ForumBully wrote: »Purge spamming is a problem? Let's add a set.
Large groups not dying? Add a set.
Not enough good DoT pressure? Let's add sets.
Too many DoTs? Let's add a set to purge them.
Let's add sets for every reason possible to avoid looking at class balance problems and problematic game mechanics. And if the set we add causes a problem, we'll add a set for that next time.
Seems to me like the VERY most problematic sets are ones designed to tackle ballgroups. Not just sets but CP stars and abilities too. Proxy det, vicious death, occult overload, plaguebreak, dark convergence, blah blah blah.
I'm honestly scared you folks just talked the devs into turning Snake into one of them. We'll see what they come up with I guess. I would've preferred they just nerfed the damage but left the mechanic the way it is.
If this turns into some AoE sticky heal absorption or whatever... I mean, I dunno, we'll see. I think I like it single target-- really don't want yet another mine tossed into the battlefield. Player -v- Red Circles.
Hi all, just wanted to provide an update here. The dev team is looking into re-evaluating this set to do a better job at countering high incoming healing for shorter windows of time. They'll be investigate the duration, cooldown, and damage. If you have any additional feedback regarding these areas, let us know and we'll pass on the feedback.
TechMaybeHic wrote: »Feels this stuff is not thought through.
ForumBully wrote: »TechMaybeHic wrote: »Feels this stuff is not thought through.
Sums up the last 5 years
Ball groups will purge it, while solos will die not knowing what killed them. #BalancedThecompton73 wrote: »I am actually very impressed with the changes. The only thing more I could have asked them to do would have been to ramp the damage up the more times it hits per second. This iteration will still do more damage than healing taken when a solo player is using 2 small hots and while doing 11K damage per second for 4 seconds against heal stacking ball groups with a possible 25% uptime does sound promising I'm not sure a fully optimized group still won't get more healing than damage taken when they have so many buffs on them.
Tommy_The_Gun wrote: »Ball groups will purge it, while solos will die not knowing what killed them. #BalancedThecompton73 wrote: »I am actually very impressed with the changes. The only thing more I could have asked them to do would have been to ramp the damage up the more times it hits per second. This iteration will still do more damage than healing taken when a solo player is using 2 small hots and while doing 11K damage per second for 4 seconds against heal stacking ball groups with a possible 25% uptime does sound promising I'm not sure a fully optimized group still won't get more healing than damage taken when they have so many buffs on them.
I guess it is time to play no CP or other PvP game lol.
Tommy_The_Gun wrote: »Ball groups will purge it, while solos will die not knowing what killed them. #BalancedThecompton73 wrote: »I am actually very impressed with the changes. The only thing more I could have asked them to do would have been to ramp the damage up the more times it hits per second. This iteration will still do more damage than healing taken when a solo player is using 2 small hots and while doing 11K damage per second for 4 seconds against heal stacking ball groups with a possible 25% uptime does sound promising I'm not sure a fully optimized group still won't get more healing than damage taken when they have so many buffs on them.
I guess it is time to play no CP or other PvP game lol.
Panderbander wrote: »I like the direction this is going with a shorter duration, more procs per second, and a per-target cooldown, but I feel like for this set to really have the intended effect it shouldn't have a global 12 second cooldown in addition to the per-target cooldown.
What would you all think about having it similar to Plaguebreak where it applies to a single target per attack but the cooldown is purely target-based?
I personally feel like this would give it significantly more utility against ball groups or other tightly packed HOT stacking groups without making it oppressive against solo players.
Thecompton73 wrote: »
I certainly would be in favor of at least reducing the global cooldown since it will take as much uptime on as many members of a ballgroup as possible to really be effective and the 12 seconds might make it too niche to get enough players wearing it to achieve that.
Panderbander wrote: »Thecompton73 wrote: »
I certainly would be in favor of at least reducing the global cooldown since it will take as much uptime on as many members of a ballgroup as possible to really be effective and the 12 seconds might make it too niche to get enough players wearing it to achieve that.
Perhaps a 4 second global cooldown then, so you can always have one active at a time but never twice on the same player. That could be effective as well.
That, and still coming up with a meaningful 500 and first set in the game, which may otherwise be hard to do. It's an ever expanding cycle of counters and counter-counters.It seems to me like they try to solve the problems with sets sometimes because they don't want to nerf teamwork in an MMO.
Panderbander wrote: »So after testing this set on the PTS I can say that the damage is completely inconsequential now and the debuff doesn't last anywhere near long enough.
Thecompton73 wrote: »Gonna have to give us a bit more info about your testing methods and conditions before we can put any stock in your conclusions.
Panderbander wrote: »Thecompton73 wrote: »Gonna have to give us a bit more info about your testing methods and conditions before we can put any stock in your conclusions.
Tested against a single target in Cyrodiil stacking multiple hots on top of each other to maximize the number of procs of the Snake in the Stars set and to simulate HOT stacking as well as I could. The hots utilized were the following: Extended Ritual, Restoring Focus, Rapid Regeneration, Living Dark, Resolving Vigor, Ring of Preservation, the Grace of Gloom set, and the Almalexia's Mercy set. Earthgore was also equipped for testing but was never able to get the target low enough to proc it. This is obviously not the same extent that might be seen with a ball group but it is a significant number of individual healing events.
Overall, the healing easily outpaced the damage of the Snake in the Stars set, to the point that with just the set procced the target's health basically did not move. The set did proc quite a lot and it did provide a *very* small burst window but the duration was not long enough nor the damage high enough to truly take advantage of that window. If the intent of this set is to make it easier to break up heal stacking groups then the duration and damage miss the mark as it is currently iterated. It is my belief based on the testing I did that heal stacking will still be an incredibly robust strategy against this set. It's also worth noting that simultaneous or near simultaneous healing events will only proc the set once with the 100ms cooldown.
Interestingly, I did find that anything that provides healing absorption (the Soldier of Anguish set and the Psijic Time Stop ability) completely prevents Snake in the Stars from proccing, as it will only proc if the target's health actually increases.
EDIT: I should add that minor debuffs provided by status effects do not proc this set despite the set stating that it will proc off major or minor debuffs, meaning the Diseased, Chilled, Hemorrhaging, Concussed, and Sundered status effects will not proc Star Venom on your target despite providing minor defile, maim, mangle, vulnerability, and breach, respectively.
Necrotech_Master wrote: »(it might be ok if they uncapped how fast the oblivion dmg could apply, which in a ball group scenario could end up deleting someone if it was uncapped though)
Panderbander wrote: »Necrotech_Master wrote: »(it might be ok if they uncapped how fast the oblivion dmg could apply, which in a ball group scenario could end up deleting someone if it was uncapped though)
I'm not sure that it would. As it is right now it basically plays as an absorption with some incidental damage. The set on it's own won't kill anyone, it just provides a very small window to maybe kill someone with most of the heals being nullified due to the fact that it specifically only goes off on heals. The only way I could see it nuking someone is if the heals all ticked for something like 200-300 or less, and that was all the healing they received. A single burst heal negates any real damage done in that case.
If the duration is kept this short then either the damage needs increased or it needs to have the 100ms cooldown removed. Even beyond that, this having a 12 second global cooldown severely restricts its functionality. A single cooldown per player would be more than sufficient to prevent it from being too repressive.
Panderbander wrote: »Thecompton73 wrote: »Gonna have to give us a bit more info about your testing methods and conditions before we can put any stock in your conclusions.
Tested against a single target in Cyrodiil stacking multiple hots on top of each other to maximize the number of procs of the Snake in the Stars set and to simulate HOT stacking as well as I could. The hots utilized were the following: Extended Ritual, Restoring Focus, Rapid Regeneration, Living Dark, Resolving Vigor, Ring of Preservation, the Grace of Gloom set, and the Almalexia's Mercy set. Earthgore was also equipped for testing but was never able to get the target low enough to proc it. This is obviously not the same extent that might be seen with a ball group but it is a significant number of individual healing events.
Overall, the healing easily outpaced the damage of the Snake in the Stars set, to the point that with just the set procced the target's health basically did not move. The set did proc quite a lot and it did provide a *very* small burst window but the duration was not long enough nor the damage high enough to truly take advantage of that window. If the intent of this set is to make it easier to break up heal stacking groups then the duration and damage miss the mark as it is currently iterated. It is my belief based on the testing I did that heal stacking will still be an incredibly robust strategy against this set. It's also worth noting that simultaneous or near simultaneous healing events will only proc the set once with the 100ms cooldown.
Interestingly, I did find that anything that provides healing absorption (the Soldier of Anguish set and the Psijic Time Stop ability) completely prevents Snake in the Stars from proccing, as it will only proc if the target's health actually increases.
EDIT: I should add that minor debuffs provided by status effects do not proc this set despite the set stating that it will proc off major or minor debuffs, meaning the Diseased, Chilled, Hemorrhaging, Concussed, and Sundered status effects will not proc Star Venom on your target despite providing minor defile, maim, mangle, vulnerability, and breach, respectively.
It seems to me like they try to solve the problems with sets sometimes because they don't want to nerf teamwork in an MMO.
People refer to heal-stacking as being an exploit. What a strange outlook. But they'd be happy with the game itself forcing a handicap. So... Players playing good is toxic... But the game itself punishing people for grouping is healthy. Hmm. Sounds like the definition of unfair to me.
Necrotech_Master wrote: »edit: i saw you noted that status effects arent procing it, im not sure if thats cause the status effects are considered procs themselves or if there is some other issue at hand
if it was only per target, it would potentially be too easy to keep active on 1 target for longer periods of time