IronWooshu wrote: »Classes with burst damage shouldnt get increased DoT's, no way should they be able to do insane burst while applying constant pressure so IMO DoT's are fine as they are. They are already more buffed more than they were before.
If anyone remembers they were over buffed then appropriately nerfed but still stronger then before they were over buffed.
TheBonesXXX wrote: »Pressure builds hardcounter tanky burst builds, that's why I'm constantly harping on making rapid strikes/Bloodthirst usable in PvP. Two years ago I had a build that just shredded people, death by a thousand cuts. It was just relentless.
TheBonesXXX wrote: »Pressure builds hardcounter tanky burst builds, that's why I'm constantly harping on making rapid strikes/Bloodthirst usable in PvP. Two years ago I had a build that just shredded people, death by a thousand cuts. It was just relentless.
Flurry needs help badly. Most of its damage and all of its secondary morph effects and tertiary proc effects (vMA DW) are tied to landing only the final hit, making the first 3 hits largely meaningless, and harshly punishing the player for missing that slow final stab. The animation and sound effects play whether you're landing your hits or not, and it's very easy to simply move out of its range. They've addressed similar problems with Jabs, why not do the same for Flurry?
I'd like to specifically see a buff to Flurry in the form of anti-block counterplay, like make Flurry drain additional Stam from a blocking target. In its current state, the player aggressively attacking with Flurry will usually run out of resources long before the player holding block on SnB, which is completely backwards. It's another example of how the Tank Meta in general feels bad because it gives all the initiative and agency to the player stalling, not the player trying to win.
TheBonesXXX wrote: »
And who would you trust to code such a task without Cyro exploding into a million pixels?TheBonesXXX wrote: »
That's why we need a simple system increasing dot damage significantly the more defense you have. EZ PZ.
Feels like I'm speaking alien language whenever I bring the idea up though.
IronWooshu wrote: »Classes with burst damage shouldnt get increased DoT's, no way should they be able to do insane burst while applying constant pressure so IMO DoT's are fine as they are. They are already more buffed more than they were before.
If anyone remembers they were over buffed then appropriately nerfed but still stronger then before they were over buffed.
IronWooshu wrote: »Classes with burst damage shouldnt get increased DoT's, no way should they be able to do insane burst while applying constant pressure so IMO DoT's are fine as they are. They are already more buffed more than they were before.
If anyone remembers they were over buffed then appropriately nerfed but still stronger then before they were over buffed.
didn't you have a fun time during the over buffed DoT patch? Imho it was the funniest patch since... Shadows of the Hist
TheBonesXXX wrote: »And who would you trust to code such a task without Cyro exploding into a million pixels?TheBonesXXX wrote: »
That's why we need a simple system increasing dot damage significantly the more defense you have. EZ PZ.
Feels like I'm speaking alien language whenever I bring the idea up though.
TheBonesXXX wrote: »TheBonesXXX wrote: »Pressure builds hardcounter tanky burst builds, that's why I'm constantly harping on making rapid strikes/Bloodthirst usable in PvP. Two years ago I had a build that just shredded people, death by a thousand cuts. It was just relentless.
Flurry needs help badly. Most of its damage and all of its secondary morph effects and tertiary proc effects (vMA DW) are tied to landing only the final hit, making the first 3 hits largely meaningless, and harshly punishing the player for missing that slow final stab. The animation and sound effects play whether you're landing your hits or not, and it's very easy to simply move out of its range. They've addressed similar problems with Jabs, why not do the same for Flurry?
I'd like to specifically see a buff to Flurry in the form of anti-block counterplay, like make Flurry drain additional Stam from a blocking target. In its current state, the player aggressively attacking with Flurry will usually run out of resources long before the player holding block on SnB, which is completely backwards. It's another example of how the Tank Meta in general feels bad because it gives all the initiative and agency to the player stalling, not the player trying to win.
Can't disagree there. It's pathetic the meta we are in, DW should be choking people out of their resources if they're not intelligent about it.
Half the DW toolkit is gone in a purge, it sucks.
TheBonesXXX wrote: »And who would you trust to code such a task without Cyro exploding into a million pixels?TheBonesXXX wrote: »
That's why we need a simple system increasing dot damage significantly the more defense you have. EZ PZ.
Feels like I'm speaking alien language whenever I bring the idea up though.
I understand where you're coming from, but tbh it's not that hard if you code it into Battle Spirit or any other utility so that it is a constant debuff. Just gotta find reasonable thresholds for the conditionals and adjust some gear/attribute numbers accordingly to avoid ridiculous fluctuations. People argue it would cause lag, but this game NEEDS and lacks these backing mechanisms since it's trying to go for no-cooldown fluid combat. There must be set limits of some sort otherwise there will always be either:
a) Broken Builds
b) Broken Playstyles
c) Broken Classes
The same goes for PvP vs PvE skill limitations/functionality. Some skills should straight forward behave differently in PvP, and we know ZOS can do that.
I'm baffled ZOS has yet to figure it out so many years into development and running the game. And these are some of the most basic and simple tools in MMO development.
@TheBonesXXX
IronWooshu wrote: »Classes with burst damage shouldnt get increased DoT's, no way should they be able to do insane burst while applying constant pressure so IMO DoT's are fine as they are. They are already more buffed more than they were before.
If anyone remembers they were over buffed then appropriately nerfed but still stronger then before they were over buffed.IronWooshu wrote: »Classes with burst damage shouldnt get increased DoT's, no way should they be able to do insane burst while applying constant pressure so IMO DoT's are fine as they are. They are already more buffed more than they were before.
If anyone remembers they were over buffed then appropriately nerfed but still stronger then before they were over buffed.
didn't you have a fun time during the over buffed DoT patch? Imho it was the funniest patch since... Shadows of the Hist
Dots are the weakest they've ever been. During Elsweyr melee dots and bleeds were in a very good spot and almost no one complained about them. Venomous Claw and Rending Slashes were around a 2-2.25x multiplier, which was a very good spot. The issue with the "DoT patch" was that ZOS buffed ranged dots to be the same strength as melee dots, and then gave magicka access to three very strong ranged dots outside of class skills. Ranged dots should not be as powerful as melee applied dots for very obvious reasons, but they were made equal.
Dots are pretty useless at the moment. They apply almost no pressure and can be out healed quite easily by one cast of vigor or regen, and purges are readily available, with one class having a self and group purge baked into their kit. Turning them into abilities that no one ever wants to slot has been a really bizarre decision that doesn't make any sense to me.
Epicasballs wrote: »PvP StamDK here... I don't run Vclaw. Most times Noxious, dswing, part heavy into a leap is enough to kill most targets. I kind of miss the attrition style dot builds but burst is king and dots are so weak you're never going to kill anything even with 4-6 dots ticking on a target. Healing is too outrageous right now in pvp for dots to be a thing.
exeeter702 wrote: »*** man, I just want to play a shadow priest / affliction lock, madness inquisitor archetype caster that deals with dot application, burst setup and stealing health and can effectively kite on occasion. A tried and true mmo class archetype that has existed for nearly 2 decades that I have always enjoyed playing as.
But in eso it's a *** absolute Incompatable playstyle in pvp since almost the games entire life span. Either they introduce sets that make it possible and everyone and their mother uses them until they get nerfed or they are worthless from the very start and never see any form of viable play.
Everyone is so obsessed with particular execution where each and every button pressed has to be elaborately combed into something else and if ever the scenario exists where passive damage application is possible, people cry for nerfs as if zos killed their dog.
There is nothing wrong in practice with dots regardless of range, being a viable form of pressure. The issue is ESOs uniformal policy of skills requiring being balanced around a single GCD (purge) , targeting (small scale no prob, larger groups and your basically playing wack a mole with zero yeild), and the fact that most options outside of class skill lines are universally available to all making particular balance of dot builds almost impossible.
exeeter702 wrote: »*** man, I just want to play a shadow priest / affliction lock, madness inquisitor archetype caster that deals with dot application, burst setup and stealing health and can effectively kite on occasion. A tried and true mmo class archetype that has existed for nearly 2 decades that I have always enjoyed playing as.
But in eso it's a *** absolute Incompatable playstyle in pvp since almost the games entire life span. Either they introduce sets that make it possible and everyone and their mother uses them until they get nerfed or they are worthless from the very start and never see any form of viable play.
Everyone is so obsessed with particular execution where each and every button pressed has to be elaborately combed into something else and if ever the scenario exists where passive damage application is possible, people cry for nerfs as if zos killed their dog.
There is nothing wrong in practice with dots regardless of range, being a viable form of pressure. The issue is ESOs uniformal policy of skills requiring being balanced around a single GCD (purge) , targeting (small scale no prob, larger groups and your basically playing wack a mole with zero yeild), and the fact that most options outside of class skill lines are universally available to all making particular balance of dot builds almost impossible.
actually back in the early days this playstyle was directly embedded in the magblades toolkit. Back when the bloodmages and saptanks were still a thing. Since 2.0 they continually stripped elemets of this playstyle from the class, loosing vital passives, healing, kiteability and resource management up to the point we are now, where nightblade are completly useless outside of ganking and bombing. Back in the days noone was complaining about bloodmages standing their ground and witheling away opponents, ironically everyone is whining about nightblades now that they are pigeonholed into cloak playstyles...
SMH
Squidgaurd wrote: »what micvynl said makes sence instead of asking for the retarted hammer to be swing blindly asking for nerfs and buffs why dont you people look at the problem from a deeper viewpoint? why are people so tanky this patch? i remember a few patches ago not many people had 30k health now its standard. why is healing so strong rn? why is purge being given to every new class? why does magden get a free purge every second?