The set itself is not a problem its the situation that it creates.
CC is an extremally powerful tool in a game. Just the CC by itself is strong enough for this set to be used by groups.
In the game I want you to look a keep defense. You will see most of the people there defending are probably not even in a group they are just there defending the best they can. I want you to look at the health of these players. In PVP especially in AD you see people running around with 23k health all the time. Why because this is good health in PVE. In keep fights most of these people do not fight and die they defend and run. They are all just pulled into a ball and are insta killed. These guys stood no threat lol. Any organized group would have destroyed them but instead of giving them a chance to use abilities you pulled them in a little bomb and insta killed them. Due to low health it does not matter if you block or not. This is not healthy for the PVP community and deters people from staying in PVP.
Last night in a keep fight as a blue group zerg came into a keep. This zerg outnumbered its defenders 2 to 1. I saw 7 DC animations. There was no zerg in the keep they used it on Guards and a few randoms that are trying to get into the door.
PVP will only use sets that are effective stop trying to push the fact that this set is not effective when it dominates the PVP scene atm. Its CC contribution is powerful tool that almost every organized group utilizes right now.
https://youtu.be/pofDzV_l3Rk JustAGoodPlayer wrote: »This set was not nerfed in the right way. This set is still going to be the go to set in PVP. Every ball group will run it, every small effective group will run it. Its just to good still. On paper it still provides tons of utility. The new 25 sec cool down its sounds pretty bad but its really nothing. This set is part of the current meta, this nerf does nothing to that.
People are going to say its easy to avoid, its crap! Guess what if it is so bad how come every ball group runs it. Every serious 4-8 man runs it. Its a a easy AP curb stomp.
Multiple people in ball groups run this set 25 secs is not enough and not the right way to nerf the set. (Radius change would be best or take away some of the utility of the set) 25 secs will actually hurt the smaller groups not the ball or multi-ball groups.
This set is not competive and it actually hurts the fun in running organized grouping. I so tired of fighting on pulls! If you attack another ball group and lets say both use it who every pulls in a stealth archer with 20k health wins lol.. This is not a good way to win.
This set is not even a problem if you can press block in 2 seconds you can see the animation )
So player who can not press a block and have 2 seconds for that ask to nerf set ?
OK ! Lags are problem, some times you even do not see animation.
True - it is a problem !
But fix lag problem than, what set did to you?
TechMaybeHic wrote: »JustAGoodPlayer wrote: »This set was not nerfed in the right way. This set is still going to be the go to set in PVP. Every ball group will run it, every small effective group will run it. Its just to good still. On paper it still provides tons of utility. The new 25 sec cool down its sounds pretty bad but its really nothing. This set is part of the current meta, this nerf does nothing to that.
People are going to say its easy to avoid, its crap! Guess what if it is so bad how come every ball group runs it. Every serious 4-8 man runs it. Its a a easy AP curb stomp.
Multiple people in ball groups run this set 25 secs is not enough and not the right way to nerf the set. (Radius change would be best or take away some of the utility of the set) 25 secs will actually hurt the smaller groups not the ball or multi-ball groups.
This set is not competive and it actually hurts the fun in running organized grouping. I so tired of fighting on pulls! If you attack another ball group and lets say both use it who every pulls in a stealth archer with 20k health wins lol.. This is not a good way to win.
This set is not even a problem if you can press block in 2 seconds you can see the animation )
So player who can not press a block and have 2 seconds for that ask to nerf set ?
OK ! Lags are problem, some times you even do not see animation.
True - it is a problem !
But fix lag problem than, what set did to you?
Regardless of power or counter, DC is just obnoxious and disruptive to any file of combat. That's a problem. Single target pulls are not exactly effective but obnoxious. Now you throw that into one of the largest AOEs, and stun AFTER the pull? Killing or not; that is overly powerful as far as disruption.
JustAGoodPlayer wrote: »This set was not nerfed in the right way. This set is still going to be the go to set in PVP. Every ball group will run it, every small effective group will run it. Its just to good still. On paper it still provides tons of utility. The new 25 sec cool down its sounds pretty bad but its really nothing. This set is part of the current meta, this nerf does nothing to that.
People are going to say its easy to avoid, its crap! Guess what if it is so bad how come every ball group runs it. Every serious 4-8 man runs it. Its a a easy AP curb stomp.
Multiple people in ball groups run this set 25 secs is not enough and not the right way to nerf the set. (Radius change would be best or take away some of the utility of the set) 25 secs will actually hurt the smaller groups not the ball or multi-ball groups.
This set is not competive and it actually hurts the fun in running organized grouping. I so tired of fighting on pulls! If you attack another ball group and lets say both use it who every pulls in a stealth archer with 20k health wins lol.. This is not a good way to win.
This set is not even a problem if you can press block in 2 seconds you can see the animation )
So player who can not press a block and have 2 seconds for that ask to nerf set ?
OK ! Lags are problem, some times you even do not see animation.
True - it is a problem !
But fix lag problem than, what set did to you ?
TechMaybeHic wrote: »JustAGoodPlayer wrote: »This set was not nerfed in the right way. This set is still going to be the go to set in PVP. Every ball group will run it, every small effective group will run it. Its just to good still. On paper it still provides tons of utility. The new 25 sec cool down its sounds pretty bad but its really nothing. This set is part of the current meta, this nerf does nothing to that.
People are going to say its easy to avoid, its crap! Guess what if it is so bad how come every ball group runs it. Every serious 4-8 man runs it. Its a a easy AP curb stomp.
Multiple people in ball groups run this set 25 secs is not enough and not the right way to nerf the set. (Radius change would be best or take away some of the utility of the set) 25 secs will actually hurt the smaller groups not the ball or multi-ball groups.
This set is not competive and it actually hurts the fun in running organized grouping. I so tired of fighting on pulls! If you attack another ball group and lets say both use it who every pulls in a stealth archer with 20k health wins lol.. This is not a good way to win.
This set is not even a problem if you can press block in 2 seconds you can see the animation )
So player who can not press a block and have 2 seconds for that ask to nerf set ?
OK ! Lags are problem, some times you even do not see animation.
True - it is a problem !
But fix lag problem than, what set did to you ?
Im not sure I'd be telling people about how easy they should do anything and then post that video.
JustAGoodPlayer wrote: »TechMaybeHic wrote: »JustAGoodPlayer wrote: »This set was not nerfed in the right way. This set is still going to be the go to set in PVP. Every ball group will run it, every small effective group will run it. Its just to good still. On paper it still provides tons of utility. The new 25 sec cool down its sounds pretty bad but its really nothing. This set is part of the current meta, this nerf does nothing to that.
People are going to say its easy to avoid, its crap! Guess what if it is so bad how come every ball group runs it. Every serious 4-8 man runs it. Its a a easy AP curb stomp.
Multiple people in ball groups run this set 25 secs is not enough and not the right way to nerf the set. (Radius change would be best or take away some of the utility of the set) 25 secs will actually hurt the smaller groups not the ball or multi-ball groups.
This set is not competive and it actually hurts the fun in running organized grouping. I so tired of fighting on pulls! If you attack another ball group and lets say both use it who every pulls in a stealth archer with 20k health wins lol.. This is not a good way to win.
This set is not even a problem if you can press block in 2 seconds you can see the animation )
So player who can not press a block and have 2 seconds for that ask to nerf set ?
OK ! Lags are problem, some times you even do not see animation.
True - it is a problem !
But fix lag problem than, what set did to you ?
Im not sure I'd be telling people about how easy they should do anything and then post that video.
What do not like on video ? I was not get killed in PVE sets that i was lazy to change - full devince.
Even after i get stuck by bug in roof )))
Even if enemy do not use it nothing really change - accult overload CP star is more problem, because the same ally with 16k HP do more damage to you than enemy, and such guys always stuck on you, even with out convergence
I'm not sure how to balance this set for PvP, but the nerf to 25 second cooldown really hurts its application for PvE.
It's currently a fantastic support set for my healer in dungeons, but with such a long cooldown, I'll probably get to use it only every third trash fight. As it's already pretty useless for boss fights, that makes it kinda crap.
Tevalicious wrote: »Our group has already stopped using dark con, and likely wont go back to it after the 25s cooldown. It doesn't preform well in GvGs, and there are better sets to use for pulls. Dark con really is not that big of a deal anymore. In GH NA its mainly used by zerg/pug guilds and bombers and it is quite east to counter. The 25s cooldown nerf is a balanced change that keeps it more geared toward solo or small group bombing.
StarOfElyon wrote: »Tevalicious wrote: »Our group has already stopped using dark con, and likely wont go back to it after the 25s cooldown. It doesn't preform well in GvGs, and there are better sets to use for pulls. Dark con really is not that big of a deal anymore. In GH NA its mainly used by zerg/pug guilds and bombers and it is quite east to counter. The 25s cooldown nerf is a balanced change that keeps it more geared toward solo or small group bombing.
Or just bombing everyone in battle grounds which is where it was always toxic.
GetAgrippa wrote: »StarOfElyon wrote: »Tevalicious wrote: »Our group has already stopped using dark con, and likely wont go back to it after the 25s cooldown. It doesn't preform well in GvGs, and there are better sets to use for pulls. Dark con really is not that big of a deal anymore. In GH NA its mainly used by zerg/pug guilds and bombers and it is quite east to counter. The 25s cooldown nerf is a balanced change that keeps it more geared toward solo or small group bombing.
Or just bombing everyone in battle grounds which is where it was always toxic.
My favorite is getting pulled into lava. So fun. Highly skilled gameplay.
This set was not nerfed in the right way. This set is still going to be the go to set in PVP. Every ball group will run it, every small effective group will run it. Its just to good still. On paper it still provides tons of utility. The new 25 sec cool down its sounds pretty bad but its really nothing. This set is part of the current meta, this nerf does nothing to that.
People are going to say its easy to avoid, its crap! Guess what if it is so bad how come every ball group runs it. Every serious 4-8 man runs it. Its a a easy AP curb stomp.
Multiple people in ball groups run this set 25 secs is not enough and not the right way to nerf the set. (Radius change would be best or take away some of the utility of the set) 25 secs will actually hurt the smaller groups not the ball or multi-ball groups.
This set is not competive and it actually hurts the fun in running organized grouping. I so tired of fighting on pulls! If you attack another ball group and lets say both use it who every pulls in a stealth archer with 20k health wins lol.. This is not a good way to win.
i think it needs to be a 'you can only be affected by this set every X seconds' not just a set cooldown. iirc, this doesnt respect the CC immunity/cooldown right? it should or needs a tweak to that maybe.
Billium813 wrote: »I'm not sure how to balance this set for PvP, but the nerf to 25 second cooldown really hurts its application for PvE.
I couldn't agree more on this! When they changed DC to remove the number of pull targets limit and scaled the dmg per target, I immediately started running in PvE for trash pulls and it's SOOO fun. Using on trash pulls and boss ads doesn't add much dps in all honesty, but the utility makes me love having it so much!It's currently a fantastic support set for my healer in dungeons, but with such a long cooldown, I'll probably get to use it only every third trash fight. As it's already pretty useless for boss fights, that makes it kinda crap.
Unfortunately, the cooldown nerf will make this unusable in PvE for exactly this reason. Right now I think the cooldown is almost in that sweetspot to reload between most trash pulls, but doubling it makes it only every 3 pulls. It already doesn't add much dps, so if you nerf the utility so you can't use it when you need it... its neutered in PvE imo.
Now, that's fine if you want to argue that this is a PvP set anyway and if it no longer is usable in PvE then tough break. But in my opinion, the cooldown nerf doesn't really fix the issue for PvP either! It feels like an easy attempt to fix (make it fire less often) a complex issue.
I have had it used on me alot in IC and BGs. The issue in PvP is the COMBO that DC is used with AND the inability to dodge it! When a random Dark Convergence goes off and there is no combo, the damage is almost never enough to do any real damage. Sure, its disorienting and a bit annoying, but it's not that bad. It pulls 3-4 people, everyone runs out, and the fight resumes. What I find the most annoying is that it goes off so quickly, you can't prepare for it.
How about this change?
Increase the radius to 12 meters, but increase the pull delay to 2 seconds. Make the AOE visual more obvious (sound and graphix) and make the pull roll dodge-able.
If I can see it coming and dodge roll out of the pull, I wont be hit by the follow up COMBO. If the point of the set is to combat zerg groups, I really don't think the whole zerg group will be able to dodge roll it. Most will not see it (cause when a Zerg is going on, its hard to see individual mechanics on screen) or be unable to dodge roll (they are running & dodging uses stam)
TechMaybeHic wrote: »
I wouldn't want it any bigger. As is, the annoying part is it is huge, and in some PvP fights with enough in a zerg using it, entire courtyards can get covered.
I can understand trying to nerf the set for PvP, but I feel that the cooldown nerf should only be active in a PvP. Why nerf PvE if that is not an issue?
Billium813 wrote: »I can understand trying to nerf the set for PvP, but I feel that the cooldown nerf should only be active in a PvP. Why nerf PvE if that is not an issue?
I mean, it is a PvP set...
though to be fair, what does that even mean in ESO? There isn't a restriction that it can only be used in PvP. It doesn't have content buffs like Trials gear (Aegis, Slayer) does. It seems to only really imply what it is INTENDED use is for and defend future changes being PvP reasons vs PvE focused.
But they also change "PvE" sets for PvP reasons... idk, it seems nebulous to me.
@ZOS, Make "vs player" a specific buff like Aegis/Slayer for dungeon monsters. We can fix alllll the issues that way.
and I say that as someone who uses it -- when i am facing big ball groups and my side just cant hang, i switch from PB to DC. im not great at bomb-killing people, but its a great stam drain that softens the enemy up for others to slam on them.
This set was not nerfed in the right way. This set is still going to be the go to set in PVP. Every ball group will run it, every small effective group will run it. Its just to good still. On paper it still provides tons of utility. The new 25 sec cool down its sounds pretty bad but its really nothing. This set is part of the current meta, this nerf does nothing to that.
People are going to say its easy to avoid, its crap! Guess what if it is so bad how come every ball group runs it. Every serious 4-8 man runs it. Its a a easy AP curb stomp.
Multiple people in ball groups run this set 25 secs is not enough and not the right way to nerf the set. (Radius change would be best or take away some of the utility of the set) 25 secs will actually hurt the smaller groups not the ball or multi-ball groups.
This set is not competive and it actually hurts the fun in running organized grouping. I so tired of fighting on pulls! If you attack another ball group and lets say both use it who every pulls in a stealth archer with 20k health wins lol.. This is not a good way to win.
This set proves that ZoS does not really support the PVP aspect of the game. To increase the time shows they do not understand how this is being used nor do they understand what is going on in PVP.
During the event last night every ball group or every organized group runs this set. Again no diversity at all in PVP. If a group is coming at you you know you are going to get pulled so you spread out, unless you are yourself in a ball group with 40k health. However everywhere you turn there are pulls.
The #1 complaint you get from trying to introduce people to PVP are the sets that are being used. DC is currently #1.