Wouldn't slotting a purge solve this issue? Or is your real complaint Sorcs streaking away? I agree that builds with good disengagement ability (streak, cloak, sprint) can be frustrating to fight, but if you can simply purge their damage they're no longer a danger and become just an annoyance. I learned this years ago during the dual-wield bleed build meta.
TechMaybeHic wrote: »Wouldn't slotting a purge solve this issue? Or is your real complaint Sorcs streaking away? I agree that builds with good disengagement ability (streak, cloak, sprint) can be frustrating to fight, but if you can simply purge their damage they're no longer a danger and become just an annoyance. I learned this years ago during the dual-wield bleed build meta.
Clense cp is only once every 24 sec. It only takes a few secs to reapply all the negative effects. The pressure from these procs are still to high for it to be as effective as you make it out to be.
I don't mean relying on the CP cleanse, but using an on-demand cleanse like Purge from the Support skill line. With the proliferation of DoTs, status effects, and siege damage I've reslotted this on many of my PvP toons. It's still a bit risky due to Plaguebreak but I don't ball up anyway so that risk is low.
Even still, you are recommending a 5k mag ability to combat a 3k stam cost. Less when they land the heavy attack for Maarselok. Elemental susceptibility included, you also likely have to purge twice or more.
And it's not a sorc thing we should focus on. It's the efficiency of those procs with very little cool down
I think the purge thing has more merit than you're giving it credit for. It isn't so much about who wins the sustain war or how they can re-apply pretty easily.
It's about momentarily stopping the pressure and applying a boatload of your own pressure. Because if there's one thing sorcs don't do well it's heal. And if there's one thing someone wearing dragons appetite , master DW, and Vate Destro also can't do it's heal.
I would think the method to combat this kind of procsorc would be to go all out on offense against them. And since they're primarily healing through crit surge, purging is going to do a lot for you.
But all of that academia and theorizing aside-- nerf the sets, obviously, not the sorcs.
SandandStars wrote: »to answer op’s question: never
new/cheese proc gear sells new chapters
end of story
caveat: vateshran staff is a widely abused proc crutch that’s fairly old… hmm
StaticWave wrote: »No offense, but anyone who says "purge them" clearly have no idea what they are talking about.
Wouldn't slotting a purge solve this issue? Or is your real complaint Sorcs streaking away? I agree that builds with good disengagement ability (streak, cloak, sprint) can be frustrating to fight, but if you can simply purge their damage they're no longer a danger and become just an annoyance. I learned this years ago during the dual-wield bleed build meta.
StaticWave wrote: »No offense, but anyone who says "purge them" clearly have no idea what they are talking about.
Im not offended... But I did already concede that point, so...
I'm just saying that if the person with the procs happens to not be quite as good as you then the counterplay is to purge and go all-out on offense because someone running ALL of these sets hasn't made a lot of room for defense-- particularly a sorc-- and if you force them to play defense not only will they not be able to immediately reapply but you might in fact win the fight.
So to be clear I'm not saying this will work-- I'm saying this is the strategy. I agree the procs are too strong. I agree they can be applied too easily.
But the last thing I said was "I'd rather have a purge than not have one." Because you can alleviate the pressure, perhaps conserve resources by not going on offense at all, and live if not kill them-- or even run away.
Plus it isn't like the days of old where only templars or someone with the alliance skill can purge. You can slot the CP purge which is broken and will purge you regardless of your HP. You can use maras balm. Or yes you can spend resources on it.
It's helpful to do so. There can be no argument about this, surely.
gariondavey wrote: »SandandStars wrote: »to answer op’s question: never
new/cheese proc gear sells new chapters
end of story
caveat: vateshran staff is a widely abused proc crutch that’s fairly old… hmm
Vate staff actually wasn't used that much for a year or 2 until they buffed the ever living heck out ele sus a few patches ago and now everyone and their grandma uses it. My grandma uses it and she doesn't even play eso.
So you're saying if two people of equal skill were to duel, both with these setups and being otherwise identical except one has a purge and one doesn't, that the guy with the purge would lose?
StarOfElyon wrote: »gariondavey wrote: »SandandStars wrote: »to answer op’s question: never
new/cheese proc gear sells new chapters
end of story
caveat: vateshran staff is a widely abused proc crutch that’s fairly old… hmm
Vate staff actually wasn't used that much for a year or 2 until they buffed the ever living heck out ele sus a few patches ago and now everyone and their grandma uses it. My grandma uses it and she doesn't even play eso.
I seem to recall it being popular out the gate. But there were so many procs coming out back then that Vate staff got pushed down the list. The vate 2h, wrothgars chill, plague break, dark convergence and more were all so busted that they outshined the vate staff.
I'm guessing ZOS didn't consider how good the playerbase is at finding these gaps in their attempts at balance.
Master dw should definitely be toned down but there is also hemorrhaging, specifically the debuff ZOS decided to slap on it like 2 years ago, minor mangle which is way too strong for a status rending spammers can keep a near 100% uptime on.
Landing one rending slashes shouldnt shave off 3.5-4k hp (on an average pvp build) right off the bat on top of the direct part, one of the strongest dots in the game and the hemorrhaging dot.
Master dw should definitely be toned down but there is also hemorrhaging, specifically the debuff ZOS decided to slap on it like 2 years ago, minor mangle which is way too strong for a status rending spammers can keep a near 100% uptime on.
Landing one rending slashes shouldnt shave off 3.5-4k hp (on an average pvp build) right off the bat on top of the direct part, one of the strongest dots in the game and the hemorrhaging dot.
Is minor mangle too strong though or do people just have too much HP? If the average HP were more like 25k instead of 35k then obviously minor mangle would do 1k less. I think minor mangle should maybe stay the same-- it's an interesting counter to max HP builds and, unlike oblivion damage, will actually debuff HP-scaling heals like Polar Wind.
And I'm not ignoring the fact that this is attached to a popular weapon skill augmented by an arena set... Or that the whole package is overpowered. I'd just rather see the set adjusted before the skill because I think the skill is fine.
And what isn't fine, frankly, is the average PvP build having 35-40k HP as you referenced.
@Necrotech_Master Sorry but I already know that and I'm not sure what you're asking or telling me. The person I responded to mentioned how everybody has 35k+ HP. They didn't mention what level of mangling they would find suitable. I was proposing that 25k health might be alright. 10k, as you brought up, would be less still... But I personally don't feel it needs to go that far, and I'm still awaiting their response.
Also... You can say mangle counters toughness or toughness counters mangle. Nevertheless, the warden IS going to have toughness. I'm just saying mangle is a counter to this. And other HP scaling skills.
@Necrotech_Master Oh I see the problem. You thought I said it'd do 1k. If you read again you'll see I said it'd do 1k LESS (than if the target had 35k HP.)
Master dw should definitely be toned down but there is also hemorrhaging, specifically the debuff ZOS decided to slap on it like 2 years ago, minor mangle which is way too strong for a status rending spammers can keep a near 100% uptime on.
Landing one rending slashes shouldnt shave off 3.5-4k hp (on an average pvp build) right off the bat on top of the direct part, one of the strongest dots in the game and the hemorrhaging dot.
Is minor mangle too strong though or do people just have too much HP? If the average HP were more like 25k instead of 35k then obviously minor mangle would do 1k less. I think minor mangle should maybe stay the same-- it's an interesting counter to max HP builds and, unlike oblivion damage, will actually debuff HP-scaling heals like Polar Wind.
And I'm not ignoring the fact that this is attached to a popular weapon skill augmented by an arena set... Or that the whole package is overpowered. I'd just rather see the set adjusted before the skill because I think the skill is fine.
And what isn't fine, frankly, is the average PvP build having 35-40k HP as you referenced.
StaticWave wrote: »Master dw should definitely be toned down but there is also hemorrhaging, specifically the debuff ZOS decided to slap on it like 2 years ago, minor mangle which is way too strong for a status rending spammers can keep a near 100% uptime on.
Landing one rending slashes shouldnt shave off 3.5-4k hp (on an average pvp build) right off the bat on top of the direct part, one of the strongest dots in the game and the hemorrhaging dot.
Is minor mangle too strong though or do people just have too much HP? If the average HP were more like 25k instead of 35k then obviously minor mangle would do 1k less. I think minor mangle should maybe stay the same-- it's an interesting counter to max HP builds and, unlike oblivion damage, will actually debuff HP-scaling heals like Polar Wind.
And I'm not ignoring the fact that this is attached to a popular weapon skill augmented by an arena set... Or that the whole package is overpowered. I'd just rather see the set adjusted before the skill because I think the skill is fine.
And what isn't fine, frankly, is the average PvP build having 35-40k HP as you referenced.
Minor Mangle is definitely too strong, but against normal builds. The problem with ZOS giving out debuffs to counter specific builds is it hurts normal builds more than the one it's intended to counter.
For example, let's say I can deal 10k burst damage (which is not even that high in today's meta), and my targets are a 25k HP player and a 35k HP one. That 10k burst will chunk 40% of the 25k HP player, and 28.57% of the 35k HP player. With Minor Mangle applied, the 25k HP player now has 22.5k HP, and the 35k HP player now has 31.5k HP. With that same burst, I will now chunk 44.44% of the 25k HP player, and 31.75% of the 35k HP player. This means that the 25k HP experiences a 4.44% increase in HP loss compared to a 3.18% increase for the 35k HP player. A 45k HP player will only experience a 2.47% increase in HP loss.
What I'm saying is, the more HP someone has, the less effect Minor Mangle has on them. This has always been the case historically too when Major and Minor Defile had a 30% and 15% value. These debuffs were designed to counter high healing builds, but in actuality, it hurt builds with lower healing more.
That's why I don't support bringing back Major Defile or introducing debuffs to counter a specific mechanic. What it does is hurt the builds that don't use that mechanic more than the actual build it's designed to counter. What ZOS could do though, is just lower the HP cap and remove Minor Mangle. It's much healthier for the game that way.
Wouldn't slotting a purge solve this issue? Or is your real complaint Sorcs streaking away? I agree that builds with good disengagement ability (streak, cloak, sprint) can be frustrating to fight, but if you can simply purge their damage they're no longer a danger and become just an annoyance. I learned this years ago during the dual-wield bleed build meta.
It seems to me like this is just a trickery of math. And to be clear-- I DON'T mean that you're trying to trick anybody, and I don't mean your math is wrong. I just think percentages are a bad way to compare.
The target who had 35k HP now has 31.5k. Minor mangle stole 3.5k from them. The target who had 25k HP now has 22.5k, having lost 2.5k. Minor mangle effected the player with more HP the most. Whatever percentage of their health is taken by a subsequent burst is irrelevant, because we're no longer talking about mangle, and also because it's a mathematical given that the 10k burst will become a greater and greater percentage of ones overall health as that health becomes smaller and smaller. But the mangle never changed value nor became responsible for the burst.
Now there ARE some other factors to consider, about when a person might enter execute range with their diminished HP, or when Undeath might amount to something meaningful (you'll notice these two points off-set,) but I think this is fairly negligible.
If I hit someone for 10k and they only had 20 then I just did half of their health. If they had 40 then I only did 25%. Does this mean my burst somehow hit the lesser HP guy twice as hard? Obviously not.