be the reason why bad players are able to succeed. I've yet to see a single solution that means both solo players aren't frustrated and bad players are able to suceed still.
What's amusing is that the majority of people complaining that bad players shouldn't be able to do stuff don;t realize that they're bad players.
If someone is constantly complaining that "over-performing" abilities and bad players with "crutches" are ruining they're 1vXs, I'm betting real money the core issue is user-error.
Agreed, I always get a kick out of what your average player thinks is going on in the groups that roll over them.
Block casting Breath of Life? Okay...
Has anyone ever seen this work anywhere?
I´d invite you to try and fight ad faction pugs on PC-EU.
Ofc block healspam is not interesting or relevant for an organised group.
For a pug group fighting a solo player or a duo they outnumber atleast 5:1 having a templar/sorc spamming their classes burstheal and starting to block whenever they take damage is one if not the most effective way to not die with as minimal input requirement as pressing 1 button per hand.
Which i´d consider a crutch at this point - because of the state of offense compared to defense in the game (no offensive ccs left, no instant ultimates, minimum traveltimes, animation delays over half a second on key skills etc pp.)
This is coming from someone who regularly fights the pugs solo unable to kill anyone if the wrong 1 or 2 persons are in said pug aswell as someone who steamrolls the same people with 4 man harmony setup in literally 2 seconds.
And while i´m inclined to agree with joys general statement about single skills being classified as crutches being mostly user error i´m on the other hand one of those players that firmly believes that crutches exists in the form of too high HP pools (while being able to maintain high enough dmg/sustain), disproportionately strong defensive sets/racials, heavyattack sustain, harmony etc.
I don´t believe bb is a crutch though - i just think permanent major defile shouldn´t be a thing especially when it´s locked to a pay to unlock class.
Well this is sort of derailing the thread but going higher mitigation and hit points makes a lot of sense in group play.
A good example would be against AD in PC-NA. They’ll usually faction stack so 80 or so people so if you fight them your abilities stop working. Break free doesn’t work, any projectile rarely works, anything with a cast time is unusable, etc... In a situation like that then add health desyncs and at least being tanky will let you survive a bit and do something.
The other reason is vicious death. I wouldn’t mind glassy builds in Cyro if it wasn’t for this set, but they usually take out a group with them when they die.
If it wasn’t for lag and vicious death things like light armour would be usable in Cyro. I mean, if you allow low-CPs to be in your guild how many groups don’t focus them for VD procs? It’s also why I think Drac sets up as far away from their faction as possible. A random squishy can kill the group.