5. Heavy Attacks rely on specific sets in order to achieve their damage and are a perfectly reasonable play-style. They're different and rare enough that they don't seem to be too big an issue, so disagree as well here.
1. That would defeat the point of PBAoE abilities and also hurt their functionality in PVE, so big no here.
2. Is there enough of a problem with doge-roll into cloak to warrant this? There are already counters to cloak/invisibility available. Disagree here as well.
3. Healing could be looked at, but not this way. I'll detail more below.
4. Yeah, Streak could be looked at. Not sure of a solution, seeing as I don't want to see the skill straight up ruined, but warrants a conversation.
5. Heavy Attacks rely on specific sets in order to achieve their damage and are a perfectly reasonable play-style. They're different and rare enough that they don't seem to be too big an issue, so disagree as well here.
Healing
The problem with healing right now is that its power scaling goes hand in hand with damage power scaling. My proposed solution would go as follows:
1. Heals no longer scale from Spell/Weapon Damage, just Max Magicka/Stamina
(Damage scaling can be left alone for now, this just focuses on healing)
2. Decrease the potency of all heals by 10-15%.
(By all heals, I mean all skills whereby pressing X and spending Y resources you give/gain a numerical A health. Heals based on % damage done are not included here).
3. Increase the potency of all sources of % Healing Done by 10-20%.
(The amount required to supplement for blanket nerf to heals)
This way, there becomes specific build criteria that are almost required in order to get max healing power. It still leaves reasonable healing power for self-survival in PVE and PVP when solo, but requires a little more specific building for stronger healing. (For instance, Powered on a back bar weapon might be desirable for stronger back bar heals.)
Agree with a lot of what others hav said
1. Give target requirement to jabs and whirling blades so to cast them You'll need to have target on Your screen and in other case You wont be able to use them same same like with basically every other spammable ability.
- AOE spammlables are tuned significantly lower than single target spammables. The whole pt of them is to target an area. Feels like a sledgehammer to crack a nut. I don't think theyre overpowered but if there's evidence, tune them down a bit, don't throw the baby out with the bath water
2. Either give roll dodge a penatly that for 1-2 seconds after succesfully performing it You cannot enter stealth/invisibility or make cloak cost more for 1-2 seconds after succesfull dodge roll.
- Yeah Id prob agree on this one. Its pretty ridiculous right now. The existing counters to cloak just don't cut it, so you build tanky to avoid ganks, and just ignore nightblades. Playing hide and seek with them isn't worth it when they can shade away, switch to bow bb, roll and go straight into invis with major exped.
3. Major overhaul of healing. Every heal that can heal both the user or/and the ally should be redesigned to never heal both parties for the same amount but to have significantly lower value either for ally or for a user.
- I wouldn't want to touch healing per se; but there is a problem with cross healing. It's not just ball groups, it's little mini teams all running corss heals on each other. They're all over the place now. And pretty unkillable. The on thing I would say is the same rules have to apply to everyone. The ban on cross healing between solos was a disaster for balance; it just meant balsl wiped everyone to the point you just left when you saw an organised group.
4. Do something with the streak. Undodgable , uinblockable stun in that ability that applies in whole streaking area is just way too much.
- I think people oveestimate streak; it's really not as good as they make out, largely because it put you behind your target. It is strong as an escape mechanism though. I wouldn't it changed too much - it's key to sorc identify. But maybe they could make it so it only stuns if its targeted on a player - but then puts you directly in front of them; but doesn't stun if targeted at the aether, ie used for mobility. In short, targeted - stuns like streak, untargeted - works like BOL if that makes sense
5. Reduce the damage of heavy attack builds in PvP. 15k dmg from 1 heavy attack is a bit silly considering it's free to cast and undodgable when combined with lightning/resto staff.
- I really don't see this as a problem. To get to 15k heavy attacks, you have to build incredibly specifically. You need both undaunted sets, a maelstrom staff, and a person willing to stand still in your wall of elements. While you wind up all your different sets, which, ofc now only proc one gcd after you are already in combat. Add in that you have zero defence and not much of anything else, it's not just a glass cannon that will melt in about a second, it's a one trick pony glass cannon hanging a large sign over its head saying "hit me". I know. I've tried it. It's incredibly niche, really not a problem and if you're gonna nerf that there are alot more egregious - and easy to trigger - glass cannon builds you should do first.
Agree with a lot of what others hav said
1. Give target requirement to jabs and whirling blades so to cast them You'll need to have target on Your screen and in other case You wont be able to use them same same like with basically every other spammable ability.
- AOE spammlables are tuned significantly lower than single target spammables. The whole pt of them is to target an area. Feels like a sledgehammer to crack a nut. I don't think theyre overpowered but if there's evidence, tune them down a bit, don't throw the baby out with the bath water
2. Either give roll dodge a penatly that for 1-2 seconds after succesfully performing it You cannot enter stealth/invisibility or make cloak cost more for 1-2 seconds after succesfull dodge roll.
- Yeah Id prob agree on this one. Its pretty ridiculous right now. The existing counters to cloak just don't cut it, so you build tanky to avoid ganks, and just ignore nightblades. Playing hide and seek with them isn't worth it when they can shade away, switch to bow bb, roll and go straight into invis with major exped.
3. Major overhaul of healing. Every heal that can heal both the user or/and the ally should be redesigned to never heal both parties for the same amount but to have significantly lower value either for ally or for a user.
- I wouldn't want to touch healing per se; but there is a problem with cross healing. It's not just ball groups, it's little mini teams all running corss heals on each other. They're all over the place now. And pretty unkillable. The on thing I would say is the same rules have to apply to everyone. The ban on cross healing between solos was a disaster for balance; it just meant balsl wiped everyone to the point you just left when you saw an organised group.
4. Do something with the streak. Undodgable , uinblockable stun in that ability that applies in whole streaking area is just way too much.
- I think people oveestimate streak; it's really not as good as they make out, largely because it put you behind your target. It is strong as an escape mechanism though. I wouldn't it changed too much - it's key to sorc identify. But maybe they could make it so it only stuns if its targeted on a player - but then puts you directly in front of them; but doesn't stun if targeted at the aether, ie used for mobility. In short, targeted - stuns like streak, untargeted - works like BOL if that makes sense
5. Reduce the damage of heavy attack builds in PvP. 15k dmg from 1 heavy attack is a bit silly considering it's free to cast and undodgable when combined with lightning/resto staff.
- I really don't see this as a problem. To get to 15k heavy attacks, you have to build incredibly specifically. You need both undaunted sets, a maelstrom staff, and a person willing to stand still in your wall of elements. While you wind up all your different sets, which, ofc now only proc one gcd after you are already in combat. Add in that you have zero defence and not much of anything else, it's not just a glass cannon that will melt in about a second, it's a one trick pony glass cannon hanging a large sign over its head saying "hit me". I know. I've tried it. It's incredibly niche, really not a problem and if you're gonna nerf that there are alot more egregious - and easy to trigger - glass cannon builds you should do first.
1.When it comes to jabs they actually have higher tooltip then other single target spammables and when it comes to whirling blades thanks to multiple diual wield passives and execute compotent that ability also hits stronger then many single target spammables. It's no coincidence I called out those 2 specific abilities. in PvP they hit as hard or even harder then single target spammable abilities while being point blank AoE and to be honest they are being used way more often against one enemy then against multiple ones.
3. Problem with healing is that You need just 1-2 healing skills on Your bar and you're already full blown healer and the rest can be just whatever You want so it's super easy to be a healer=DD or healer+tank. Especially that second option is problematic. It's especially obvious in BGs when 1 team have a healbot. Splitting heals into self heals and ally heals would increase the amount of abilities that needs to be slotted to be recognised as a healer and the level of awarness when using them. There would be no longer possibility to just spam 1-2 skills and keep everyone including Yourself alive.
4. Put You behind the target? You do realise You can do quick 180 degree turn when streaking and end up facing the target immidiaterly after streak. Like turning around is not some 200 IQ move. Streak is strong as an escape tool , gap closing tool and part of offensive combo. Large AoE undodgable , unblockable stun is just way to much when tied to streak.
5. I already said that argument about building specifically is not a strong argument and by no means justifies amount of dmg heavy attack setups can do. If I would have to build specifically to one shot everyone would one shotting everyone be suddenly justified? You dont need person "standing still in Your wall" , You just need to apply off balance which basically means casting blockade with shock dmg trait and off balance is immidiately triggered.. Also even without off balance on enemy You can still deal lots of dmg in that setup. Minimum ZoS could do is making empower to once again buff only light attack dmg but that still could not be enough. If You think that heavy attack setups have zero defense then think twice. Looks to me like You havn't met real heavy attack setups yet. They can easily keep a level of defense of other setups.
Agree with a lot of what others hav said
1. Give target requirement to jabs and whirling blades so to cast them You'll need to have target on Your screen and in other case You wont be able to use them same same like with basically every other spammable ability.
- AOE spammlables are tuned significantly lower than single target spammables. The whole pt of them is to target an area. Feels like a sledgehammer to crack a nut. I don't think theyre overpowered but if there's evidence, tune them down a bit, don't throw the baby out with the bath water
2. Either give roll dodge a penatly that for 1-2 seconds after succesfully performing it You cannot enter stealth/invisibility or make cloak cost more for 1-2 seconds after succesfull dodge roll.
- Yeah Id prob agree on this one. Its pretty ridiculous right now. The existing counters to cloak just don't cut it, so you build tanky to avoid ganks, and just ignore nightblades. Playing hide and seek with them isn't worth it when they can shade away, switch to bow bb, roll and go straight into invis with major exped.
3. Major overhaul of healing. Every heal that can heal both the user or/and the ally should be redesigned to never heal both parties for the same amount but to have significantly lower value either for ally or for a user.
- I wouldn't want to touch healing per se; but there is a problem with cross healing. It's not just ball groups, it's little mini teams all running corss heals on each other. They're all over the place now. And pretty unkillable. The on thing I would say is the same rules have to apply to everyone. The ban on cross healing between solos was a disaster for balance; it just meant balsl wiped everyone to the point you just left when you saw an organised group.
4. Do something with the streak. Undodgable , uinblockable stun in that ability that applies in whole streaking area is just way too much.
- I think people oveestimate streak; it's really not as good as they make out, largely because it put you behind your target. It is strong as an escape mechanism though. I wouldn't it changed too much - it's key to sorc identify. But maybe they could make it so it only stuns if its targeted on a player - but then puts you directly in front of them; but doesn't stun if targeted at the aether, ie used for mobility. In short, targeted - stuns like streak, untargeted - works like BOL if that makes sense
5. Reduce the damage of heavy attack builds in PvP. 15k dmg from 1 heavy attack is a bit silly considering it's free to cast and undodgable when combined with lightning/resto staff.
- I really don't see this as a problem. To get to 15k heavy attacks, you have to build incredibly specifically. You need both undaunted sets, a maelstrom staff, and a person willing to stand still in your wall of elements. While you wind up all your different sets, which, ofc now only proc one gcd after you are already in combat. Add in that you have zero defence and not much of anything else, it's not just a glass cannon that will melt in about a second, it's a one trick pony glass cannon hanging a large sign over its head saying "hit me". I know. I've tried it. It's incredibly niche, really not a problem and if you're gonna nerf that there are alot more egregious - and easy to trigger - glass cannon builds you should do first.
1.When it comes to jabs they actually have higher tooltip then other single target spammables and when it comes to whirling blades thanks to multiple diual wield passives and execute compotent that ability also hits stronger then many single target spammables. It's no coincidence I called out those 2 specific abilities. in PvP they hit as hard or even harder then single target spammable abilities while being point blank AoE and to be honest they are being used way more often against one enemy then against multiple ones.
3. Problem with healing is that You need just 1-2 healing skills on Your bar and you're already full blown healer and the rest can be just whatever You want so it's super easy to be a healer=DD or healer+tank. Especially that second option is problematic. It's especially obvious in BGs when 1 team have a healbot. Splitting heals into self heals and ally heals would increase the amount of abilities that needs to be slotted to be recognised as a healer and the level of awarness when using them. There would be no longer possibility to just spam 1-2 skills and keep everyone including Yourself alive.
4. Put You behind the target? You do realise You can do quick 180 degree turn when streaking and end up facing the target immidiaterly after streak. Like turning around is not some 200 IQ move. Streak is strong as an escape tool , gap closing tool and part of offensive combo. Large AoE undodgable , unblockable stun is just way to much when tied to streak.
5. I already said that argument about building specifically is not a strong argument and by no means justifies amount of dmg heavy attack setups can do. If I would have to build specifically to one shot everyone would one shotting everyone be suddenly justified? You dont need person "standing still in Your wall" , You just need to apply off balance which basically means casting blockade with shock dmg trait and off balance is immidiately triggered.. Also even without off balance on enemy You can still deal lots of dmg in that setup. Minimum ZoS could do is making empower to once again buff only light attack dmg but that still could not be enough. If You think that heavy attack setups have zero defense then think twice. Looks to me like You havn't met real heavy attack setups yet. They can easily keep a level of defense of other setups.
1. Jabs damage tooltip is higher because of major evasion reducing the damage by 20%. Stamina players basically take 0 damage from jabs. Magicka players have some other problems. It also locks down the templar to walk speed meaning if you react fast enough you should only get hit by 1-2 jabs. Toppling charge is easy to block, race against time and run through them casting jabs since their turning is a bit slow.
2. Nightblades wouldnt have to roll-dodge into cloak if it wasnt bugged. Single target skills often pull nightblades out of stealth meaning if they dont roll dodge they get hit as they enter stealth and get revealed. The cp passive for increased detect radius is enough to spot nightblades that do not have reduce stealth detect. You just need to stay ontop of them. Detect pots counter their entire class, they are mostly squishy and if they cant enter stealth they need to roll dodge alot more and probably run out of stamina.
3. Healing is overtuned, but if its a 4v4 and both teams have 1 healer, then the team that either focuses healer, or burst down the entire team with ultimates will win. Sure the healers are tanky, but they wont survive the pressure from 3 good players trying to kill him. Just kill the healer first, and if your teammates dont focus healer then expect your team to lose.
4. Okay lets say you get streaked, now what do the sorc do? You most likely got hit by curse, maybe 1 spammable, endless fury and overload light attack. Thats around 20k damage if its a high damage sorc. Now you are stunned from streak and sorc is about to hit you with a crystal fragment (procced) to finnish you. What does almost everyone do? They break free and try to heal before they get hit by frags and die. The solution is to break free and immediately roll dodge. Crystal frags have minimum travel time, this gives you enough time after getting stunned to break free and roll dodge before getting hit. But what about meteor - > streak. Just eat it, if you are playing a proper build you wont die to that if you break free fast enough and roll dodge. Just keep hots and buffs up, block some skills or roll dodge and sorcs are no problem anymore.
To counter escape tool, just let them run if they want to they are obviously scared. If you dont like that, then counter them. Gap close if its possible on your build or build for movement speed. If you are medium armror its easy to hit 200% speed cap, just run after them. The magicka scaling on streak is big and they will most likely dark deal after streaking some, giving you time to catch up.
5. Heavy attack builds are indeed strong, but i havent met a single good guy using them as they usually get one-two shot. My best tip is to try to apply as much pressure while keeping your heals up. The only class that can remain defensive with 2 offensive sets without getting one shot is a magsorc or magnecro, magdk die if they dont block your attacks. Magsorc has shields, try to burst them when they are not up. Magnecro is just tanky and have great heals but its possible to pressure them down.
TL;DR Adapt and git gud.
"1.When it comes to jabs they actually have higher tooltip then other single target spammables and when it comes to whirling blades thanks to multiple diual wield passives and execute compotent that ability also hits stronger then many single target spammables. It's no coincidence I called out those 2 specific abilities. in PvP they hit as hard or even harder then single target spammable abilities while being point blank AoE and to be honest they are being used way more often against one enemy then against multiple ones."
- I'm not sure they do, but then, like I said, if there's evidence they're getting too high, Zos just need to tune them down a bit. Not throw the baby out with the bath water...
"3. Problem with healing is that You need just 1-2 healing skills on Your bar and you're already full blown healer and the rest can be just whatever You want so it's super easy to be a healer=DD or healer+tank. Especially that second option is problematic. It's especially obvious in BGs when 1 team have a healbot. Splitting heals into self heals and ally heals would increase the amount of abilities that needs to be slotted to be recognised as a healer and the level of awarness when using them. There would be no longer possibility to just spam 1-2 skills and keep everyone including Yourself alive."
- Maybe. I don't disagree, it just seems easier to me to tackle cross healing - properly - rather than do a sort of fundamental class / skill design. I mean, they've already got the code from the tests...
"5. Put You behind the target? You do realise You can do quick 180 degree turn when streaking and end up facing the target immidiaterly after streak. Like turning around is not some 200 IQ move. Streak is strong as an escape tool , gap closing tool and part of offensive combo. Large AoE undodgable , unblockable stun is just way to much when tied to streak."
- I'm guessing you don't have a lot of experience playing sorc. Go try it, and tell me how it feels. Like I say, I can see the case for tweaking it a bit, but I don't think it needs alot of tinkering.
"6. I already said that argument about building specifically is not a strong argument... "
- I kind of stopped reading here. You might think that but just... announcing that something isn't a strong argument doesn't make it so. I'm afraid I and others just disagree with you on this one. I've played these sorts of builds; they're great against potatos, not much else.
Anyway, you obviously have your views. I can see some merit in some of this stuff but I think we'll just have to agree to dfisagree on the rest. TBh I think there are more pressing priorities, not least, performance.
- edited to put your in quote marks. I'm quoting not advocatign this stuff!
Agree with a lot of what others hav said
1. Give target requirement to jabs and whirling blades so to cast them You'll need to have target on Your screen and in other case You wont be able to use them same same like with basically every other spammable ability.
- AOE spammlables are tuned significantly lower than single target spammables. The whole pt of them is to target an area. Feels like a sledgehammer to crack a nut. I don't think theyre overpowered but if there's evidence, tune them down a bit, don't throw the baby out with the bath water
2. Either give roll dodge a penatly that for 1-2 seconds after succesfully performing it You cannot enter stealth/invisibility or make cloak cost more for 1-2 seconds after succesfull dodge roll.
- Yeah Id prob agree on this one. Its pretty ridiculous right now. The existing counters to cloak just don't cut it, so you build tanky to avoid ganks, and just ignore nightblades. Playing hide and seek with them isn't worth it when they can shade away, switch to bow bb, roll and go straight into invis with major exped.
3. Major overhaul of healing. Every heal that can heal both the user or/and the ally should be redesigned to never heal both parties for the same amount but to have significantly lower value either for ally or for a user.
- I wouldn't want to touch healing per se; but there is a problem with cross healing. It's not just ball groups, it's little mini teams all running corss heals on each other. They're all over the place now. And pretty unkillable. The on thing I would say is the same rules have to apply to everyone. The ban on cross healing between solos was a disaster for balance; it just meant balsl wiped everyone to the point you just left when you saw an organised group.
4. Do something with the streak. Undodgable , uinblockable stun in that ability that applies in whole streaking area is just way too much.
- I think people oveestimate streak; it's really not as good as they make out, largely because it put you behind your target. It is strong as an escape mechanism though. I wouldn't it changed too much - it's key to sorc identify. But maybe they could make it so it only stuns if its targeted on a player - but then puts you directly in front of them; but doesn't stun if targeted at the aether, ie used for mobility. In short, targeted - stuns like streak, untargeted - works like BOL if that makes sense
5. Reduce the damage of heavy attack builds in PvP. 15k dmg from 1 heavy attack is a bit silly considering it's free to cast and undodgable when combined with lightning/resto staff.
- I really don't see this as a problem. To get to 15k heavy attacks, you have to build incredibly specifically. You need both undaunted sets, a maelstrom staff, and a person willing to stand still in your wall of elements. While you wind up all your different sets, which, ofc now only proc one gcd after you are already in combat. Add in that you have zero defence and not much of anything else, it's not just a glass cannon that will melt in about a second, it's a one trick pony glass cannon hanging a large sign over its head saying "hit me". I know. I've tried it. It's incredibly niche, really not a problem and if you're gonna nerf that there are alot more egregious - and easy to trigger - glass cannon builds you should do first.
1.When it comes to jabs they actually have higher tooltip then other single target spammables and when it comes to whirling blades thanks to multiple diual wield passives and execute compotent that ability also hits stronger then many single target spammables. It's no coincidence I called out those 2 specific abilities. in PvP they hit as hard or even harder then single target spammable abilities while being point blank AoE and to be honest they are being used way more often against one enemy then against multiple ones.
3. Problem with healing is that You need just 1-2 healing skills on Your bar and you're already full blown healer and the rest can be just whatever You want so it's super easy to be a healer=DD or healer+tank. Especially that second option is problematic. It's especially obvious in BGs when 1 team have a healbot. Splitting heals into self heals and ally heals would increase the amount of abilities that needs to be slotted to be recognised as a healer and the level of awarness when using them. There would be no longer possibility to just spam 1-2 skills and keep everyone including Yourself alive.
4. Put You behind the target? You do realise You can do quick 180 degree turn when streaking and end up facing the target immidiaterly after streak. Like turning around is not some 200 IQ move. Streak is strong as an escape tool , gap closing tool and part of offensive combo. Large AoE undodgable , unblockable stun is just way to much when tied to streak.
5. I already said that argument about building specifically is not a strong argument and by no means justifies amount of dmg heavy attack setups can do. If I would have to build specifically to one shot everyone would one shotting everyone be suddenly justified? You dont need person "standing still in Your wall" , You just need to apply off balance which basically means casting blockade with shock dmg trait and off balance is immidiately triggered.. Also even without off balance on enemy You can still deal lots of dmg in that setup. Minimum ZoS could do is making empower to once again buff only light attack dmg but that still could not be enough. If You think that heavy attack setups have zero defense then think twice. Looks to me like You havn't met real heavy attack setups yet. They can easily keep a level of defense of other setups.
"After a hard week of farming, or a long night of being nagged by your wife, there is nothing better than going out for a bit of a fish."
1. Give target requirement to jabs and whirling blades so to cast them You'll need to have target on Your screen and in other case You wont be able to use them same same like with basically every other spammable ability.
2. Either give roll dodge a penatly that for 1-2 seconds after succesfully performing it You cannot enter stealth/invisibility or make cloak cost more for 1-2 seconds after succesfull dodge roll.
3. Major overhaul of healing. Every heal that can heal both the user or/and the ally should be redesigned to never heal both parties for the same amount but to have significantly lower value either for ally or for a user.
4. Do something with the streak. Undodgable , uinblockable stun in that ability that applies in whole streaking area is just way too much.
5. Reduce the damage of heavy attack builds in PvP. 15k dmg from 1 heavy attack is a bit silly considering it's free to cast and undodgable when combined with lightning/resto staff.
MentalxHammer wrote: »The only major issue here is the 15k heavy attack build, almost 9k hours in PvP and I’m dying to a dude holding 1 button, this should never happen LOL
1. Jabs is a narrow conal AoE so it should not require a target. It is also easy to get out of it.
2. Roll dodge already has a penalty. It also does not make sense to add restrictions to such a penalty when those restrictions are not related. Especially since the suggestion is limiting defense for the sake of limiting defense. Should we have restrictions on certain damage skills that do not permit using other damaging skills for a period short period of time?
3. Since we have very little control over targeting heals the suggestion made is not a good idea. It would run healers out of PvP because it would be harder for them to receive a heal.
4. Maybe make streak blockable though I am not sure what unintended issues could come from that.
5. I do not think heavy attacks hit that hard without help from other factors.
It's the strongest defense in the game when it's performed succesfully.
This on its own could be fine but with recent changes to nbs amount of dmg output
1. Jabs is a narrow conal AoE so it should not require a target. It is also easy to get out of it.
2. Roll dodge already has a penalty. It also does not make sense to add restrictions to such a penalty when those restrictions are not related. Especially since the suggestion is limiting defense for the sake of limiting defense. Should we have restrictions on certain damage skills that do not permit using other damaging skills for a period short period of time?
3. Since we have very little control over targeting heals the suggestion made is not a good idea. It would run healers out of PvP because it would be harder for them to receive a heal.
4. Maybe make streak blockable though I am not sure what unintended issues could come from that.
5. I do not think heavy attacks hit that hard without help from other factors.
1. Narrow? 8x6 meters AoE is narrow? It's long enough to easily reach the enemy and it's not like You cannot move Your camera on the sides if enemy tries to step out of it. Wont even mention the fact it can very often get You through obstables. Amount of dmg combined with easiness of usage should require additional drawbacks other then channel. And for the argument "it's easy to get out" it's highly situational so that argument is kinda vague.
2. Oh in terms of nightblades those restrictions are related. Every other class needs to deal with roll dodge penatly by having next dodge cost increased. Nightblade can just decide to not deal with it by cloaking and spending penatly time in cloak while also regaining stamina and healing while not taking dmg, something other classes can dream about. It's the strongest defense in the game when it's performed succesfully. This on its own could be fine but with recent changes to nbs amount of dmg output, something needs to be done to balance it out. Creating a little drawback in the dodge roll+cloak combo could be a good start. Yes this suggestion is made to limit nb defense when dodge rolling into cloak. There are actually restrictions blocking Your from using certain skills after being bashed this is just another restriction of that type.
3. Heals right now control themselves. Whoever needs heal the most at any moment will get it. this is why playing healbot is so easy and effective, because You dont need lot of thinking about who and how You want to heal , You can just smash 1-2 buttons and game will do the rest for you. healers would still recive a heal, they would just have to decide which heal to use depends of the situation.
4. Making it blockable could not solve an issue since it would be still a strong stun tied to already strong ability although making it could be good start.
5. That is why I've said about heavy attack builds not heavy attacks on their own. These factors are off balance, empower, and sets that add numeric value to weapon attacks because in terms of resto and lightning staffs they apply to each tick. All those factors are very easily achievable and even when not all 3 are present but 1 or 2 are active still heavy attacks setups can deal lots of dmg with little to none effort.
It's the strongest defense in the game when it's performed succesfully.
* strongest, except streak
* has counterplay with potions and reveal skillsThis on its own could be fine but with recent changes to nbs amount of dmg output
There are no recent changes to NBs damage output.
1. Jabs is a narrow conal AoE so it should not require a target. It is also easy to get out of it.
2. Roll dodge already has a penalty. It also does not make sense to add restrictions to such a penalty when those restrictions are not related. Especially since the suggestion is limiting defense for the sake of limiting defense. Should we have restrictions on certain damage skills that do not permit using other damaging skills for a period short period of time?
3. Since we have very little control over targeting heals the suggestion made is not a good idea. It would run healers out of PvP because it would be harder for them to receive a heal.
4. Maybe make streak blockable though I am not sure what unintended issues could come from that.
5. I do not think heavy attacks hit that hard without help from other factors.
1. Narrow? 8x6 meters AoE is narrow? It's long enough to easily reach the enemy and it's not like You cannot move Your camera on the sides if enemy tries to step out of it. Wont even mention the fact it can very often get You through obstables. Amount of dmg combined with easiness of usage should require additional drawbacks other then channel. And for the argument "it's easy to get out" it's highly situational so that argument is kinda vague.
2. Oh in terms of nightblades those restrictions are related. Every other class needs to deal with roll dodge penatly by having next dodge cost increased. Nightblade can just decide to not deal with it by cloaking and spending penatly time in cloak while also regaining stamina and healing while not taking dmg, something other classes can dream about. It's the strongest defense in the game when it's performed succesfully. This on its own could be fine but with recent changes to nbs amount of dmg output, something needs to be done to balance it out. Creating a little drawback in the dodge roll+cloak combo could be a good start. Yes this suggestion is made to limit nb defense when dodge rolling into cloak. There are actually restrictions blocking Your from using certain skills after being bashed this is just another restriction of that type.
3. Heals right now control themselves. Whoever needs heal the most at any moment will get it. this is why playing healbot is so easy and effective, because You dont need lot of thinking about who and how You want to heal , You can just smash 1-2 buttons and game will do the rest for you. healers would still recive a heal, they would just have to decide which heal to use depends of the situation.
4. Making it blockable could not solve an issue since it would be still a strong stun tied to already strong ability although making it could be good start.
5. That is why I've said about heavy attack builds not heavy attacks on their own. These factors are off balance, empower, and sets that add numeric value to weapon attacks because in terms of resto and lightning staffs they apply to each tick. All those factors are very easily achievable and even when not all 3 are present but 1 or 2 are active still heavy attacks setups can deal lots of dmg with little to none effort.
1. A doge roll to one side or the other will put the target out of the cone and I have not seen a player able to react fast enough so that the rest of the channel continues to hit me.
2. Actually, magicka classes can dodge roll and then activate a shield so it does relate beyond a NB. There is no president for penalizing any skill because of an unrelated action that occurred prior. None that I can think of.
3. I am fully aware that theals control themselves and since we cannot control it, well, making a multi-target heal into a single target heal or specifically penalizing the healer is a great way to go if we want to reduce the number of healers.
4. Making it lockable would certainly help the issue. It would eliminate the stun and reduce the damage on a skill;l; that already has increased cost with each subsequent use within a short period of time. So it already has a penalty and this would add another hindrance..
5.If the heavy attack builds were overpowered then we would see much more of those builds. That is not the case.
Streak wont stop all dmg from incoming.
As for the sources of detection we all know by now they're weak and often completly uneffective and sometimes even put the user at disadventage in PvP rather then giving any adventage.
Now they also got weapon dmg buff from grim focus which is better then crit dmg buff was.
Streak wont stop all dmg from incoming.
Streak stops damage from incoming by building up a distance at which you can no longer attack. If you start with stun, double streak is unstoppable at that.As for the sources of detection we all know by now they're weak and often completly uneffective and sometimes even put the user at disadventage in PvP rather then giving any adventage.
I don't know what you are talking about. Since they buffed inner light and camo hunter, they are godlike at revealing NBs. Flare is worse because it has flight time, it's only good as preventive measure (anti-bomber) in a huge teamfight. And pots were always so strong that it's actually borderline unfair.Now they also got weapon dmg buff from grim focus which is better then crit dmg buff was.
It's not better. Previously it was +10% damage on guaranteed crit after cloak. 300 damage is like ~3% damage boost.