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Hrothgar and DC are bad for PvP but can be easily balanced:

HiImRex
HiImRex
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Hrothgar and Dark Convergence are interesting ideas and I give props to ZOS for trying new things to shake up the meta.

However, both these sets as currently implemented are bad for the game's pvp.

Here is a simple explanation of the problems and also simple solutions for ZOS:

Hrothgar's Chill:

(1) it's bugged and doing 2x the damage it should on the AOE portion

(2) even working as intended, it's overtuned:

a. super easy to use

Proc condition is on successful stun, which means a couple things:

First, the damage can never be blocked by the primary target, which is usually the counter against burst procs like these.

Second, the proc condition is skill-proof. Knowing how to consistently stack burst on a successful stun is the precondition to effectively securing kills. Pre-Hrothgar, there's a huge difference between players who stun randomly and players who stun carefully but aggressively. Now, Hrothgar basically makes it so every succesful stun is automatically a kill condition for any player--potentially a team-wiping kill condition. In other words, you're rewarded for mindlessly stunning opponents. Hrothgar and chill for reals.

Third, CD is super low, which means a failed Hrothgar proc is not punishing at all. However, note that on even a mediocre player, Hrothgar will almost never be a "fail" due to its high damage, AOE, and proc condition being when an opponent is already at his most vulnerable. It's a carry-set that doesn't scale much with individual player skill--a hrothgar player is a hrothgar player and they are both effective in pvp in the exact same way to more or less the same extent.

b. fix

First, fix the bugged damage
Second, reduce the damage scaling of the ability to 20%
Third, increase CD to 15 seconds

Dark Convergence:

(1) center damage is too high to begin with
(2) CD is too low
(3) it pulls multiple times during its proc duration
(4) area is too large

All of these combine to create one annoying effect, which is that you're spending all your time playing around a single effect.

If you don't play around it, you're going to die.

If you play around it, you're automatically losing initiative to the enemy team. The fact that every 15 seconds you can force every player around you to defend and reposition for 4 seconds is probably more powerful than the damage or the CC (even though both of these things are quite powerful).

Again, the CD is so low that the set is basically never wasted. Just dropping it on the ground forces enemies to give up initiative for about 4 seconds, and then it comes up again 11 seconds after that. It's supposed to be a combo set, but there's no punishment for messing up a combo attempt. The set does a combo all on its own basically, so a player can drop Dark Convergence, force the enemies to reposition, and use that time to do whatever he wants (recover resources, heal, rebuff, set up a next regular burst combo, debuff etc.) for free.

So that leaves you with an 11 second window to make something happen before another convergence drops and everyone has to stop making interesting decisions and just react to a purple ball on the ground with a large radius.

fix:

Limit the number of pulls so it only pulls once when it drops.
Lower center damage by 30%, increase scaling per additional player in the effect.
Increase CD to 30 secs so we can actually play around it for a long enough time to make meaningful plays. You're probably not going to recover the initiative in the 11 second downtime right after a 4 second window where the enemy has absolute advantage in initiative.

TLDR

Both of these sets are way too effective for how fail-safe easy it is to use. If left unnerfed, they will dictate the meta completely toward a boring, one-dimensional playstyle.

Hrothgar's Chill - let's make an instant-hit AOE Selene that always hits at the best time with no effort

Dark Convergence - let's make a self-synergizing Gravity Crush appear for 4 seconds every 15 seconds. Before you point out that the Dark Convergence doesn't apply Major Maim, DC essentially applies a 100% damage reduction because it forces players to take defensive measures for 4 seconds.

It would be easy to adapt to these two sets, but it would make the game extremely boring and unrewarding to play from a PVP perspective. The fixes would be simple adjustments to the numbers. Your move ZOS.
  • xDeusEJRx
    xDeusEJRx
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    They can be easily balanced by putting a cap on outgoing proc damage. The fact that it both scales and has a damage increase attached to it is just absurd, the pull and snare is an overkill to it.

    Procs should never be able to outperform ultimate abilities, and the fact I've seen 30-40k proc bursts is ridiculous, especially considering they don't even crit. Not even the highest ultimate I've been hit with in pvp has reached anywhere near those numbers.

    IMO procs should not hit more than 8k damage, why is that oblivion damage gets a cap put on it because of one proc set(Sloads) but proc damage doesn't get a cap for over 2 years of complaining about procs from players
    Solo PvP'er PS5 NA player

    90% of my body is made of Magblade
  • Kwoung
    Kwoung
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    I don't see a cooldown on DC helping a whole lot, since basically everyone is wearing it and Cyro has become a purple minefield. You literally dodge out of one, right into another half the time.

    On a related note I believe, the mass proliferation of chain bombing created in the previous patch has ceased as far as I can tell. All the meta chasers have now migrated to using DC, which in itself is a huge tell on that sets performance.
    Edited by Kwoung on August 30, 2021 6:29PM
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