It does not show up as a debuff on the screen?
What it really needs is the caster CD removed. This set would be the perfect answer to the ball group/HOT stacking problem, if it could apply to multiple people at once or a different person every 1 second. The target cooldowns (you can only have one on you, you can only be hit by one every 12s) are fine, but the 12s caster CD (you can only apply it to one person every 12s) make it woefully insufficient to combat the primary thing it was designed to combat.
All they need to do is remove the line of highlighted text in the image below.
Billium813 wrote: »What it really needs is the caster CD removed. This set would be the perfect answer to the ball group/HOT stacking problem, if it could apply to multiple people at once or a different person every 1 second. The target cooldowns (you can only have one on you, you can only be hit by one every 12s) are fine, but the 12s caster CD (you can only apply it to one person every 12s) make it woefully insufficient to combat the primary thing it was designed to combat.
All they need to do is remove the line of highlighted text in the image below.
I'm really not a fan of sets like SitS being seen as the answer to what are otherwise endemic issues in PvP. HoT stacking has it's own thread: https://forums.elderscrollsonline.com/en/discussion/628144/should-hots-stack/p1, so I won't debate HoT issues here.
Also, I would much rather see SitS having a group scaling mechanic similar to Plaguebreak; or maybe even a reverse Ring of the Pale Order. I think removing the cool down only strengthens SitS to be used IN ball groups and makes it more predatory. If you want SitS to harm ball groups more than 2-3 random, ungrouped players (which I think is good), then the proc must incorporate the targets group.
Billium813 wrote: »What it really needs is the caster CD removed. This set would be the perfect answer to the ball group/HOT stacking problem, if it could apply to multiple people at once or a different person every 1 second. The target cooldowns (you can only have one on you, you can only be hit by one every 12s) are fine, but the 12s caster CD (you can only apply it to one person every 12s) make it woefully insufficient to combat the primary thing it was designed to combat.
All they need to do is remove the line of highlighted text in the image below.
I'm really not a fan of sets like SitS being seen as the answer to what are otherwise endemic issues in PvP. HoT stacking has it's own thread: https://forums.elderscrollsonline.com/en/discussion/628144/should-hots-stack/p1, so I won't debate HoT issues here.
Also, I would much rather see SitS having a group scaling mechanic similar to Plaguebreak; or maybe even a reverse Ring of the Pale Order. I think removing the cool down only strengthens SitS to be used IN ball groups and makes it more predatory. If you want SitS to harm ball groups more than 2-3 random, ungrouped players (which I think is good), then the proc must incorporate the targets group.
The set would absolutely impact ball groups more than ungrouped players if the CD was removed, because the players in those groups are actually receiving more than 10 ticks of healing per second at all times in combat. Your average ungrouped/zerg individual probably never gets more than 4-5 at the absolute maximum, and they need to happen at least 100MS apart to count is individual procs for the set. It is possible it would be used in ball groups without a CD, but it flat out would not be more powerful when used by them rather than against them.
I agree that sets are a bad way to fix balance problems - but they have made it very clear through their actions that this is how they intend to "solve" pvp balance issues moving forward. If we're stuck with this set as the solution, it should actually work to impact the people it needs to.
Billium813 wrote: »Billium813 wrote: »What it really needs is the caster CD removed. This set would be the perfect answer to the ball group/HOT stacking problem, if it could apply to multiple people at once or a different person every 1 second. The target cooldowns (you can only have one on you, you can only be hit by one every 12s) are fine, but the 12s caster CD (you can only apply it to one person every 12s) make it woefully insufficient to combat the primary thing it was designed to combat.
All they need to do is remove the line of highlighted text in the image below.
I'm really not a fan of sets like SitS being seen as the answer to what are otherwise endemic issues in PvP. HoT stacking has it's own thread: https://forums.elderscrollsonline.com/en/discussion/628144/should-hots-stack/p1, so I won't debate HoT issues here.
Also, I would much rather see SitS having a group scaling mechanic similar to Plaguebreak; or maybe even a reverse Ring of the Pale Order. I think removing the cool down only strengthens SitS to be used IN ball groups and makes it more predatory. If you want SitS to harm ball groups more than 2-3 random, ungrouped players (which I think is good), then the proc must incorporate the targets group.
The set would absolutely impact ball groups more than ungrouped players if the CD was removed, because the players in those groups are actually receiving more than 10 ticks of healing per second at all times in combat. Your average ungrouped/zerg individual probably never gets more than 4-5 at the absolute maximum, and they need to happen at least 100MS apart to count is individual procs for the set. It is possible it would be used in ball groups without a CD, but it flat out would not be more powerful when used by them rather than against them.
I agree that sets are a bad way to fix balance problems - but they have made it very clear through their actions that this is how they intend to "solve" pvp balance issues moving forward. If we're stuck with this set as the solution, it should actually work to impact the people it needs to.
the thought of players throwing 2-3 Unnerving Boneyard on a group and then the whole group melting... seems too strong for any one player to wield.