StaticWave wrote: »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.
Except that it's not a trickery of math. Percentages are a great way to compare if a debuff/buff or a change is good. For example when ZOS increased the healing received penalty through battle Spirit from 50% to 55%, it looks like a 5% change. However, it's actually a 10% change because a 10k heal with 55% penalty would now heal for only 4.5k instead of 5k. That 500 healing loss is a 10% loss.
Similarly, 10% HP debuff from Minor Mangle take away more HP from a 45k HP player than a 25k HP one, but given the same burst damage taken value, the 45K HP player still experiences a lower HP loss with Minor Mangle applied.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.
Except that the % of their health taken by a subsequent burst is relevant, because that's how you bring someone closer to death.
It doesn't matter if the higher HP player lost more from Minor Mangle. He still has a higher base HP, and thus will be less close to death than the one with low HP. A 35k HP player losing 3.5k HP and taking a 10k burst is not going to be closer to death than a 25k HP player losing 2.5k HP and taking the same 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.
This is why I said the 25k HP experiences a 4.44% increase in HP loss compared to a 3.18% increase for the 35k HP player if we use the same burst value for both. When you have more HP to lose from, you are more protected from being closer to death.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.
It's not hitting the lesser HP guy twice as hard, but it's bringing him closer to death than the 40k HP guy. Apply Minor Mangle on both players, and the lesser HP guy is at MORE risk of being killed than the higher HP guy.
Giving debuffs to counter specific builds hurts the builds it's not intended to counter more. This has been historically proven lol. Major + Minor Defile hurting builds with less healing than builds with more. Think about it. If you have 4 healing abilities on your bar and you're defiled by 50%, you are still better off compared to a dude with only 2 healing abilities on his bar and also defiled by 50%. The same logic applies to high HP players vs low HP ones affected by Minor Mangle.
So the solution isn't to introduce some debuff to counter some build. The solution is to put a cap to the offending builds. Too much HP? Put an HP cap. Too much healing? Limit the amount of heals someone can stack. Too much crit damage? Put a crit dmg cap.
TechMaybeHic wrote: »StaticWave wrote: »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.
Except that it's not a trickery of math. Percentages are a great way to compare if a debuff/buff or a change is good. For example when ZOS increased the healing received penalty through battle Spirit from 50% to 55%, it looks like a 5% change. However, it's actually a 10% change because a 10k heal with 55% penalty would now heal for only 4.5k instead of 5k. That 500 healing loss is a 10% loss.
Similarly, 10% HP debuff from Minor Mangle take away more HP from a 45k HP player than a 25k HP one, but given the same burst damage taken value, the 45K HP player still experiences a lower HP loss with Minor Mangle applied.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.
Except that the % of their health taken by a subsequent burst is relevant, because that's how you bring someone closer to death.
It doesn't matter if the higher HP player lost more from Minor Mangle. He still has a higher base HP, and thus will be less close to death than the one with low HP. A 35k HP player losing 3.5k HP and taking a 10k burst is not going to be closer to death than a 25k HP player losing 2.5k HP and taking the same 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.
This is why I said the 25k HP experiences a 4.44% increase in HP loss compared to a 3.18% increase for the 35k HP player if we use the same burst value for both. When you have more HP to lose from, you are more protected from being closer to death.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.
It's not hitting the lesser HP guy twice as hard, but it's bringing him closer to death than the 40k HP guy. Apply Minor Mangle on both players, and the lesser HP guy is at MORE risk of being killed than the higher HP guy.
Giving debuffs to counter specific builds hurts the builds it's not intended to counter more. This has been historically proven lol. Major + Minor Defile hurting builds with less healing than builds with more. Think about it. If you have 4 healing abilities on your bar and you're defiled by 50%, you are still better off compared to a dude with only 2 healing abilities on his bar and also defiled by 50%. The same logic applies to high HP players vs low HP ones affected by Minor Mangle.
So the solution isn't to introduce some debuff to counter some build. The solution is to put a cap to the offending builds. Too much HP? Put an HP cap. Too much healing? Limit the amount of heals someone can stack. Too much crit damage? Put a crit dmg cap.
You're end result is a product of having the lower health pool to begin with. Not from mangle. 10% of 35k is > 10% of 25k no matter how you slice it.
Besides that; mangle takes off max health so if the target is not max health to start, the actual damage is kind of mute. What I personally like it for is when the target recovers from mangle, it puts their remaining health at a lower percentage of max and therefore better toward execution range modifiers.
Otherwise; I agree they need to address the issues directly. Start running out of slots of abilities to just counter while doing nothing else; or too many different sets of gear, or too often the answer is "just run away" when they could just make things better balanced and actually fun to play
SandandStars wrote: »Pvp is less fun than it’s ever been in the 3 yrs I’ve played. By far the least diversity of class and gear than at any other time.
When dark convergence first came out, it was pretty apparent that only the cheesiest tryhards were actually using it, cause it literally destroyed the game.
In the current meta, it feels like 90% of the players have given up and they’re using the same formula. MastersDw/vatesh not enough on your undead DK? Throw on Engine Guardian too.
Yuck.
LittlePinkDot wrote: »SandandStars wrote: »Pvp is less fun than it’s ever been in the 3 yrs I’ve played. By far the least diversity of class and gear than at any other time.
When dark convergence first came out, it was pretty apparent that only the cheesiest tryhards were actually using it, cause it literally destroyed the game.
In the current meta, it feels like 90% of the players have given up and they’re using the same formula. MastersDw/vatesh not enough on your undead DK? Throw on Engine Guardian too.
Yuck.
I don't know what the big deal is about Engine Guardian.. All it does is restore resources.
As for hitting it... Just need to aim better.
It's no different than trying not to hit sorc pets.
LittlePinkDot wrote: »SandandStars wrote: »Pvp is less fun than it’s ever been in the 3 yrs I’ve played. By far the least diversity of class and gear than at any other time.
When dark convergence first came out, it was pretty apparent that only the cheesiest tryhards were actually using it, cause it literally destroyed the game.
In the current meta, it feels like 90% of the players have given up and they’re using the same formula. MastersDw/vatesh not enough on your undead DK? Throw on Engine Guardian too.
Yuck.
I don't know what the big deal is about Engine Guardian.. All it does is restore resources.
As for hitting it... Just need to aim better.
It's no different than trying not to hit sorc pets.
Engine guardian is pretty bad. Anything that body blocks in pvp is a pain because targeting can become bad when there's a bunch of targets cluttered up, so it makes it infinitely harder to target, that plus it's another save you from death set because of both the damage it can absorb and the fact it can heal you.
People complain about how strong line of sighting can be at avoiding damage, but engine guardian is literally like creating your own barrier. Same as any other pet out there. It's pretty much a wall because hitting it is completely useless as it will disappear in time so it's no better than spamming spells at a wall. Being able to absorb incoming ultimates is a massive boon, you can't even deny that.
The only time damaging it is worth it is if it's an interrupt spell like crushing shock, deep breath, etc.
Ultimately EG is a great "save yourself from dying" set as well as a tool to avoid taking damage.
LittlePinkDot wrote: »SandandStars wrote: »Pvp is less fun than it’s ever been in the 3 yrs I’ve played. By far the least diversity of class and gear than at any other time.
When dark convergence first came out, it was pretty apparent that only the cheesiest tryhards were actually using it, cause it literally destroyed the game.
In the current meta, it feels like 90% of the players have given up and they’re using the same formula. MastersDw/vatesh not enough on your undead DK? Throw on Engine Guardian too.
Yuck.
I don't know what the big deal is about Engine Guardian.. All it does is restore resources.
As for hitting it... Just need to aim better.
It's no different than trying not to hit sorc pets.
Engine guardian is pretty bad. Anything that body blocks in pvp is a pain because targeting can become bad when there's a bunch of targets cluttered up, so it makes it infinitely harder to target, that plus it's another save you from death set because of both the damage it can absorb and the fact it can heal you.
People complain about how strong line of sighting can be at avoiding damage, but engine guardian is literally like creating your own barrier. Same as any other pet out there. It's pretty much a wall because hitting it is completely useless as it will disappear in time so it's no better than spamming spells at a wall. Being able to absorb incoming ultimates is a massive boon, you can't even deny that.
The only time damaging it is worth it is if it's an interrupt spell like crushing shock, deep breath, etc.
Ultimately EG is a great "save yourself from dying" set as well as a tool to avoid taking damage.
LittlePinkDot wrote: »LittlePinkDot wrote: »SandandStars wrote: »Pvp is less fun than it’s ever been in the 3 yrs I’ve played. By far the least diversity of class and gear than at any other time.
When dark convergence first came out, it was pretty apparent that only the cheesiest tryhards were actually using it, cause it literally destroyed the game.
In the current meta, it feels like 90% of the players have given up and they’re using the same formula. MastersDw/vatesh not enough on your undead DK? Throw on Engine Guardian too.
Yuck.
I don't know what the big deal is about Engine Guardian.. All it does is restore resources.
As for hitting it... Just need to aim better.
It's no different than trying not to hit sorc pets.
Engine guardian is pretty bad. Anything that body blocks in pvp is a pain because targeting can become bad when there's a bunch of targets cluttered up, so it makes it infinitely harder to target, that plus it's another save you from death set because of both the damage it can absorb and the fact it can heal you.
People complain about how strong line of sighting can be at avoiding damage, but engine guardian is literally like creating your own barrier. Same as any other pet out there. It's pretty much a wall because hitting it is completely useless as it will disappear in time so it's no better than spamming spells at a wall. Being able to absorb incoming ultimates is a massive boon, you can't even deny that.
The only time damaging it is worth it is if it's an interrupt spell like crushing shock, deep breath, etc.
Ultimately EG is a great "save yourself from dying" set as well as a tool to avoid taking damage.
Honestly the only reason I ever used Engine Guardian is because I'm solo and suck at PVE so only easy to get monster sets are the ones I can obtain from pugs.
Other than that I need to wait for Golden Vendor. Still don't have Balorgh yet, missed the last time it was at the golden.
Can't say I ever noticed EG saving my ass though. I still prefer Bloodspawn.
LittlePinkDot wrote: »LittlePinkDot wrote: »SandandStars wrote: »Pvp is less fun than it’s ever been in the 3 yrs I’ve played. By far the least diversity of class and gear than at any other time.
When dark convergence first came out, it was pretty apparent that only the cheesiest tryhards were actually using it, cause it literally destroyed the game.
In the current meta, it feels like 90% of the players have given up and they’re using the same formula. MastersDw/vatesh not enough on your undead DK? Throw on Engine Guardian too.
Yuck.
I don't know what the big deal is about Engine Guardian.. All it does is restore resources.
As for hitting it... Just need to aim better.
It's no different than trying not to hit sorc pets.
Engine guardian is pretty bad. Anything that body blocks in pvp is a pain because targeting can become bad when there's a bunch of targets cluttered up, so it makes it infinitely harder to target, that plus it's another save you from death set because of both the damage it can absorb and the fact it can heal you.
People complain about how strong line of sighting can be at avoiding damage, but engine guardian is literally like creating your own barrier. Same as any other pet out there. It's pretty much a wall because hitting it is completely useless as it will disappear in time so it's no better than spamming spells at a wall. Being able to absorb incoming ultimates is a massive boon, you can't even deny that.
The only time damaging it is worth it is if it's an interrupt spell like crushing shock, deep breath, etc.
Ultimately EG is a great "save yourself from dying" set as well as a tool to avoid taking damage.
Honestly the only reason I ever used Engine Guardian is because I'm solo and suck at PVE so only easy to get monster sets are the ones I can obtain from pugs.
Other than that I need to wait for Golden Vendor. Still don't have Balorgh yet, missed the last time it was at the golden.
Can't say I ever noticed EG saving my ass though. I still prefer Bloodspawn.
If you're a kiter, which a lot of EG users are, then it can and will save you from dying. Kiting is already good for evading damage(because you can't die if you don't get hit), EG is a bullet sponge and a healer all at once. That alone is why it's a save you from dying set.
LittlePinkDot wrote: »LittlePinkDot wrote: »LittlePinkDot wrote: »SandandStars wrote: »Pvp is less fun than it’s ever been in the 3 yrs I’ve played. By far the least diversity of class and gear than at any other time.
When dark convergence first came out, it was pretty apparent that only the cheesiest tryhards were actually using it, cause it literally destroyed the game.
In the current meta, it feels like 90% of the players have given up and they’re using the same formula. MastersDw/vatesh not enough on your undead DK? Throw on Engine Guardian too.
Yuck.
I don't know what the big deal is about Engine Guardian.. All it does is restore resources.
As for hitting it... Just need to aim better.
It's no different than trying not to hit sorc pets.
Engine guardian is pretty bad. Anything that body blocks in pvp is a pain because targeting can become bad when there's a bunch of targets cluttered up, so it makes it infinitely harder to target, that plus it's another save you from death set because of both the damage it can absorb and the fact it can heal you.
People complain about how strong line of sighting can be at avoiding damage, but engine guardian is literally like creating your own barrier. Same as any other pet out there. It's pretty much a wall because hitting it is completely useless as it will disappear in time so it's no better than spamming spells at a wall. Being able to absorb incoming ultimates is a massive boon, you can't even deny that.
The only time damaging it is worth it is if it's an interrupt spell like crushing shock, deep breath, etc.
Ultimately EG is a great "save yourself from dying" set as well as a tool to avoid taking damage.
Honestly the only reason I ever used Engine Guardian is because I'm solo and suck at PVE so only easy to get monster sets are the ones I can obtain from pugs.
Other than that I need to wait for Golden Vendor. Still don't have Balorgh yet, missed the last time it was at the golden.
Can't say I ever noticed EG saving my ass though. I still prefer Bloodspawn.
If you're a kiter, which a lot of EG users are, then it can and will save you from dying. Kiting is already good for evading damage(because you can't die if you don't get hit), EG is a bullet sponge and a healer all at once. That alone is why it's a save you from dying set.
There's other healing monster sets. That being said you don't get to choose which resource it restores. I wanted magicka when it gave me stamina for example.
It's not that great of a set to me. I much rather have balorgh.
There's many ways people avoid damage. EG isn't the end all and be all of it.
All the fuss about it sounds like a nothing burger of people whining about being inconvenienced.
Nerfing EG isn't going to do anything about the tank meta or masters dual wield/vateshran frost staff.
Out of all the things you could say is wrong with PvP, EG would be far down the list of problems.
It sounds to me like the Undeath passive is a far bigger problem.
LittlePinkDot wrote: »SandandStars wrote: »Pvp is less fun than it’s ever been in the 3 yrs I’ve played. By far the least diversity of class and gear than at any other time.
When dark convergence first came out, it was pretty apparent that only the cheesiest tryhards were actually using it, cause it literally destroyed the game.
In the current meta, it feels like 90% of the players have given up and they’re using the same formula. MastersDw/vatesh not enough on your undead DK? Throw on Engine Guardian too.
Yuck.
I don't know what the big deal is about Engine Guardian.. All it does is restore resources.
As for hitting it... Just need to aim better.
It's no different than trying not to hit sorc pets.
DrNukenstein wrote: »chiming in, yes engine guardian is the worst offender of all procs. If the user made you take the time to adjust your aim, it worked. There aren't many sets that can screw up a go with nearly as much up time and consistency as the carrybot-9000.
And then it gives you free resources while acting as portable LOS. If your goal is to live more than kill in pvp, it is actually an outlier in its bustedness. If you are using it and saying it isn't that great for what it does, you are being dishonest. Evidence: You are still using it.
DrNukenstein wrote: »chiming in, yes engine guardian is the worst offender of all procs. If the user made you take the time to adjust your aim, it worked. There aren't many sets that can screw up a go with nearly as much up time and consistency as the carrybot-9000.
And then it gives you free resources while acting as portable LOS. If your goal is to live more than kill in pvp, it is actually an outlier in its bustedness. If you are using it and saying it isn't that great for what it does, you are being dishonest. Evidence: You are still using it.
LittlePinkDot wrote: »
I don't know what the big deal is about Engine Guardian.. All it does is restore resources.
As for hitting it... Just need to aim better.
It's no different than trying not to hit sorc pets.
LittlePinkDot wrote: »
I don't know what the big deal is about Engine Guardian.. All it does is restore resources.
As for hitting it... Just need to aim better.
It's no different than trying not to hit sorc pets.
Can I ask you if you are just trolling or have zero experience in pvp?
Really, I don't have any intention of bashing you, I'm genuinely tryng to understand.