MindOfTheSwarm wrote: »They needed buffing not nerfing. I can understand single target DoT’s not getting buffed per tick. But ground DoT’s? What is going on with this?
Seriously, DoT builds are wanted. If this goes through DoT builds are all hit dead, unless Deadly Strike and Thaumaturge get significant buffs to offset such a ridiculous change.
Are we just all meant to build around our spammable now?
WinterHeart626 wrote: »I’m not sure it’s so much a nerf as all that.
If it’s going to make unstable wall go for 20 seconds instead of 10 and still deal the same dots over that time plus it’s usual explosion, I don’t see how that’s bad (please understand that’s what I’m reading into the notes).
I main a NB, so I’m more curious about the x2 duration on path. Depending on how that stacks out, I may just have a flex spot 😂
Degeneration on mages guild goes from 12 to 24 if the x2 duration sticks.
Dunno, I’m highly optimistic that perchance they’re going to be slightly better on timers. Otherwise I’m going to have to find some burst damage abilities or change over to an execution build with sheer venom 🤷🏻♂️
Edit: this does mean unstable wall might be replaced with its other morph (the unwanted stepchild) or not, because burst at the end, however the extra uptime = more procs of enchants just off those on enemies trapped within.
Ishtarknows wrote: »WinterHeart626 wrote: »I’m not sure it’s so much a nerf as all that.
If it’s going to make unstable wall go for 20 seconds instead of 10 and still deal the same dots over that time plus it’s usual explosion, I don’t see how that’s bad (please understand that’s what I’m reading into the notes).
I main a NB, so I’m more curious about the x2 duration on path. Depending on how that stacks out, I may just have a flex spot 😂
Degeneration on mages guild goes from 12 to 24 if the x2 duration sticks.
Dunno, I’m highly optimistic that perchance they’re going to be slightly better on timers. Otherwise I’m going to have to find some burst damage abilities or change over to an execution build with sheer venom 🤷🏻♂️
Edit: this does mean unstable wall might be replaced with its other morph (the unwanted stepchild) or not, because burst at the end, however the extra uptime = more procs of enchants just off those on enemies trapped within.
If unstable wall currently does, say 20k damage over 10 seconds that equals 2k damage per second but then if does that same 20k (or a little more as per the notes) over 20 seconds it'll only do 1k per second which is a damage nerf. Now, it will free up a single global cooldown which you might be able to fill with a harder hitting spammable and allow an overall damage status quo, but it's a nerf to damage nonetheless.
Ishtarknows wrote: »WinterHeart626 wrote: »I’m not sure it’s so much a nerf as all that.
If it’s going to make unstable wall go for 20 seconds instead of 10 and still deal the same dots over that time plus it’s usual explosion, I don’t see how that’s bad (please understand that’s what I’m reading into the notes).
I main a NB, so I’m more curious about the x2 duration on path. Depending on how that stacks out, I may just have a flex spot 😂
Degeneration on mages guild goes from 12 to 24 if the x2 duration sticks.
Dunno, I’m highly optimistic that perchance they’re going to be slightly better on timers. Otherwise I’m going to have to find some burst damage abilities or change over to an execution build with sheer venom 🤷🏻♂️
Edit: this does mean unstable wall might be replaced with its other morph (the unwanted stepchild) or not, because burst at the end, however the extra uptime = more procs of enchants just off those on enemies trapped within.
If unstable wall currently does, say 20k damage over 10 seconds that equals 2k damage per second but then if does that same 20k (or a little more as per the notes) over 20 seconds it'll only do 1k per second which is a damage nerf. Now, it will free up a single global cooldown which you might be able to fill with a harder hitting spammable and allow an overall damage status quo, but it's a nerf to damage nonetheless.
WinterHeart626 wrote: »Ishtarknows wrote: »WinterHeart626 wrote: »I’m not sure it’s so much a nerf as all that.
If it’s going to make unstable wall go for 20 seconds instead of 10 and still deal the same dots over that time plus it’s usual explosion, I don’t see how that’s bad (please understand that’s what I’m reading into the notes).
I main a NB, so I’m more curious about the x2 duration on path. Depending on how that stacks out, I may just have a flex spot 😂
Degeneration on mages guild goes from 12 to 24 if the x2 duration sticks.
Dunno, I’m highly optimistic that perchance they’re going to be slightly better on timers. Otherwise I’m going to have to find some burst damage abilities or change over to an execution build with sheer venom 🤷🏻♂️
Edit: this does mean unstable wall might be replaced with its other morph (the unwanted stepchild) or not, because burst at the end, however the extra uptime = more procs of enchants just off those on enemies trapped within.
If unstable wall currently does, say 20k damage over 10 seconds that equals 2k damage per second but then if does that same 20k (or a little more as per the notes) over 20 seconds it'll only do 1k per second which is a damage nerf. Now, it will free up a single global cooldown which you might be able to fill with a harder hitting spammable and allow an overall damage status quo, but it's a nerf to damage nonetheless.
I see your point, that’s something to think on for sure. I’m curious what that means for Twisting path on nightblades then, it’s only a 4 second speed boost or something (and the main reason I keep it slotted, secondary is the added dots), guess I’ll have to start looking into what other goodies can be slotted over dots for veteran trials.
WinterHeart626 wrote: »I’m not sure it’s so much a nerf as all that.
If it’s going to make unstable wall go for 20 seconds instead of 10 and still deal the same dots over that time plus it’s usual explosion, I don’t see how that’s bad (please understand that’s what I’m reading into the notes).
I main a NB, so I’m more curious about the x2 duration on path. Depending on how that stacks out, I may just have a flex spot 😂
WinterHeart626 wrote: »I’m not sure it’s so much a nerf as all that.
If it’s going to make unstable wall go for 20 seconds instead of 10 and still deal the same dots over that time plus it’s usual explosion, I don’t see how that’s bad (please understand that’s what I’m reading into the notes).
I main a NB, so I’m more curious about the x2 duration on path. Depending on how that stacks out, I may just have a flex spot 😂
If this game wasn't so supercasual with trash fights lasting less than 10 (or even 5) seconds, this change could be considered good. After these changes I don't see any need to cast dots (other than backbar one to proc the enchant) if the fight ends much sooner than the dot itself.
For longer fights it's a cool change though.
MindOfTheSwarm wrote: »WinterHeart626 wrote: »Ishtarknows wrote: »WinterHeart626 wrote: »I’m not sure it’s so much a nerf as all that.
If it’s going to make unstable wall go for 20 seconds instead of 10 and still deal the same dots over that time plus it’s usual explosion, I don’t see how that’s bad (please understand that’s what I’m reading into the notes).
I main a NB, so I’m more curious about the x2 duration on path. Depending on how that stacks out, I may just have a flex spot 😂
Degeneration on mages guild goes from 12 to 24 if the x2 duration sticks.
Dunno, I’m highly optimistic that perchance they’re going to be slightly better on timers. Otherwise I’m going to have to find some burst damage abilities or change over to an execution build with sheer venom 🤷🏻♂️
Edit: this does mean unstable wall might be replaced with its other morph (the unwanted stepchild) or not, because burst at the end, however the extra uptime = more procs of enchants just off those on enemies trapped within.
If unstable wall currently does, say 20k damage over 10 seconds that equals 2k damage per second but then if does that same 20k (or a little more as per the notes) over 20 seconds it'll only do 1k per second which is a damage nerf. Now, it will free up a single global cooldown which you might be able to fill with a harder hitting spammable and allow an overall damage status quo, but it's a nerf to damage nonetheless.
I see your point, that’s something to think on for sure. I’m curious what that means for Twisting path on nightblades then, it’s only a 4 second speed boost or something (and the main reason I keep it slotted, secondary is the added dots), guess I’ll have to start looking into what other goodies can be slotted over dots for veteran trials.
DoT’s that provide buffs will still be useful, Caltrops/Trap etc. but expecting to deal good DPS on DoT’s isn’t going to work at all.
Furthermore, I wonder if this will make Thaumaturge and Deadly Strike pointless or meta. And as said above 33% damage nerf to each tick is absurd.
DoT builds are my favourite build to play in most games as they differ from what most players go for, but with this change I’m seriously considering quitting ESO for good. There is little left. Each patch brings builds closer together and each build feels the same as a result. It’s taking variety out of the game and that just leads to boredom.
MindOfTheSwarm wrote: »WinterHeart626 wrote: »I’m not sure it’s so much a nerf as all that.
If it’s going to make unstable wall go for 20 seconds instead of 10 and still deal the same dots over that time plus it’s usual explosion, I don’t see how that’s bad (please understand that’s what I’m reading into the notes).
I main a NB, so I’m more curious about the x2 duration on path. Depending on how that stacks out, I may just have a flex spot 😂
If this game wasn't so supercasual with trash fights lasting less than 10 (or even 5) seconds, this change could be considered good. After these changes I don't see any need to cast dots (other than backbar one to proc the enchant) if the fight ends much sooner than the dot itself.
For longer fights it's a cool change though.
But it isn't though. It will still end up a net dps loss. total damage on a DoT does not matter. Imagine you had a DoT hypothetically that dealt a million damage but it lasted a million seconds. It would never get used despite its total damage.
If that is a silly example then think of it like this,
10 second DoT deals 1000 Damage total. 100 per tick.
20 second DoT deals 1500 Damage total. 75 per tick.
The first option is more favorable as after 10 seconds you cast it again, ending up with 2000 damage total.
This extended duration on DoT's is a stealth nerf to global damage and everyone's parses are going down by about 33% when you include the Light Attack nerf. This means if before you were dealing 70k, now you'll be dealing 46k. This is a huge nerf.
I appreciate the concern that this will increase damage then reduce all spammables by 8% to counter the increase in their use in rotations from refreshing DoTs less.
Urzigurumash wrote: »
MindOfTheSwarm wrote: »Furthermore, I wonder if this will make Thaumaturge and Deadly Strike pointless or meta. And as said above 33% damage nerf to each tick is absurd.
Urzigurumash wrote: »
Random number generator.
No, in all seriousness if you consider a boss fight to be 3 minutes then we get 180 ability uses in that time.
With 4 DoTs lasting 10 seconds each that's 72 DoT GCDs and 108 Spammable GCDs
With the new application we'd only require 28 DoT GCDs leaving us 152 Spammable GCDs
Old Method: 72 full dots at 1.5 spammable damage + 108 spammables spammed = 216 spammables damage
New Method: Same dot damage of 108 + 152 spammables used = 260 spammables damage
So it'd end up being 260/216 or a 20% increase, which means a 16% reduction would be required. Only then we have to remember Light Attacks are going to be 10% worse off (as in going from 20% of total damage to 10%), apparently, which means the 8% reduction in spammable would keep us approximately at the same level of damage output. (since they design dots to be 150% over 10 of the spammable)
Urzigurumash wrote: »Urzigurumash wrote: »
Random number generator.
No, in all seriousness if you consider a boss fight to be 3 minutes then we get 180 ability uses in that time.
With 4 DoTs lasting 10 seconds each that's 72 DoT GCDs and 108 Spammable GCDs
With the new application we'd only require 28 DoT GCDs leaving us 152 Spammable GCDs
Old Method: 72 full dots at 1.5 spammable damage + 108 spammables spammed = 216 spammables damage
New Method: Same dot damage of 108 + 152 spammables used = 260 spammables damage
So it'd end up being 260/216 or a 20% increase, which means a 16% reduction would be required. Only then we have to remember Light Attacks are going to be 10% worse off (as in going from 20% of total damage to 10%), apparently, which means the 8% reduction in spammable would keep us approximately at the same level of damage output. (since they design dots to be 150% over 10 of the spammable)
Thanks for that, nice to see some actual quantitative analysis.
For PvP a differential of 16% sounds much better, but even that might be insufficient to make more DoTs worth slotting.
I did enjoy Carve in PvP for those several patches where its damage stacked.
MindOfTheSwarm wrote: »Its honestlUrzigurumash wrote: »Urzigurumash wrote: »
Random number generator.
No, in all seriousness if you consider a boss fight to be 3 minutes then we get 180 ability uses in that time.
With 4 DoTs lasting 10 seconds each that's 72 DoT GCDs and 108 Spammable GCDs
With the new application we'd only require 28 DoT GCDs leaving us 152 Spammable GCDs
Old Method: 72 full dots at 1.5 spammable damage + 108 spammables spammed = 216 spammables damage
New Method: Same dot damage of 108 + 152 spammables used = 260 spammables damage
So it'd end up being 260/216 or a 20% increase, which means a 16% reduction would be required. Only then we have to remember Light Attacks are going to be 10% worse off (as in going from 20% of total damage to 10%), apparently, which means the 8% reduction in spammable would keep us approximately at the same level of damage output. (since they design dots to be 150% over 10 of the spammable)
Thanks for that, nice to see some actual quantitative analysis.
For PvP a differential of 16% sounds much better, but even that might be insufficient to make more DoTs worth slotting.
I did enjoy Carve in PvP for those several patches where its damage stacked.
Total damage increase means nothing. Damsge per tick is only what matters when it comes to DoT’s. Especially when they can be purged by clicking one button.
Urzigurumash wrote: »
Random number generator.
No, in all seriousness if you consider a boss fight to be 3 minutes then we get 180 ability uses in that time.
With 4 DoTs lasting 10 seconds each that's 72 DoT GCDs and 108 Spammable GCDs
With the new application we'd only require 28 DoT GCDs leaving us 152 Spammable GCDs
Old Method: 72 full dots at 1.5 spammable damage + 108 spammables spammed = 216 spammables damage
New Method: Same dot damage of 108 + 152 spammables used = 260 spammables damage
So it'd end up being 260/216 or a 20% increase, which means a 16% reduction would be required. Only then we have to remember Light Attacks are going to be 10% worse off (as in going from 20% of total damage to 10%), apparently, which means the 8% reduction in spammable would keep us approximately at the same level of damage output. (since they design dots to be 150% over 10 of the spammable)
There is so many problems with those changes...
Overall damage doesnt change in this situation. But damage of DoTs went down by around 33%. We make up for this with amount of spammables but... DoT are a lot weaker. So sets that buff spammables (for example Point Blank Shot for Snipe) will become stronger while sets that buff DoTs will become... well... useless.
Urzigurumash wrote: »@MindOfTheSwarm Copy and paste your suggestion from the Combat Preview here?