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.
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.
In a duel that may be OK. Godzilla made a sorc on PTS with Sithis, Draugrkin, Snake and Master DW. Pretty toxic. He duelled for 17 minutes before he killed whatever he was up against. A warden, I think. Anecdotal evidence for balance.Necrotech_Master wrote: »im actually kind of surprised that this set is a fixed amount of oblivion dmg, i know they did a pass on oblivion dmg stuff in the past which changed all of the oblivion stuff at the time was changed to be %hp based (sloads, knight slayer, and the enchantment)
then they did cp2.0 which added occult overload which was a fixed amount of oblivion dmg, then overbuffed, then almost overnerfed, but still does a fixed amount of oblivion dmgIncorrect. 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.
i think its going to heavily depend on the proc timing in that case, if you apply it right after the purge triggers, yeah its going to hurt, if you apply it just before the purge triggers, it will be useless
Yep. Like I already said in the preceding post. It actually rules out a lot of skills. Builds will change, favoring skills that don't have attached heals and using burst heals only along with passive tankiness. Templars can't Sweep, as if they would. This is actually the part that's really bad. How anti-natural playstyle the set is, not just Mara.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.
On top of just healing skills/sets, quite a few damage skills also add heals to you. Like Frags, swallow soul, flame lash, to name a few. All of those types of skills put you in potential situations where trying to attack an enemy will straight up kill you.
In a duel that may be OK. Godzilla made a sorc on PTS with Sithis, Draugrkin, Snake and Master DW. Pretty toxic. He duelled for 17 minutes before he killed whatever he was up against. A warden, I think. Anecdotal evidence for balance.Necrotech_Master wrote: »im actually kind of surprised that this set is a fixed amount of oblivion dmg, i know they did a pass on oblivion dmg stuff in the past which changed all of the oblivion stuff at the time was changed to be %hp based (sloads, knight slayer, and the enchantment)
then they did cp2.0 which added occult overload which was a fixed amount of oblivion dmg, then overbuffed, then almost overnerfed, but still does a fixed amount of oblivion dmgIncorrect. 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.
i think its going to heavily depend on the proc timing in that case, if you apply it right after the purge triggers, yeah its going to hurt, if you apply it just before the purge triggers, it will be useless
I am, however, concerned how it plays when everyone puts this on. You get focused, there will be 100% uptime. So I guess it will depend on how you feel about tanks or about players who can temporarily survive being focused. I don't think being helpless, because you can't heal, is a good way to die. Nothing personally kills my enjoyment more than knowing I have no counterplay. This is why people hate gankers for example. I want to die knowing that everything I did helped me to stay alive until the very last second and I don't want to be forced into vampire and new Mistform, in case that turns out to be the counter.
I guess shields, blocking, mobility (Streak, Mist Form, speed), cloak and burst heals only will be the counters. Is that good? I don't know. Ongoing healing keeps you able to brawl. I foresee more LoSing.
Like I said, I'm concerned about widespread use. I am not counting on a 12 second cooldown. I'm counting on being hit again and again. If you purge, you can presumably be hit again right away by a different player. Efficient Purge has always been a horribly expensive skill for a solo player to use and only purges 3 effects. No guarantee it will actually purge that particular one.Necrotech_Master wrote: »In a duel that may be OK. Godzilla made a sorc on PTS with Sithis, Draugrkin, Snake and Master DW. Pretty toxic. He duelled for 17 minutes before he killed whatever he was up against. A warden, I think. Anecdotal evidence for balance.Necrotech_Master wrote: »im actually kind of surprised that this set is a fixed amount of oblivion dmg, i know they did a pass on oblivion dmg stuff in the past which changed all of the oblivion stuff at the time was changed to be %hp based (sloads, knight slayer, and the enchantment)
then they did cp2.0 which added occult overload which was a fixed amount of oblivion dmg, then overbuffed, then almost overnerfed, but still does a fixed amount of oblivion dmgIncorrect. 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.
i think its going to heavily depend on the proc timing in that case, if you apply it right after the purge triggers, yeah its going to hurt, if you apply it just before the purge triggers, it will be useless
I am, however, concerned how it plays when everyone puts this on. You get focused, there will be 100% uptime. So I guess it will depend on how you feel about tanks or about players who can temporarily survive being focused. I don't think being helpless, because you can't heal, is a good way to die. Nothing personally kills my enjoyment more than knowing I have no counterplay. This is why people hate gankers for example. I want to die knowing that everything I did helped me to stay alive until the very last second and I don't want to be forced into vampire and new Mistform, in case that turns out to be the counter.
I guess shields, blocking, mobility (Streak, Mist Form, speed), cloak and burst heals only will be the counters. Is that good? I don't know. Ongoing healing keeps you able to brawl. I foresee more LoSing.
purge is still an option, due to the plaguebreak nerf (20 sec cooldown per target) it can be hard to get it on a lot of targets at once, and as long as you purge outside of a big group, the explosion barely hurts too
while purging is not as prevalent as it used to be, thats the most effective counter for any dot-based build, including this set
warden has the netch for purge but the difficulty with this is only purging 1 negative effect at a time
templar and necromancer are probably going to be the most difficult to keep this effect on because of bulk purging
if you only purge when the proc goes on you, then the alliance war efficient purge could be used by any toon since you would only need to hit it once every 12 sec when their cooldown is up, which is more than sustainable
Thecompton73 wrote: »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.
@OBJnoob: FWIW I'm in the camp that this set, in it's present form, is going to be toxic as f. It is Oblivion damage. It can't be mitigated. It is not affected by Battle Spirit. It's also been confirmed that it can be reapplied to a player every 6 seconds. All it takes is two players hunting down a single one. It IMO favors bigger groups over smaller ones. I don't know whether you remember Sloads. It was high Oblivion damage on it's release. No one liked that. It was one of the few occasions where ZOS nerfed the set after 6 weeks, e.g. before the usual 3 month window.
There are counters. If high health shielding sorcs work, that may be a counter, but they better not run Crit Surge. Or Polar Wind. Or Living Trellis. Or Swallow Soul. Or Vigor. Or Regeneration. Or <insert x>. Have you looked at your Vigor ticks? Are they even 2K in PvP? Meanwhile 2.8K Oblivion damage does what it says on the tin. Negating Vigor and then some. That's BS.
We've had anti-healing metas. There was Durok's Bane. There's Incap. This was more of a slow burn, but it also came to a head. At one point you could stack Major and Minor Defile with various amplifiers for something like 60% healing reduction on the target. People didn't like that. Granted that affected all your healing and Snake is capped, but at no point did it flat out invert a healing tick like Snake will do. I do not think people will like this. You effectively lose control of your character. If you run a heal, that should heal you, not do the opposite.
I think the meta we're in is actually kind of interesting. Healing is not that strong, but it can be stacked. It takes up bar space, at least as a solo player, for example when you replace some other skill with Vigor on your magicka build that already had heals. Hybridisation has made that possible, but I don't think individual heals are generally as strong as they have been in some older patches.
In my experience, damage metas don't last. Everyone who complains about a tank meta and looks for ZOS to fix it is, IMO, barking up the wrong tree. We had an extreme damage meta maybe 2 summers ago. It took a few weeks until everyone switched to Pariah or whatever the mitigation choice of the day was. IMO the majority of people do not like to die easily and they will always find ways of creating a tank meta whatever ZOS do. You're up against human nature.
When ZOS shift the goal post one way or the other, what that actually does is curtail the armor set selection that people will use. In a damage meta, people start wearing exclusively defensive sets. In an actual tank meta, people start wearing more offensive sets. You want a balanced meta where many sets, both offensive and defensive are viable. Of course Rallying Cry is having your cake and eating it, but you get the general idea.
Like I said, I'm concerned about widespread use. I am not counting on a 12 second cooldown. I'm counting on being hit again and again. If you purge, you can presumably be hit again right away by a different player. Efficient Purge has always been a horribly expensive skill for a solo player to use and only purges 3 effects. No guarantee it will actually purge that particular one.Necrotech_Master wrote: »In a duel that may be OK. Godzilla made a sorc on PTS with Sithis, Draugrkin, Snake and Master DW. Pretty toxic. He duelled for 17 minutes before he killed whatever he was up against. A warden, I think. Anecdotal evidence for balance.Necrotech_Master wrote: »im actually kind of surprised that this set is a fixed amount of oblivion dmg, i know they did a pass on oblivion dmg stuff in the past which changed all of the oblivion stuff at the time was changed to be %hp based (sloads, knight slayer, and the enchantment)
then they did cp2.0 which added occult overload which was a fixed amount of oblivion dmg, then overbuffed, then almost overnerfed, but still does a fixed amount of oblivion dmgIncorrect. 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.
i think its going to heavily depend on the proc timing in that case, if you apply it right after the purge triggers, yeah its going to hurt, if you apply it just before the purge triggers, it will be useless
I am, however, concerned how it plays when everyone puts this on. You get focused, there will be 100% uptime. So I guess it will depend on how you feel about tanks or about players who can temporarily survive being focused. I don't think being helpless, because you can't heal, is a good way to die. Nothing personally kills my enjoyment more than knowing I have no counterplay. This is why people hate gankers for example. I want to die knowing that everything I did helped me to stay alive until the very last second and I don't want to be forced into vampire and new Mistform, in case that turns out to be the counter.
I guess shields, blocking, mobility (Streak, Mist Form, speed), cloak and burst heals only will be the counters. Is that good? I don't know. Ongoing healing keeps you able to brawl. I foresee more LoSing.
purge is still an option, due to the plaguebreak nerf (20 sec cooldown per target) it can be hard to get it on a lot of targets at once, and as long as you purge outside of a big group, the explosion barely hurts too
while purging is not as prevalent as it used to be, thats the most effective counter for any dot-based build, including this set
warden has the netch for purge but the difficulty with this is only purging 1 negative effect at a time
templar and necromancer are probably going to be the most difficult to keep this effect on because of bulk purging
if you only purge when the proc goes on you, then the alliance war efficient purge could be used by any toon since you would only need to hit it once every 12 sec when their cooldown is up, which is more than sustainable
Tommy_The_Gun wrote: »I wonder what else (aside from healing skills) can trigger the proc.
1. If I have a proc set that heals me, will that healing also trigger Snake in the Stars ?
2. Will drinking a healing potion proc Snake in the Stars ?
3. Does health recovery (technically it is not "a healing" but it kinda is in practise) trigger Snake in the Stars ?
Out of curiosity, I checked my current sorc setup to see where I'd be like to take damage here:
Dark Conversion: Main sustain skill, will be forced to choose taking damage, on top of losing stamina, to gain mag back
Crystal Frag: Main burst skill (even worse for a player using this as a spammable and not just for the proc)
Radiating Regen: Will pretty much be countered by this set
Light's Champion: Also countered by the set
Restro Heavy: Could kill the user
Undaunted Synergy Passive: Activating a synergy could kill a player with this effect on them
Tri-stat potion
Or nightblade: Siphoning Attacks / Leeching Strikes. So innocent. Want to build 5 Merciless stacks. You're weaving every second, aren't you? No you won't. OK, let's drop that skill, but then you're not nerfing healing, you're nerfing sustain. Was that really the intention?Out of curiosity, I checked my current sorc setup to see where I'd be like to take damage here:
Dark Conversion: Main sustain skill, will be forced to choose taking damage, on top of losing stamina, to gain mag back
Crystal Frag: Main burst skill (even worse for a player using this as a spammable and not just for the proc)
Radiating Regen: Will pretty much be countered by this set
Light's Champion: Also countered by the set
Restro Heavy: Could kill the user
Undaunted Synergy Passive: Activating a synergy could kill a player with this effect on them
Tri-stat potion
Exactly. This goes for a lot of little behind the scenes heals that can add up, but don't amount to much on their own. Like I said, Leeching Strikes. Warden animal passive heal. Merciless Resolve heal - perhaps not weak, that one, but just goes to show that you will heal every second on many builds unless you consciously go out of your way to avoid that. Normally you do the opposite on PvP builds. It's such a slap in the face to players who actually know how to build.Necrotech_Master wrote: »i think that this will actually be much more problematic for people with weaker heals, you hit someone with radiating regeneration which is like 800 heal per tick and suddenly your buddy is now taking 2000 dmg per sec in oblivion because of the weak heal
Exactly. This goes for a lot of little behind the scenes heals that can add up, but don't amount to much on their own. Like I said, Leeching Strikes. Warden animal passive heal. Merciless Resolve heal - perhaps not weak, that one, but just goes to show that you will heal every second on many builds unless you consciously go out of your way to avoid that. Normally you do the opposite on PvP builds. It's such a slap in the face to players who actually know how to build.Necrotech_Master wrote: »i think that this will actually be much more problematic for people with weaker heals, you hit someone with radiating regeneration which is like 800 heal per tick and suddenly your buddy is now taking 2000 dmg per sec in oblivion because of the weak heal
No one seriously does that in PvP, do they?Exactly. This goes for a lot of little behind the scenes heals that can add up, but don't amount to much on their own. Like I said, Leeching Strikes. Warden animal passive heal. Merciless Resolve heal - perhaps not weak, that one, but just goes to show that you will heal every second on many builds unless you consciously go out of your way to avoid that. Normally you do the opposite on PvP builds. It's such a slap in the face to players who actually know how to build.Necrotech_Master wrote: »i think that this will actually be much more problematic for people with weaker heals, you hit someone with radiating regeneration which is like 800 heal per tick and suddenly your buddy is now taking 2000 dmg per sec in oblivion because of the weak heal
The rage from solo PVPers running Pale Order rings. When their healing mythic turns into a death sentence and they can do nothing to stop it mid fight...
The_one_i_seek wrote: »
Or nightblade: Siphoning Attacks / Leeching Strikes. So innocent. Want to build 5 Merciless stacks. You're weaving every second, aren't you? No you won't. OK, let's drop that skill, but then you're not nerfing healing, you're nerfing sustain. Was that really the intention?Out of curiosity, I checked my current sorc setup to see where I'd be like to take damage here:
Dark Conversion: Main sustain skill, will be forced to choose taking damage, on top of losing stamina, to gain mag back
Crystal Frag: Main burst skill (even worse for a player using this as a spammable and not just for the proc)
Radiating Regen: Will pretty much be countered by this set
Light's Champion: Also countered by the set
Restro Heavy: Could kill the user
Undaunted Synergy Passive: Activating a synergy could kill a player with this effect on them
Tri-stat potion
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. 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.
CameraBeardThePirate wrote: »This set would be balanced if and only if every class had access to a purge in their class kit. In that scenario, so long as the effect has a visual indicator there's plenty of counterplay. As it stand though, this will have a much larger effect on classes that don't have or can't easily run a purge. Might also be a set that's dead on arrival if Mara's remains un-nerfed, because Mara's completely negates this set regardless.
And Argonian potion passive too lolaccording to the tooltip even the orc passive unflinching rage should trigger the set... simply a joke.