Healing an ally within 12 meters with a Direct Heal creates a 15 meter tether between you for 10 seconds. This effect can occur once every 15 seconds. You and allies touching the tether are healed every second, scaling off the higher of your Max Magicka or Stamina. If you or an ally is overhealed by the tether, they gain Minor Heroism for 1.5 seconds.
propertyOfUndefined wrote: »I don't think Snake in the Stars will be as overpowered as most seem to think. It can be applied to a single target every 12 seconds. That means if you throw razor caltrops at a crowd (affecting them with major breach), you manage to affect just 1 of those players with the set's debuff. If the damage is also cut in half by battle spirit the way I think it is, then it basically just cancels out the effect of a single HoT like vigor for 6 secs.
I think it'll be a good, niche set, but far from over the top.
While it is true that these are all buffs that have few sources, the sources are commonly seen from consumables that many people will already have in groups from tripots already. Conversely, there's a lot of ability sources for the minor versions of these buffs, but people may not be running those morphs as they underperform.
I propose the ability for the wearer to change these Major buffs into Minor buffs through crouching, much like how Spaulder can activate/deactivate through crouching. This will increase the versatility of this item by allowing it to satisfy certain niches without increasing its power by any large measure.
I don't know if people will use this item in its current state, it seems very unlikely at the high end even with this change.
Assuming this tether always persists, the downtime between tethers makes this an unappealing set to run over sets like Pillager's for the sake of ult regen. Due to the fact that the tether can also break, that depreciates its value further, even with the heal. I would consider making the proc timer be 12 seconds (the minor heroism buff can last for 1.5 seconds after the tether ends, having a theoretical 11.5s/15s*100% uptime, yet still underperforming).
This would have made an excellent monster helm set bonus-certainly better than the Roksa set which I doubt will be used by many- but healers have to be selective about what they put on. This set will probably be like Phoenix Moth Theurge- obscure and forgotten quickly.
Thecompton73 wrote: »Snake in the Stars is meant to punish using healing over time skills/passives/sets but the way it is currently set up affects solo and small group players that might only have 1 or 2 sources of HOTS much more harshly than those that run around with 4 to 5+ up at any given time.
My fix would be to reduce the cool down on the damage to 0.25 seconds while at the same time lowering the amount from 2800 to around 700-900 per tick. This would allow the set to rightfully punish stacking 4-5 healing effects per second, thus doing about the same damage per second as at current levels or perhaps a bit more, while greatly reducing it's effectiveness against builds only running 1 or 2 sources of healing over time.
That would be trivially shrugged off by individuals making it entirely useless in smaller fights. If anything, buff this set to the sky, 50% uptime is not enough to put a dent in the tank meta. Remember Soldier of Anguish? Me either. Every time something might threaten the tank meta, we see too many players afraid of dying in a video game (not directed at you).Thecompton73 wrote: »My fix would be to reduce the cool down on the damage to 0.25 seconds while at the same time lowering the amount from 2800 to around 700-900 per tick.
xylena_lazarow wrote: »That would be trivially shrugged off by individuals making it entirely useless in smaller fights. If anything, buff this set to the sky, 50% uptime is not enough to put a dent in the tank meta. Remember Soldier of Anguish? Me either. Every time something might threaten the tank meta, we see too many players afraid of dying in a video game (not directed at you).Thecompton73 wrote: »My fix would be to reduce the cool down on the damage to 0.25 seconds while at the same time lowering the amount from 2800 to around 700-900 per tick.
acastanza_ESO wrote: »I would like to propose an alternative to the Snake in the Stars set, that rather than punishing healing directly instead punishes overhealing, and in a way that is designed to specifically target overhealing through many stacked HOTs.
Rather than dealing damage up front when you heal, instead; if you're overhealed while under the effect of Star Venom all active HOT effects are removed and you take some amount of Oblivion damage that scales (up to a reasonably punishing max health%) based on the number of HOTs that were removed.
This way, there is still an effect on solo players but just purging your vigor and your radiating and taking say 10% health damage wouldn't be nearly as oppressive as the set currently, and someone rolling in a ballgroup with 12 radiatings and 12 vigors going would have all of that purged and potentially take a pretty massive amount of damage (say, 65%).
I think something like this would do a significantly more effective job of providing a set to target the extreme-heal-stacking gameplay that is ongoing and bad for game health. It would also provide a counter to some of the other proposed sets that give extremely strong proc effects that proc off of overhealing. Groups would actually have to consider if those overheal procs are worth the risk rather than them being automatically "yes please, lets make this immortal constantly overhealed group even stronger, thanks".
If you could, please pass this suggestion along @ZOS_Kevin. I really appreciate the time you've taken recently to actually engage in dialogue with us and the combat team about our feedback and concerns. It's extremely welcome.
YandereGirlfriend wrote: »We NEED to talk about the new Akatosh CC set.
This set is going to be absolutely oppressive if it goes live in its current form.
Currently, the snare effect has NO COOLDOWN and can be spammed on the same target for 100% uptime (on a 70% snare!) if a small handful of players are daisy-chaining the set effect on cooldown. Yes, the effect can be blocked, but if you face a number of opponents wearing this set then you will spend so much time blocking its effect that you may as well be rooted/snared.
I would also note that this set effect is COMPLETELY UNCAPPED which means that it can hit more than the typical "negative effect set cap" of 6 targets. So it WILL stun and snare any and all opponents that are in its massive 12-meter radius.
WHAT NEEDS TO HAPPEN TO FIX THIS SET:
Option A: The snare effect is made to be predicated upon the Stun actually hitting. This gives the target an intrinsic 7-second immunity window (e.g. when on Hard-CC cooldown after being Stunned [and snared]) and also allows for counterplay in the form of Immovability Potions/Poisons, etc.
Option B: There needs to be a cooldown placed upon the TARGET of this set like there is for Plaguebreak and a few other, primarily PvP sets. This would break the currently oppressive ability for the snare to be daisy-chained together on a target for a state of permanent snaring.
Either of these changes would fix the problem while still preserving the spirit of this otherwise cool set.
For anyone who had not previously thought about the implications of this set: imagine being a solo or small-scale player and getting permanently 70% snared by a handful of players within a larger zerg that are wearing this set. Because that is the future if this set goes live. It is a zerg-buffing tool that will seriously infringe upon the gameplay of solos as well as any smaller groups.
acastanza_ESO wrote: »I would like to propose an alternative to the Snake in the Stars set, that rather than punishing healing directly instead punishes overhealing, and in a way that is designed to specifically target overhealing through many stacked HOTs.
Rather than dealing damage up front when you heal, instead; if you're overhealed while under the effect of Star Venom all active HOT effects are removed and you take some amount of Oblivion damage that scales (up to a reasonably punishing max health%) based on the number of HOTs that were removed.
This way, there is still an effect on solo players but just purging your vigor and your radiating and taking say 10% health damage wouldn't be nearly as oppressive as the set currently, and someone rolling in a ballgroup with 12 radiatings and 12 vigors going would have all of that purged and potentially take a pretty massive amount of damage (say, 65%).
I think something like this would do a significantly more effective job of providing a set to target the extreme-heal-stacking gameplay that is ongoing and bad for game health. It would also provide a counter to some of the other proposed sets that give extremely strong proc effects that proc off of overhealing. Groups would actually have to consider if those overheal procs are worth the risk rather than them being automatically "yes please, lets make this immortal constantly overhealed group even stronger, thanks".
If you could, please pass this suggestion along @ZOS_Kevin. I really appreciate the time you've taken recently to actually engage in dialogue with us and the combat team about our feedback and concerns. It's extremely welcome.