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Dark Convergence here, Dark Convergence there, Dark Convergence everywhere

  • vms11934
    vms11934
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    If they got rid of the pulling part, I guess I can see the point (the point, I guess, being anti-zerg). But pulling everyone together and creating compact groups of multiple players seems to be the problem.
  • shimm
    shimm
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    I have an idea, how about a new set that cleanses, heals and automatically breaks free you and your allies when using a skill that leaves an effect on the ground!
  • Jameson18
    Jameson18
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    Issues with the sets themselves aside, all that had to be done for anti zerg and ball group issues is:

    Make purge work like templar ritual. - i.e. cleanse the caster, others cleanse through synergy. Allow 1 less effects worth of cleanse on morphs than templar one so class maintains identity by having higher effect cleanse and damage or healing.

    Don't allow more than 1 instance of radiating regen, vines, nature's embrace, cleansing/extended ritual, or grand healing to be effective per target. (they do this with other buffs and ground effects already............................................................)

    Might even clean up some performance issues. Since they said the anti-cross healing test was the best on performance. I would assume 12 or 30 people's heals stacking might have something to do with that.

    The pendulum swings between mountain and mole hill constantly. One extreme to the next, when other things are already coded similarly throughout the game.
  • sarahthes
    sarahthes
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    Jameson18 wrote: »
    Issues with the sets themselves aside, all that had to be done for anti zerg and ball group issues is:

    Make purge work like templar ritual. - i.e. cleanse the caster, others cleanse through synergy. Allow 1 less effects worth of cleanse on morphs than templar one so class maintains identity by having higher effect cleanse and damage or healing.

    Don't allow more than 1 instance of radiating regen, vines, nature's embrace, cleansing/extended ritual, or grand healing to be effective per target. (they do this with other buffs and ground effects already............................................................)

    Might even clean up some performance issues. Since they said the anti-cross healing test was the best on performance. I would assume 12 or 30 people's heals stacking might have something to do with that.

    The pendulum swings between mountain and mole hill constantly. One extreme to the next, when other things are already coded similarly throughout the game.

    Those healing changes will have unintended consequences in PvE, which has heal checks balanced around having more than one of these heals on a player. It will also make certain trial fights significantly harder (i.e. Hunter-Killers) for casual groups, if purge requires a synergy.

    Until this game treats PvE and PvP balance differently, blanket changes to core skills must be approached very carefully.

  • pleximus
    pleximus
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    Jameson18 wrote: »
    Issues with the sets themselves aside, all that had to be done for anti zerg and ball group issues is:

    Make purge work like templar ritual. - i.e. cleanse the caster, others cleanse through synergy. Allow 1 less effects worth of cleanse on morphs than templar one so class maintains identity by having higher effect cleanse and damage or healing.

    Don't allow more than 1 instance of radiating regen, vines, nature's embrace, cleansing/extended ritual, or grand healing to be effective per target. (they do this with other buffs and ground effects already............................................................)

    Might even clean up some performance issues. Since they said the anti-cross healing test was the best on performance. I would assume 12 or 30 people's heals stacking might have something to do with that.

    The pendulum swings between mountain and mole hill constantly. One extreme to the next, when other things are already coded similarly throughout the game.

    You do realise that there is something called PvE? Why should these skills be destroyed for the sake of PvP? If anything, they need to be separated from each other.
  • Veinblood1965
    Veinblood1965
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    BlueRaven wrote: »
    Another pvp “nerf” thread. Fantastic.

    Hey it's better than fake tank threads, not by much however.
  • PunkAben
    PunkAben
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    I do not think Zenimax has ever thought of anything.
    Still, I hope Dark Convergence is an exception, so we will find it does not get nerfed like everything else.
    I did not think it is the weight of the brain that presses the feet flatfooted on Zenimax!
    The good news about computers is that they do what you tell them to do.The bad news is that they do what you tell them to do.Ted NelsonElder Scrolls Online most balanced part is maybe the the number of bugs and not bugs!
  • TequilaFire
    TequilaFire
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    Nevermind Vanilla forums is the pits for quotes.
    Edited by TequilaFire on September 23, 2021 7:13PM
  • Jameson18
    Jameson18
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    sarahthes wrote: »
    Jameson18 wrote: »
    Issues with the sets themselves aside, all that had to be done for anti zerg and ball group issues is:

    Make purge work like templar ritual. - i.e. cleanse the caster, others cleanse through synergy. Allow 1 less effects worth of cleanse on morphs than templar one so class maintains identity by having higher effect cleanse and damage or healing.

    Don't allow more than 1 instance of radiating regen, vines, nature's embrace, cleansing/extended ritual, or grand healing to be effective per target. (they do this with other buffs and ground effects already............................................................)

    Might even clean up some performance issues. Since they said the anti-cross healing test was the best on performance. I would assume 12 or 30 people's heals stacking might have something to do with that.

    The pendulum swings between mountain and mole hill constantly. One extreme to the next, when other things are already coded similarly throughout the game.

    Those healing changes will have unintended consequences in PvE, which has heal checks balanced around having more than one of these heals on a player. It will also make certain trial fights significantly harder (i.e. Hunter-Killers) for casual groups, if purge requires a synergy.

    Until this game treats PvE and PvP balance differently, blanket changes to core skills must be approached very carefully.

    I'm aware of the PvE issue. Its a moot point.

    Because I agree. It should be balanced or function separately in PvP areas or combat.
  • Jameson18
    Jameson18
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    pleximus wrote: »
    Jameson18 wrote: »
    Issues with the sets themselves aside, all that had to be done for anti zerg and ball group issues is:

    Make purge work like templar ritual. - i.e. cleanse the caster, others cleanse through synergy. Allow 1 less effects worth of cleanse on morphs than templar one so class maintains identity by having higher effect cleanse and damage or healing.

    Don't allow more than 1 instance of radiating regen, vines, nature's embrace, cleansing/extended ritual, or grand healing to be effective per target. (they do this with other buffs and ground effects already............................................................)

    Might even clean up some performance issues. Since they said the anti-cross healing test was the best on performance. I would assume 12 or 30 people's heals stacking might have something to do with that.

    The pendulum swings between mountain and mole hill constantly. One extreme to the next, when other things are already coded similarly throughout the game.

    You do realise that there is something called PvE? Why should these skills be destroyed for the sake of PvP? If anything, they need to be separated from each other.

    Aside from your tone. I agree with you. As stated above.

    However, as an after thought - I think that leaves something to be said about their PvE content as well at this point.
  • Jameson18
    Jameson18
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    pleximus wrote: »
    Jameson18 wrote: »
    Issues with the sets themselves aside, all that had to be done for anti zerg and ball group issues is:

    Make purge work like templar ritual. - i.e. cleanse the caster, others cleanse through synergy. Allow 1 less effects worth of cleanse on morphs than templar one so class maintains identity by having higher effect cleanse and damage or healing.

    Don't allow more than 1 instance of radiating regen, vines, nature's embrace, cleansing/extended ritual, or grand healing to be effective per target. (they do this with other buffs and ground effects already............................................................)

    Might even clean up some performance issues. Since they said the anti-cross healing test was the best on performance. I would assume 12 or 30 people's heals stacking might have something to do with that.

    The pendulum swings between mountain and mole hill constantly. One extreme to the next, when other things are already coded similarly throughout the game.

    You do realise that there is something called PvE? Why should these skills be destroyed for the sake of PvP? If anything, they need to be separated from each other.

    I would also add - If your PvE group is stacking radiating regen as much as a PvP ball group, you've got other issues going on.
  • Jaraal
    Jaraal
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    vms11934 wrote: »
    If they got rid of the pulling part, I guess I can see the point (the point, I guess, being anti-zerg). But pulling everyone together and creating compact groups of multiple players seems to be the problem.

    But it's not a problem in their mind, or they would have patched it on live, like they did with Hrothgar's Chill. In fact, the pull (off of and through walls) wasn't even addressed on the latest PTS. So expect it to be yanking people around indefinitely.
  • techyeshic
    techyeshic
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    Jaraal wrote: »
    vms11934 wrote: »
    If they got rid of the pulling part, I guess I can see the point (the point, I guess, being anti-zerg). But pulling everyone together and creating compact groups of multiple players seems to be the problem.

    But it's not a problem in their mind, or they would have patched it on live, like they did with Hrothgar's Chill. In fact, the pull (off of and through walls) wasn't even addressed on the latest PTS. So expect it to be yanking people around indefinitely.

    They might take it more seriously come Tuesday
  • ZOS_Hadeostry
    Greetings,

    We've closed this thread given its age and given that some information may be out of date. If you wish to continue discussing this topic, there is a more recent thread about this here. Thank you for your understanding.
    Staff Post
This discussion has been closed.