DTStormfox wrote: »The problem of Purge is, in my opinion, that it removes all negative effects
Another Nerf thread -.- This is spreading more quicker than light of speed
Why [snip] are you asking a Nerf for purges?
All internet already knows that ESOs next class will be the "Purger"...
...Meaning Templar class will lose the "extended ritual" skill most probably!
[Phun intended™]
DTStormfox wrote: »The problem of Purge is, in my opinion, that it removes all negative effects
It removes 3 negative effects for up to 6 random group members. Frequently it removes roots and snares first instead of the more dangerous dots.
The only thing that removes all negative effects is the templar ritual purify synergy which only one ally can use per ritual cast. There's also an armor set that removes all negative effects from an ally every x seconds.
Edit: also before people start complaining out of ignorance, the purify synergy can only be used every 20 seconds per person (as it is with every synergy).
Tommy_The_Gun wrote: »It costs 5K magicka, so even magicka builds can not "spam" it. Also if they are solo, it is 5K per player. If casted in 12 man group - then it is like 400 cost... Imagine playing solo and being able to have cheap (almost free) negative effects removal.
Sounds "broken" if you ask me... .
Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »It costs 5K magicka, so even magicka builds can not "spam" it. Also if they are solo, it is 5K per player. If casted in 12 man group - then it is like 400 cost... Imagine playing solo and being able to have cheap (almost free) negative effects removal.
Sounds "broken" if you ask me... .
Except that its not that cheap because it only hits 6 people max.
And also wardens and necro's say hi because they do have cheap if not free purge's.
Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »It costs 5K magicka, so even magicka builds can not "spam" it. Also if they are solo, it is 5K per player. If casted in 12 man group - then it is like 400 cost... Imagine playing solo and being able to have cheap (almost free) negative effects removal.
Sounds "broken" if you ask me... .
Except that its not that cheap because it only hits 6 people max.
And also wardens and necro's say hi because they do have cheap if not free purge's.
And it shouldn't be cheap. Cleansing effects in general aren't a bad thing to have in game (especially when looking from a dedicated healer perspective in PVE and PVP). But, they need to have their power balanced with a significant cost, even when on self. Which is why I personally am in favor of removing the cleanse from Warden's Netch and doubling the cost of Necro's Expunge.
If any change could happen to Purge (the skill), then I'd perhaps look at moving it to the Restoration staff skill tree (not sure what that would look like), so that it had the requirement of a certain weapon to run.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »It costs 5K magicka, so even magicka builds can not "spam" it. Also if they are solo, it is 5K per player. If casted in 12 man group - then it is like 400 cost... Imagine playing solo and being able to have cheap (almost free) negative effects removal.
Sounds "broken" if you ask me... .
Except that its not that cheap because it only hits 6 people max.
And also wardens and necro's say hi because they do have cheap if not free purge's.
And it shouldn't be cheap. Cleansing effects in general aren't a bad thing to have in game (especially when looking from a dedicated healer perspective in PVE and PVP). But, they need to have their power balanced with a significant cost, even when on self. Which is why I personally am in favor of removing the cleanse from Warden's Netch and doubling the cost of Necro's Expunge.
If any change could happen to Purge (the skill), then I'd perhaps look at moving it to the Restoration staff skill tree (not sure what that would look like), so that it had the requirement of a certain weapon to run.
Why shouldn't purge be cheap? Is it prohibitively expensive to put debuffs on someone?
CrustyCroco wrote: »With some of the opinions on nerfing group tools I wonder since when an mmo is supposed to be balanced around "solo" play and not around group play.
....
Removed healstacking would be interesting. There were a lot of complaints from "solo" healers for example, when healing was group only. What happens, if only one instance of a HoT applies? It probably gonna be an even worse HoT cast fiesta than it atm is, to either overwrite another persons HoT on a friendly target or to be the first who applies it.
CrustyCroco wrote: »With some of the opinions on nerfing group tools I wonder since when an mmo is supposed to be balanced around "solo" play and not around group play.
....
Removed healstacking would be interesting. There were a lot of complaints from "solo" healers for example, when healing was group only. What happens, if only one instance of a HoT applies? It probably gonna be an even worse HoT cast fiesta than it atm is, to either overwrite another persons HoT on a friendly target or to be the first who applies it.
Grouping is good for the game.
Exploiting flawed mechanics is not good for the game.
We can all agree there.
This discussion is simply trying to fix some of the more easily exploitable mechanics.
Like purge bot spamming and heal stacking.
These are not examples of "high level" skilled gameplay. It is literally 2 buttons which grant near invincibility. This should not be rewarded as such.
1) Make people responsible for their own purge. If they don't purge, that is their choice.
2) Make the same heal not stack.
This is not hard.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »It costs 5K magicka, so even magicka builds can not "spam" it. Also if they are solo, it is 5K per player. If casted in 12 man group - then it is like 400 cost... Imagine playing solo and being able to have cheap (almost free) negative effects removal.
Sounds "broken" if you ask me... .
Except that its not that cheap because it only hits 6 people max.
And also wardens and necro's say hi because they do have cheap if not free purge's.
And it shouldn't be cheap. Cleansing effects in general aren't a bad thing to have in game (especially when looking from a dedicated healer perspective in PVE and PVP). But, they need to have their power balanced with a significant cost, even when on self. Which is why I personally am in favor of removing the cleanse from Warden's Netch and doubling the cost of Necro's Expunge.
If any change could happen to Purge (the skill), then I'd perhaps look at moving it to the Restoration staff skill tree (not sure what that would look like), so that it had the requirement of a certain weapon to run.
Why shouldn't purge be cheap? Is it prohibitively expensive to put debuffs on someone?
It has to do with the level of defense that purge (and cleanses in general) offer. Cleanses have the power to completely negate a good bit of incoming damage as well as remove debuffs (depending on what is removed). Damage and debuffs that took a few seconds and resources to apply. The reason Templars were able to survive in the Scalebreaker DoT meta, was because they had the ability to remove chunks of incoming damage at a time.
I'm not saying purge (and cleanses in general) shouldn't exist in game. They should. But the defensive power they offer needs to be balanced through cost. As all abilities are. If the whole purpose of resource management was to negate the need for cooldowns on abilities and enable more quick, responsive combat, then resource management needs to be used as a method of balancing abilities based on their power. Purge is powerful, so a high cost is warranted. For dedicated healers who focus on resource regeneration more than other specs, that cost is less of an obstacle. But, for the general PVP population, a high cost helps balance the ability. If you know that casting purge is going to take a good chunk of the Magicka pool, then you use it when it makes sense, rather than spamming it.
master_vanargand wrote: »Greasytengu wrote: »master_vanargand wrote: »The cost of Efficient Purge for Purge morph is 5400 Magicka.
Even if it doubles, it's 10800.
Moreover, it can be cost-cut with skills.
Even so, spamming Efficient Purge requires a large number of people, but it is possible.
Also, the Rapid Maneuver morph Charging Maneuver costs 6156 stamina.
Even if it quadruples, it's 24624.
It has a duration of 8 seconds.
There is also the Minor Expedition.
Moreover, it can be cost-cut with skills.
Even so, spamming Efficient Purge requires a large number of people, but it is possible.
But with Charging Maneuver, the cost of Break Free is lost and Stun is deadly.
In this case, spamming Efficient Purge and Charging Maneuver would probably require 6 professional staff.
The number of people in the group is 12, so half of that is needed.
That is a trade-off.
When Ballgroup spams Efficient Purge and Charging Maneuver, it reduces attacks.
If the Ballgroup wants to increase its attacks and heals, it should give up spamming the Efficient Purge and Charging Maneuver.
This suggestion sounds like a bad joke, but Efficient Purge and Charging Maneuver are super over powered now.
But I first said a much better idea than that.master_vanargand wrote: »Purge and Rapid Maneuver are destroying the game balance in PvP.
The ballgroup spams Purge and Rapid Maneuver.
This is god mode.
So Purge and Rapid Maneuver need to be nerfed.
[My request]
Change Purge's target to self only.
Change Rapid Maneuver's Major Expedition duration to 2 seconds.
So you just suggest a super crazy solution to make you slightly less crazy solution seem more sane?
Only organized groups will be able to use the abilities if you jack up the costs. A full pug group is not going to be able to dedicate 6 people to just spamming purge/rapids. A small group probably wont be able to have one person doing it. A ball group will adjust to this change better than anyone else.
If you change rapids's duration to 2 second then organized groups will get everyone to run race against time or whatever speed buff their class has. Either that or they will just cut it out all togeather and be 100% fine. Speed really isnt that important when facing a CC spamming zerg anyways.
If you make purge single target only without changing its cost, then the gap between classes with their own self purge and classes without grow further. Wardens, Necros, and Templars will make up the bulk of played classes.
Any nerf will affect pugs and small mans more than it will ball groups.
Also how are skill that are available to everyone in Cyrodiil unbalancing the game? Everyone has equal access to these tools.
Significantly increasing the cost of Efficient Purge and Charging Maneuver makes Ballgroup much weaker.
This aidea greatly reduces the number of people who can focus on Ballgroup attacks and Heals.
However, this is an extreme story.
The only realistic ideas are:
Change Purge's target to self only.
Change Rapid Maneuver's Major Expedition duration to 2 seconds.
Or remove the Rapid Maneuver's Major Expedition and change it to "removes all snares and immobilizations from you and grants immunity to them for 2 seconds".
[snip] You are missing the trees for the leaf.
Purge and Rapids are mechanics, that while yes are available to all, only make sense in a group setting. Removing those won't affect ball group, they will adjust and prosper as always. It will affect others who run these abilities despite their intended uses as well as those who run these for smaller groups (4 to 8 members).
What you are suggesting strengthens ball groups over all, and weakens smaller groups. That's what's realistic here, nto some narrow change that isn't fleshed out.
And purge in a 4 man group is 1/3 as effective as it is in a 12 man group, so while yes I'm sure some 4 man group that I have yet to encounter in 7 years may be running it, it's probably less likely. OR the cost should scale and it be just as effective in a 4 man group as it is in a 12 man group.
But it's getting buffed so I guess it really was very weak for ball groups. Tbh I don't even know the last time I've seen a ball group run purge /s
TheMightyRevan wrote: »if you want to nerf purge, you would also have to nerf siege e.g., to restore the balance
TheEndBringer wrote: »TheMightyRevan wrote: »if you want to nerf purge, you would also have to nerf siege e.g., to restore the balance
Respectfully disagree. Siege is too weak against constant purging. Maybe it would need to be slightly adjusted but flat out nerf? No way.
TheMightyRevan wrote: »TheEndBringer wrote: »TheMightyRevan wrote: »if you want to nerf purge, you would also have to nerf siege e.g., to restore the balance
Respectfully disagree. Siege is too weak against constant purging. Maybe it would need to be slightly adjusted but flat out nerf? No way.
you dont seem to know how overpowered siege is since they buffed it, you almost get oneshot by lancers and coldfire ballistas, the pressure from them is insane and that with minimum effort, you can just sit safe on a wall. that sort of gameplay should not be encouraged, thats not pvp
TheEndBringer wrote: »TheMightyRevan wrote: »TheEndBringer wrote: »TheMightyRevan wrote: »if you want to nerf purge, you would also have to nerf siege e.g., to restore the balance
Respectfully disagree. Siege is too weak against constant purging. Maybe it would need to be slightly adjusted but flat out nerf? No way.
you dont seem to know how overpowered siege is since they buffed it, you almost get oneshot by lancers and coldfire ballistas, the pressure from them is insane and that with minimum effort, you can just sit safe on a wall. that sort of gameplay should not be encouraged, thats not pvp
I know very well. I play Cyro ever night and have for years. It's very easy to take a keep even with a full wall of siege if you have even one healer. A group can eat all sorts of damage UNLESS you're a bunch of glass cannons, in which case you have to be smarter about where you hit and make sure to spread apart.
If anything it's harder to defend than take because an organized group can ignore siege damage.
Defending siege should get a buff OR purge abilities (especially netch) should get a big hit, imo.
TheEndBringer wrote: »TheMightyRevan wrote: »TheEndBringer wrote: »TheMightyRevan wrote: »if you want to nerf purge, you would also have to nerf siege e.g., to restore the balance
Respectfully disagree. Siege is too weak against constant purging. Maybe it would need to be slightly adjusted but flat out nerf? No way.
you dont seem to know how overpowered siege is since they buffed it, you almost get oneshot by lancers and coldfire ballistas, the pressure from them is insane and that with minimum effort, you can just sit safe on a wall. that sort of gameplay should not be encouraged, thats not pvp
I know very well. I play Cyro ever night and have for years. It's very easy to take a keep even with a full wall of siege if you have even one healer. A group can eat all sorts of damage UNLESS you're a bunch of glass cannons, in which case you have to be smarter about where you hit and make sure to spread apart.
If anything it's harder to defend than take because an organized group can ignore siege damage.
Defending siege should get a buff OR purge abilities (especially netch) should get a big hit, imo.
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Joy_Division wrote: »TheEndBringer wrote: »TheMightyRevan wrote: »TheEndBringer wrote: »TheMightyRevan wrote: »if you want to nerf purge, you would also have to nerf siege e.g., to restore the balance
Respectfully disagree. Siege is too weak against constant purging. Maybe it would need to be slightly adjusted but flat out nerf? No way.
you dont seem to know how overpowered siege is since they buffed it, you almost get oneshot by lancers and coldfire ballistas, the pressure from them is insane and that with minimum effort, you can just sit safe on a wall. that sort of gameplay should not be encouraged, thats not pvp
I know very well. I play Cyro ever night and have for years. It's very easy to take a keep even with a full wall of siege if you have even one healer. A group can eat all sorts of damage UNLESS you're a bunch of glass cannons, in which case you have to be smarter about where you hit and make sure to spread apart.
If anything it's harder to defend than take because an organized group can ignore siege damage.
Defending siege should get a buff OR purge abilities (especially netch) should get a big hit, imo.
Spoken like someone who has zero experience in group play.
the real solution to these issues is a counter spell.
a magicka burn on enemies and a healer blocker.
more specifically make new or rework old abilities into additional healing blockers and a magicka burn.
- inevitable detonation becoming a magicka bomb if purged would be great.
- vampire drain being able to drain magicka AND health would be great.
- twin slashes (the DW ability) being able to block healing would be fantastic for the non-meta players.
- DW ultimate being able to block healing would be decent.
- mages guild's DoT spell being able to burn magicka would be great.
- Fighters guild silver bolts being able to block healing would be great.
- soul trap being able to block some healing and burn magicka would make it a fantastic ability.
for the grand fanale, making both Consuming Darkness and Radial Sweep burn magicka and block healing since templars and non-gankblades struggle to perform in PvP.
and by magicka burn i mean actual magicka bar damage as if it was health.
healing absorbtion already exists on timestop, but we need more sources of it, timestop could also use a slight cast speed buff
there now we have a ton of new tools to use to help melt down the infinite resource tankers and ball groups.
ResidentContrarian wrote: »the real solution to these issues is a counter spell.
a magicka burn on enemies and a healer blocker.
more specifically make new or rework old abilities into additional healing blockers and a magicka burn.
- inevitable detonation becoming a magicka bomb if purged would be great.
- vampire drain being able to drain magicka AND health would be great.
- twin slashes (the DW ability) being able to block healing would be fantastic for the non-meta players.
- DW ultimate being able to block healing would be decent.
- mages guild's DoT spell being able to burn magicka would be great.
- Fighters guild silver bolts being able to block healing would be great.
- soul trap being able to block some healing and burn magicka would make it a fantastic ability.
for the grand fanale, making both Consuming Darkness and Radial Sweep burn magicka and block healing since templars and non-gankblades struggle to perform in PvP.
and by magicka burn i mean actual magicka bar damage as if it was health.
healing absorbtion already exists on timestop, but we need more sources of it, timestop could also use a slight cast speed buff
there now we have a ton of new tools to use to help melt down the infinite resource tankers and ball groups.
Instead of hitting ball groups, this would just make all mag groups obsolete in Cyrodiil and/or make gank builds stronger and remove any little counterplay that is left in the game.
Real solution is to either put ramping cost or CD on purge so it can't be spammed as much. There's already a CD on certain skills that are single target and no where near as strong in terms of benefit (power lash, petrify, etc.), and every purging set also has a CD attached to it that is longer than the time it takes to regen the mag used to purge (unless you are a build with low regen, but you wouldn't be spamming it anyway).
Templar purge limited to self and synergy activation.
The purging CP even has a long CD, but the skill itself that requires no synergy or special activation requirements? Nah...
Makes little sense.