MentalxHammer wrote: »The design decisions behind this set make no sense. It’s going to be extremely overpowered against small group players, and will be the best dueling set in the game. Essentially this will deal 3-4x the damage of every other DOT set in the game and ignore shields and mitigation. And the counter play… don’t heal??
Are we sure it's only one enemy at a time? I'm reading it as one stack per enemy not just one enemy.
(5 items) Applying a Major or Minor Debuff to an enemy applies Star Venom to them for 6 seconds. This effect can occur once every 12 seconds. Whenever an enemy with Star Venom is healed, they take 2848 Daedric Damage, up to once per second. An enemy can only be effected by one instance of Star Venom at a time.
Are we sure it's only one enemy at a time? I'm reading it as one stack per enemy not just one enemy.
(5 items) Applying a Major or Minor Debuff to an enemy applies Star Venom to them for 6 seconds. This effect can occur once every 12 seconds. Whenever an enemy with Star Venom is healed, they take 2848 Daedric Damage, up to once per second. An enemy can only be effected by one instance of Star Venom at a time.
acastanza_ESO wrote: »Are we sure it's only one enemy at a time? I'm reading it as one stack per enemy not just one enemy.
(5 items) Applying a Major or Minor Debuff to an enemy applies Star Venom to them for 6 seconds. This effect can occur once every 12 seconds. Whenever an enemy with Star Venom is healed, they take 2848 Daedric Damage, up to once per second. An enemy can only be effected by one instance of Star Venom at a time.
You can only apply Star Venom once every 12 seconds.
Once applied an enemy you have a 12 second cooldown before you can apply it again.
That enemy then has 6 seconds of the effect ticking whenever they heal (up to once per second).
I am curious how exactly this gets triggered for skills like Caltrops that apply their debuff in an AOE. My assumption would be that it just won't get applied and that it needs to be a direct target debuff.
Necrotech_Master wrote: »Are we sure it's only one enemy at a time? I'm reading it as one stack per enemy not just one enemy.
(5 items) Applying a Major or Minor Debuff to an enemy applies Star Venom to them for 6 seconds. This effect can occur once every 12 seconds. Whenever an enemy with Star Venom is healed, they take 2848 Daedric Damage, up to once per second. An enemy can only be effected by one instance of Star Venom at a time.
usually if the cooldown was per target, it would state so
plaguebreak has a similar condition, where they cannot be affected by it if they are already a plague carrier, but explicitly also says 20 sec cooldown per target
this one reads kind of the same, however it just says 12 sec cooldown, so that is 50% uptime, on 1 target at a time, and they cannot be stacked by multiple people (so if 2 people have the set, 1 person will proc, the other will not)
in a 2v1 situation, 2 people could keep 1 person constantly under this effect, but the 1 person could only have 50% uptime on 1 target, not both
the only reason i dont see this turning the tables on a ball group is that this proc is also likely purgeable, so even if the ballgroup was outnumbered 3:1, the effect both could be cleansed or doesnt last long enough to provide any meaningful effect
it will be very powerful against solo targets (again unless they can purge), so i possibly see it more as a tool to help kill troll tanks by hitting them with oblivion dmg when they try to heal, as they will likely be outnumbered and keep getting the proc on them
I'm surprised the set is receiving so much hate to be honest. I can see that it is probably very strong-- and hopefully the value will be adjusted if necessary-- but isn't this something we've all been asking for? A counter to healing?
I've never understood the desire to curtail ball groups. I mean if you wanna limit HoT stacks to 2 or 3 that's probably a smart suggestion-- but it is the ball groups that will coordinate to have exactly the limit of radiating regens and no more. Exactly the limit of echoing vigors and no more. Exactly the limit of every HoT in the game and no more.
Good ball groups will always run cyrodiil. That's fair, logical, AND balanced.
What this set does is make incredibly tanky solo targets killable. Which is the problem as I have always seen it-- good duelers can't kill each other because living is just so incredibly easy.
People see this set and they worry how it'll perform in 1vX. They worry how it'll perform in Xv1. Why worry about how balanced something is in unbalanced circumstances? Isn't it much more meaningful to see if it's balanced in balanced circumstances?
Necrotech_Master wrote: »I'm surprised the set is receiving so much hate to be honest. I can see that it is probably very strong-- and hopefully the value will be adjusted if necessary-- but isn't this something we've all been asking for? A counter to healing?
I've never understood the desire to curtail ball groups. I mean if you wanna limit HoT stacks to 2 or 3 that's probably a smart suggestion-- but it is the ball groups that will coordinate to have exactly the limit of radiating regens and no more. Exactly the limit of echoing vigors and no more. Exactly the limit of every HoT in the game and no more.
Good ball groups will always run cyrodiil. That's fair, logical, AND balanced.
What this set does is make incredibly tanky solo targets killable. Which is the problem as I have always seen it-- good duelers can't kill each other because living is just so incredibly easy.
People see this set and they worry how it'll perform in 1vX. They worry how it'll perform in Xv1. Why worry about how balanced something is in unbalanced circumstances? Isn't it much more meaningful to see if it's balanced in balanced circumstances?
well all the situations have to apply
in a 1v1, i think this set could potentially be a game changer
in a 1vX it will be garbage
in a Xv1 it will also be kind potent because the target will have it on them all the time
against a ball group theres too much healing this is enough to counter maybe 1 hot not 5-6, as well as being purgeable
the 2 cases i see this will be used the most:
- troll tank counter
- gank build (initial burst, apply star venom so the target cant effectively heal making it harder to recover and more likely to be executed)
Necrotech_Master wrote: »I'm surprised the set is receiving so much hate to be honest. I can see that it is probably very strong-- and hopefully the value will be adjusted if necessary-- but isn't this something we've all been asking for? A counter to healing?
I've never understood the desire to curtail ball groups. I mean if you wanna limit HoT stacks to 2 or 3 that's probably a smart suggestion-- but it is the ball groups that will coordinate to have exactly the limit of radiating regens and no more. Exactly the limit of echoing vigors and no more. Exactly the limit of every HoT in the game and no more.
Good ball groups will always run cyrodiil. That's fair, logical, AND balanced.
What this set does is make incredibly tanky solo targets killable. Which is the problem as I have always seen it-- good duelers can't kill each other because living is just so incredibly easy.
People see this set and they worry how it'll perform in 1vX. They worry how it'll perform in Xv1. Why worry about how balanced something is in unbalanced circumstances? Isn't it much more meaningful to see if it's balanced in balanced circumstances?
well all the situations have to apply
in a 1v1, i think this set could potentially be a game changer
in a 1vX it will be garbage
in a Xv1 it will also be kind potent because the target will have it on them all the time
against a ball group theres too much healing this is enough to counter maybe 1 hot not 5-6, as well as being purgeable
the 2 cases i see this will be used the most:
- troll tank counter
- gank build (initial burst, apply star venom so the target cant effectively heal making it harder to recover and more likely to be executed)
From a troll tank counter perspective, this would actually pair well with Sload's. Get an extra 1.5-2K oblivion damage on top of Snake's damage per second. Even for a build running 30K health, this set's 2848 damage + the 900 per second you would get against that health level, would be fairly decent. A nearly 4K dot on a player with those two sets. Very niche, but has some potential.
You're totally contradicting yourself. It's a problem for 1 person to survive 10 players but it's ok for a ball group to heal through the damage of 40-50 people chasing them around the inside of an unflagged keep while taking damage from oils, meatbags, scattershot and coldfire? Ballgroups don't win those fights with a numbers advantage, they win with a heal and buff stacking advantage. An optimized ballgroup in PvP is the equivalent to having a god mode cheat active, you can't unbalance what isn't even close to being balanced in the first place.But all the situations don't apply. Won't. Can't. All the situations will happen, sure, but it can't be expected to be balanced in all of them.
Will ball groups use this? Maybe. Probably, to some extent. Will it make them mow down players that would normally be able to kite and even try to X them in a tower for 5 minutes? Probably, to some extent.
Honestly I think we all have a hero complex. We want the game balanced so 1 person can have a fighting chance against 10. Anything that 10 can use to kill 1 is considered abusive. But that's wrong, isn't it? 1 person fighting 10 isn't balanced. 10 people mowing down 1 is balanced.
Things that honestly help 1 person fight against 10 are some of the most hated features of this game. Mist form, permablock, maras balm, plaguebreak, dark convergence, undeath, high health, corrosive.
The game would be in a better state of balance if we just let ballgroups be super strong (cuz they will be no matter what,) and tried to balance 1v1 scenarios.
Everybody ENJOYS the idea of people that run in large groups are bad players. They want to run out there and show them how bad they are. They don't think all these bad players deserve their numbers advantage.
But the truth is: a numbers advantage is the most fair thing in the world. And some of those groups AREN'T bad players. And there's absolutely no reason to try and UNbalance a game to make ego-players feel more like the Hero of Tamriel.
propertyOfUndefined wrote: »2800 should be cut in half with battle spirit.
propertyOfUndefined wrote: »6. Affected by battle spirit (unconfirmed), which means it will deal 1300 damage per second. That's not nothing, but it isn't anything to write home to mama about either.
acastanza_ESO wrote: »propertyOfUndefined wrote: »2800 should be cut in half with battle spirit.propertyOfUndefined wrote: »6. Affected by battle spirit (unconfirmed), which means it will deal 1300 damage per second. That's not nothing, but it isn't anything to write home to mama about either.
It is confirmed (at least on PTS) that is is not affected by Battle Spirit.
The set is currently crazy strong, at least in dueling/BGs testing.
This set is really going to hurt my vampire I imagine as well as other playstyles that heal over time like DK when doing damage with abilities like Burning Embers. They'll heal for the damage they do, but the vampire can't actually receive healing from other players.
So basically you're on your own getting slammed with high unmitigable damage every second whether you like it or not.
Thecompton73 wrote: »This set is really going to hurt my vampire I imagine as well as other playstyles that heal over time like DK when doing damage with abilities like Burning Embers. They'll heal for the damage they do, but the vampire can't actually receive healing from other players.
So basically you're on your own getting slammed with high unmitigable damage every second whether you like it or not.
The is going to hurt nearly every solo and small group build. The only builds that it won't nuke would be one's that solely rely on burst heals or run around in a group keeping up a constant 20-50K in hots.
As for your issue with a vamp not getting healing from others, untoggle frenzy, issue solved.
Incorrect. It is, in fact, the anti-Mara set. Mara purges every 15s at most. In the meantime it heals you for small amounts, less than 1K, up to every second. Every time it does that, you'll be hit with a 2.8K Oblivion proc.If it will be purged by mara's balm than it won't be very strong.