DrNukenstein wrote: »Bushido2513 wrote: »
That night be what's different for me then or I've made it so that most leave me alone because I'm usually at the very, hard to kill. I actually get a lot more of what you described as nbs
Yeah I get that from the bow/stick blades too. And it's also annoying, but they die if you get on them. They can't stand there and trade with you or teleport around. They can't even sprint in cloak. If they're 1bar babies (like most of them are) they don't even have space for at least one of the expeditions without being an even easier kill. They totally break the deal by using cloak in that way, but they also don't get to play like a 50k hp warden with a bazooka
Bushido2513 wrote: »The method is written in the chart and it's not my goal to convince you (or others) that these data are quite good...Again, what is the source of that data, and how is it collected? The last time someone cited numbers from an addon, they claimed the addon counted every player in the campaign, yet a couple of players provided a video to demonstrate how that addon actually worked, and it became clear it was not designed or intended to count all players in a campaign at any given moment.
So please excuse my reservations, but I have seen claims made citing proof that was proven incorrect.
Regardless, I see the base classes being the most popular, which makes sense as everyone has access to them. Warden gets into the mix with that. Even if those numbers are accurate, they show a short-term moderate increase in sorc numbers, which does not support the claim that the hardened ward turns a C player into an S+. If that were the case, we would see 75% of the game being sorcs. I say nope.
All the interpretations like "hardened ward turns a C player into an S+" are not coming from my side anyway.
I just take the data and started as a magSorc main with U35 using this method (after a lot of validation with other methods) . And as much as I trusted them in U35 to prove my feeling that sorc was in a bad place after hybrid, as much I still trust them in U41+
Honestly it really doesn't matter because it's either detailed or it's not but in this case I don't think anyone is really debating if they're are or aren't more sorcs. What we would need to know is if it's 2 percent or 200 percent and these numbers wouldn't be granular enough to give the detail needed.
But yes there are more sorcs, we all know that. How many are abusing ward, how many are just enjoying the class because it's easier to play now, how many flights result in getting kills, deaths, or stalemates? Only ZOS knows the full picture.
That being said there are extremes to everything.
Polar Wind isn't broken at 30k health.
Ward isn't broken at 45k Magicka (without Rallying cry).
This is my bias on the conversation.
Bushido2513 wrote: »The method is written in the chart and it's not my goal to convince you (or others) that these data are quite good...Again, what is the source of that data, and how is it collected? The last time someone cited numbers from an addon, they claimed the addon counted every player in the campaign, yet a couple of players provided a video to demonstrate how that addon actually worked, and it became clear it was not designed or intended to count all players in a campaign at any given moment.
So please excuse my reservations, but I have seen claims made citing proof that was proven incorrect.
Regardless, I see the base classes being the most popular, which makes sense as everyone has access to them. Warden gets into the mix with that. Even if those numbers are accurate, they show a short-term moderate increase in sorc numbers, which does not support the claim that the hardened ward turns a C player into an S+. If that were the case, we would see 75% of the game being sorcs. I say nope.
All the interpretations like "hardened ward turns a C player into an S+" are not coming from my side anyway.
I just take the data and started as a magSorc main with U35 using this method (after a lot of validation with other methods) . And as much as I trusted them in U35 to prove my feeling that sorc was in a bad place after hybrid, as much I still trust them in U41+
Honestly it really doesn't matter because it's either detailed or it's not but in this case I don't think anyone is really debating if they're are or aren't more sorcs. What we would need to know is if it's 2 percent or 200 percent and these numbers wouldn't be granular enough to give the detail needed.
But yes there are more sorcs, we all know that. How many are abusing ward, how many are just enjoying the class because it's easier to play now, how many flights result in getting kills, deaths, or stalemates? Only ZOS knows the full picture.
The only question that matters is how much of a difference the changes to the ward make. I think it is clear that the changes to the skill do not come close to making an average or underperforming player (C) into a top-level OP warrior (S+)
StaticWave wrote: »
That being said there are extremes to everything.
Polar Wind isn't broken at 30k health.
Ward isn't broken at 45k Magicka (without Rallying cry).
This is my bias on the conversation.
@Jsmalls and I completely agree with you. BUT then again, most people don’t want to gimp themselves by playing fair, so instead of running a 45k max mag build without Rallying Cry, they will instead run a 45k max mag build WITH Rallying Cry, or a 55k+ max mag build.
It’s just like with proc sets. We can’t stop people from running them, no matter how much we try to tell them that procs make the game unfun. So how do you suggest we go about this issue?
Rallying Cry isn't overperforming. Everything else is underperforming. Hundings and Impreg obviously aren't worth a 5pc bonus on their own. Mash them together, now you have something usable. Deleting Rallying Cry will have zero effect on MagSorc or Ward considering how many of them run back bar Wretched anyway.Balance sets properly. There is no reason Rallying Cry should have 2x 5 piece set bonuses as it's 5 pc bonus.
StaticWave wrote: »
That being said there are extremes to everything.
Polar Wind isn't broken at 30k health.
Ward isn't broken at 45k Magicka (without Rallying cry).
This is my bias on the conversation.
@Jsmalls and I completely agree with you. BUT then again, most people don’t want to gimp themselves by playing fair, so instead of running a 45k max mag build without Rallying Cry, they will instead run a 45k max mag build WITH Rallying Cry, or a 55k+ max mag build.
It’s just like with proc sets. We can’t stop people from running them, no matter how much we try to tell them that procs make the game unfun. So how do you suggest we go about this issue?
Balance sets properly. There is no reason Rallying Cry should have 2x 5 piece set bonuses as it's 5 pc bonus.
Give it a cooldown (10 seconds active time, 15 second cooldown like Briarheart).
Or hit each value with a 0.60 or so modifier. 180 Weapon damage, 1000 crit resist. Considering it DOES have a proc condition, it's just one that takes no effort to upkeep.
The concept for the set is cool, stronger when you aren't in a large group. But in practice in a 1v1 situation (which do occur a lot) the player not running this set is at a disadvantage.
The entire game needs an Item Set balance patch. Too many are useless and a handful are over performing.
@Joy_Division
@StaticWave
@xylena_lazarow
I may not play another class, but I can guarantee I have more experience in Open world PvP than 99.9% of the player base.
AP doesn't mean everything, but it also doesn't mean nothing. I have 11 million AP halfway through this months campaign and 16 million in last months campaign. And that's a month and a half of my 10 year play time.
I've killed a lot of players. I've also died a lot. I've fought every single build you can imagine from every class you can think of.
I've 1vX'd, 1v1'd (I don't engage in the competitive 1v1 playstyle its just not my interest), GvG'd and Xv1'd with the best of them.
I always try to recognize my bias in my statements.
I have a very good handle on what's Overtuned, what's balanced, and what needs to be buffed.
I also have a very good handle on what classes are capable of from the other side of the fence.
That being said there are extremes to everything.
Polar Wind isn't broken at 30k health.
Ward isn't broken at 45k Magicka (without Rallying cry).
This is my bias on the conversation.
Right now Sorcs have the potential for build diversity. I can make any number of sets viable on Sorc right now. That hasn't been an option prior to update 41 in a LONG time.
Address the outliers (60k magicka / Rallying cry setups). Don't gut the skill.
At the end of the day turning it into a HoT isn't going to change the fact that 18k Wards are now possible (major vitality is easy to get now).
And an 18k Ward without a burst heal attached is a problem.
StaticWave wrote: »StaticWave wrote: »
That being said there are extremes to everything.
Polar Wind isn't broken at 30k health.
Ward isn't broken at 45k Magicka (without Rallying cry).
This is my bias on the conversation.
@Jsmalls and I completely agree with you. BUT then again, most people don’t want to gimp themselves by playing fair, so instead of running a 45k max mag build without Rallying Cry, they will instead run a 45k max mag build WITH Rallying Cry, or a 55k+ max mag build.
It’s just like with proc sets. We can’t stop people from running them, no matter how much we try to tell them that procs make the game unfun. So how do you suggest we go about this issue?
Balance sets properly. There is no reason Rallying Cry should have 2x 5 piece set bonuses as it's 5 pc bonus.
Give it a cooldown (10 seconds active time, 15 second cooldown like Briarheart).
Or hit each value with a 0.60 or so modifier. 180 Weapon damage, 1000 crit resist. Considering it DOES have a proc condition, it's just one that takes no effort to upkeep.
The concept for the set is cool, stronger when you aren't in a large group. But in practice in a 1v1 situation (which do occur a lot) the player not running this set is at a disadvantage.
The entire game needs an Item Set balance patch. Too many are useless and a handful are over performing.
But without Rallying Cry, I am literally exploding in 2s. Even with Rallying Cry I’m taking 15k bows to the face and 4k Tarnish procs. I’m basically forced to play with 45k+ HP because that’s the only way to survive without Rallying Cry.
This is the other side of the coin that ppl don’t mention. There is simply TOO MUCH damage going around. To nerf defense without nerfing damage will just cause balance to be completely lopsided.
Nailing Undeath was a huge step towards addressing your 2nd point. I already made a thread on proc sets for your 3rd point, and encourage everyone to take a more serious look at burst procs like Tarnished, which have far reaching effects on the meta. Many of the endless sustain problems are in the red cp tree, hopefully the Druid's Resurgence nerf helps the 4th.Turtle_Bot wrote: »Players love the following far too much for them to ever get properly balanced without game destroying amounts of backlash from the community:
- The generically easy to access speed/mobility.
- The free damage/mitigation/healing.
- Proc sets.
- The free sustain (thanks to hybridization, allowing players to utilize both resources giving them an effective (minimum) resource pool of 40k+ max resources with a combined effective regen of 5k+ to spam their abilities as much as they want and never run out).
Nobody is going to explode unless they refuse to adapt via defensive investment. Players have been spoiled with free face tanking while running nigh full damage for years, turning every single defensive action you can take into a triple overpowered low hp panic button. The damage level in this meta is fine so long as risk is being taken, so everything except MagSorcs and ranged proc stack gankers (who are usually NBs).Joy_Division wrote: »I don't know what to do here. My general feeling is that it is too easy for average players to stall out fights and not die. But Static is right in that there is so much offense that if we don;t have things like Rallying Cry, high mobility, and the very things that make it easy for average players not to die, we will explode.
xylena_lazarow wrote: »Nailing Undeath was a huge step towards addressing your 2nd point. I already made a thread on proc sets for your 3rd point, and encourage everyone to take a more serious look at burst procs like Tarnished, which have far reaching effects on the meta. Many of the endless sustain problems are in the red cp tree, hopefully the Druid's Resurgence nerf helps the 4th.Turtle_Bot wrote: »Players love the following far too much for them to ever get properly balanced without game destroying amounts of backlash from the community:
- The generically easy to access speed/mobility.
- The free damage/mitigation/healing.
- Proc sets.
- The free sustain (thanks to hybridization, allowing players to utilize both resources giving them an effective (minimum) resource pool of 40k+ max resources with a combined effective regen of 5k+ to spam their abilities as much as they want and never run out).
To the 1st I was already considering a "hear me out" type post on speed creep and how Expedition and Celerity break the game, I'm glad it's on others' radars. Seriously, watch two NBs in full speed setups try to land DW light attacks or Concealed on each other. They're often missing point blank yet landing their same melee swipe from across the screen.Nobody is going to explode unless they refuse to adapt via defensive investment. Players have been spoiled with free face tanking while running nigh full damage for years, turning every single defensive action you can take into a triple overpowered low hp panic button. The damage level in this meta is fine so long as risk is being taken, so everything except MagSorcs and ranged proc stack gankers (who are usually NBs).Joy_Division wrote: »I don't know what to do here. My general feeling is that it is too easy for average players to stall out fights and not die. But Static is right in that there is so much offense that if we don;t have things like Rallying Cry, high mobility, and the very things that make it easy for average players not to die, we will explode.
Resistant champion star is an option. Of course it comes with a damage loss (as becoming more Tanky should).
I'll agree that Resistant CP star is lacking in strength. The 5 pc bonus for Crit resist is 1650, so according to their breakdown of other comparable stats it should be around 820~.
7x impen, plus base crit resist, and resistant CP star should be plenty of crit resist.
That being said I wouldn't choose 10% crit resist over the damage stars offered, but it's an option.
StaticWave wrote: »Resistant champion star is an option. Of course it comes with a damage loss (as becoming more Tanky should).
I'll agree that Resistant CP star is lacking in strength. The 5 pc bonus for Crit resist is 1650, so according to their breakdown of other comparable stats it should be around 820~.
7x impen, plus base crit resist, and resistant CP star should be plenty of crit resist.
That being said I wouldn't choose 10% crit resist over the damage stars offered, but it's an option.
It is simply not enough. This is my current build on stamsorc:
I’m in 5 med, 2 heavy, 1 light. My resistances back bar fully buffed are 25k armor and around 3.2k crit resist. I’m also in 3 defensive CPs (Focused Mending, Iron Clad, and Duelist Rebuff). I also have Major Vitality to boost my healing. I run 3x Swift as well so when fully buffed, my non-sprint movement speed sits at 146%, and my sprint speed is 211%, which is 11% over the speed cap.
So basically I’m super fast, have a decent amount of healing modifiers, and have enough tankiness for a medium armor build, yet when a NB with Tarnish proc , a DK, or a magsorc enters the fight, there is a high chance that I will explode if I don’t kite.
Next patch vamp 3 is getting nerfed too, so that’s another hit to surviving outnumbered situations. The consequences of nerfing Undeath without addressing damage will be:
1) People will build even tankier to survive
2) People will build full speed to run away from fights
3) People will group up because it’s harder to survive alone
There is a very high chance all 3 will happen simultaneously.
1) good thing, if you want to survive, you build for it, no more free face tanking for DD buildsStaticWave wrote: »1) People will build even tankier to survive
2) People will build full speed to run away from fights
3) People will group up because it’s harder to survive alone
Bushido2513 wrote: »StaticWave wrote: »Resistant champion star is an option. Of course it comes with a damage loss (as becoming more Tanky should).
I'll agree that Resistant CP star is lacking in strength. The 5 pc bonus for Crit resist is 1650, so according to their breakdown of other comparable stats it should be around 820~.
7x impen, plus base crit resist, and resistant CP star should be plenty of crit resist.
That being said I wouldn't choose 10% crit resist over the damage stars offered, but it's an option.
It is simply not enough. This is my current build on stamsorc:
I’m in 5 med, 2 heavy, 1 light. My resistances back bar fully buffed are 25k armor and around 3.2k crit resist. I’m also in 3 defensive CPs (Focused Mending, Iron Clad, and Duelist Rebuff). I also have Major Vitality to boost my healing. I run 3x Swift as well so when fully buffed, my non-sprint movement speed sits at 146%, and my sprint speed is 211%, which is 11% over the speed cap.
So basically I’m super fast, have a decent amount of healing modifiers, and have enough tankiness for a medium armor build, yet when a NB with Tarnish proc , a DK, or a magsorc enters the fight, there is a high chance that I will explode if I don’t kite.
Next patch vamp 3 is getting nerfed too, so that’s another hit to surviving outnumbered situations. The consequences of nerfing Undeath without addressing damage will be:
1) People will build even tankier to survive
2) People will build full speed to run away from fights
3) People will group up because it’s harder to survive alone
There is a very high chance all 3 will happen simultaneously.
Well yes if a few things hit at once I get towards explosion and I'm tankier than most. But then we're talking about nerfing ward?
Bushido2513 wrote: »StaticWave wrote: »StaticWave wrote: »
That being said there are extremes to everything.
Polar Wind isn't broken at 30k health.
Ward isn't broken at 45k Magicka (without Rallying cry).
This is my bias on the conversation.
@Jsmalls and I completely agree with you. BUT then again, most people don’t want to gimp themselves by playing fair, so instead of running a 45k max mag build without Rallying Cry, they will instead run a 45k max mag build WITH Rallying Cry, or a 55k+ max mag build.
It’s just like with proc sets. We can’t stop people from running them, no matter how much we try to tell them that procs make the game unfun. So how do you suggest we go about this issue?
Balance sets properly. There is no reason Rallying Cry should have 2x 5 piece set bonuses as it's 5 pc bonus.
Give it a cooldown (10 seconds active time, 15 second cooldown like Briarheart).
Or hit each value with a 0.60 or so modifier. 180 Weapon damage, 1000 crit resist. Considering it DOES have a proc condition, it's just one that takes no effort to upkeep.
The concept for the set is cool, stronger when you aren't in a large group. But in practice in a 1v1 situation (which do occur a lot) the player not running this set is at a disadvantage.
The entire game needs an Item Set balance patch. Too many are useless and a handful are over performing.
But without Rallying Cry, I am literally exploding in 2s. Even with Rallying Cry I’m taking 15k bows to the face and 4k Tarnish procs. I’m basically forced to play with 45k+ HP because that’s the only way to survive without Rallying Cry.
This is the other side of the coin that ppl don’t mention. There is simply TOO MUCH damage going around. To nerf defense without nerfing damage will just cause balance to be completely lopsided.
I don't run rallying and I don't explode and have decent damage.
xylena_lazarow wrote: »1) good thing, if you want to survive, you build for it, no more free face tanking for DD buildsStaticWave wrote: »1) People will build even tankier to survive
2) People will build full speed to run away from fights
3) People will group up because it’s harder to survive alone
2) good thing, if players are forced to run away, that means they couldn't stalemate the fight
3) no change, surviving alone will continue to mean playing NB or Sorc
Those stats seem normal to me other than the hp inflation. None of that is anywhere near as insane as the 30% on Undeath we have just been freed from. Game could probably use a WoW style stat squish, or restoring 2014 soft caps.StaticWave wrote: »A build with 40k HP, 7k WD, 20k pen, 90% crit dmg, and Major Berserk/Minor Vul didn’t exist in the past. It does now, and it exists because ZOS has allowed power creep to reach this far.
xylena_lazarow wrote: »Those stats seem normal to me other than the hp inflation. None of that is anywhere near as insane as the 30% on Undeath we have just been freed from. Game could probably use a WoW style stat squish, or restoring 2014 soft caps.StaticWave wrote: »A build with 40k HP, 7k WD, 20k pen, 90% crit dmg, and Major Berserk/Minor Vul didn’t exist in the past. It does now, and it exists because ZOS has allowed power creep to reach this far.
StaticWave wrote: »Bushido2513 wrote: »StaticWave wrote: »Resistant champion star is an option. Of course it comes with a damage loss (as becoming more Tanky should).
I'll agree that Resistant CP star is lacking in strength. The 5 pc bonus for Crit resist is 1650, so according to their breakdown of other comparable stats it should be around 820~.
7x impen, plus base crit resist, and resistant CP star should be plenty of crit resist.
That being said I wouldn't choose 10% crit resist over the damage stars offered, but it's an option.
It is simply not enough. This is my current build on stamsorc:
I’m in 5 med, 2 heavy, 1 light. My resistances back bar fully buffed are 25k armor and around 3.2k crit resist. I’m also in 3 defensive CPs (Focused Mending, Iron Clad, and Duelist Rebuff). I also have Major Vitality to boost my healing. I run 3x Swift as well so when fully buffed, my non-sprint movement speed sits at 146%, and my sprint speed is 211%, which is 11% over the speed cap.
So basically I’m super fast, have a decent amount of healing modifiers, and have enough tankiness for a medium armor build, yet when a NB with Tarnish proc , a DK, or a magsorc enters the fight, there is a high chance that I will explode if I don’t kite.
Next patch vamp 3 is getting nerfed too, so that’s another hit to surviving outnumbered situations. The consequences of nerfing Undeath without addressing damage will be:
1) People will build even tankier to survive
2) People will build full speed to run away from fights
3) People will group up because it’s harder to survive alone
There is a very high chance all 3 will happen simultaneously.
Well yes if a few things hit at once I get towards explosion and I'm tankier than most. But then we're talking about nerfing ward?
We’re talking about how nerfing Rallying Cry without addressing the excessive damage will inevitably make everyone build tankier just to survive. Rallying Cry is a necessity in this meta. When almost everyone can reach 90%-100% crit damage with practically zero set investments, while also sitting at 7k+ WD and having access to buffs/debuffs that were once hard to get (Major Berserk, Minor Vul, etc.), it makes you rethink whether Rallying Cry deserves a nerf.
If you fight outnumbered frequently, you will know that it’s becoming harder to survive outnumbered over the years due to this power creep. It has nothing to do with the population getting more skillful or me getting hammered by multiple ppl. I’ve tanked 3 ppl in the past without breaking a sweat and have fought against many names that still play to this day. They have not improved enough to threaten me in a 1v1. What’s changed is they now have access to more buffs/debuffs and access to more damage due to the power creep that has been unaddressed for years. A nerf to defense also requires a nerf to offense to keep things in check.
Also, did you know a 55k max mag build doesn’t need Rallying Cry? Ward is that tanky. Magsorc is the ONLY class I know that doesn’t need to run Rallying Cry or stack 40k HP to survive in Cyrodiil. All it has to do is wear Wretched for 2k recoveries, stack 55k+ max mag, and now it has a 16k Ward with a decent burst heal and practically unlimited sustain to spam Ward.
xylena_lazarow wrote: »Those stats seem normal to me other than the hp inflation. None of that is anywhere near as insane as the 30% on Undeath we have just been freed from. Game could probably use a WoW style stat squish, or restoring 2014 soft caps.StaticWave wrote: »A build with 40k HP, 7k WD, 20k pen, 90% crit dmg, and Major Berserk/Minor Vul didn’t exist in the past. It does now, and it exists because ZOS has allowed power creep to reach this far.
StaticWave wrote: »Bushido2513 wrote: »StaticWave wrote: »StaticWave wrote: »
That being said there are extremes to everything.
Polar Wind isn't broken at 30k health.
Ward isn't broken at 45k Magicka (without Rallying cry).
This is my bias on the conversation.
@Jsmalls and I completely agree with you. BUT then again, most people don’t want to gimp themselves by playing fair, so instead of running a 45k max mag build without Rallying Cry, they will instead run a 45k max mag build WITH Rallying Cry, or a 55k+ max mag build.
It’s just like with proc sets. We can’t stop people from running them, no matter how much we try to tell them that procs make the game unfun. So how do you suggest we go about this issue?
Balance sets properly. There is no reason Rallying Cry should have 2x 5 piece set bonuses as it's 5 pc bonus.
Give it a cooldown (10 seconds active time, 15 second cooldown like Briarheart).
Or hit each value with a 0.60 or so modifier. 180 Weapon damage, 1000 crit resist. Considering it DOES have a proc condition, it's just one that takes no effort to upkeep.
The concept for the set is cool, stronger when you aren't in a large group. But in practice in a 1v1 situation (which do occur a lot) the player not running this set is at a disadvantage.
The entire game needs an Item Set balance patch. Too many are useless and a handful are over performing.
But without Rallying Cry, I am literally exploding in 2s. Even with Rallying Cry I’m taking 15k bows to the face and 4k Tarnish procs. I’m basically forced to play with 45k+ HP because that’s the only way to survive without Rallying Cry.
This is the other side of the coin that ppl don’t mention. There is simply TOO MUCH damage going around. To nerf defense without nerfing damage will just cause balance to be completely lopsided.
I don't run rallying and I don't explode and have decent damage.
Please come to PC NA in your exact build. Most console transfers I’ve talked to say damage is too much on PC NA. You WILL experience the same thing.
You're underestimating back bar SnB here, I'd argue it was the Undeath of that meta, it ubiquitously compressed a ton of defensive power for relatively low opportunity cost. You specifically chose a pure defensive skill, Shuffle, over running the SnB Major Breach skill for more damage. So I'd say your defensive investment then is comparable to defensive investments in builds these days, where most defensive investment is compressed into Undeath and a few minor tradeoffs.StaticWave wrote: »You know the difference between that vid and now? You could run a full damage build and 1vX like that no problem. Good luck doing that now without investing into defense. So I don’t think your statement regarding players having to build defense is accurate. Players did build defense. That’s why we’re seeing so many high health builds running around.
StaticWave wrote: »
That being said there are extremes to everything.
Polar Wind isn't broken at 30k health.
Ward isn't broken at 45k Magicka (without Rallying cry).
This is my bias on the conversation.
@Jsmalls and I completely agree with you. BUT then again, most people don’t want to gimp themselves by playing fair, so instead of running a 45k max mag build without Rallying Cry, they will instead run a 45k max mag build WITH Rallying Cry, or a 55k+ max mag build.
It’s just like with proc sets. We can’t stop people from running them, no matter how much we try to tell them that procs make the game unfun. So how do you suggest we go about this issue?
Balance sets properly. There is no reason Rallying Cry should have 2x 5 piece set bonuses as it's 5 pc bonus.
Give it a cooldown (10 seconds active time, 15 second cooldown like Briarheart).
Or hit each value with a 0.60 or so modifier. 180 Weapon damage, 1000 crit resist. Considering it DOES have a proc condition, it's just one that takes no effort to upkeep.
The concept for the set is cool, stronger when you aren't in a large group. But in practice in a 1v1 situation (which do occur a lot) the player not running this set is at a disadvantage.
The entire game needs an Item Set balance patch. Too many are useless and a handful are over performing.
StaticWave wrote: »
That being said there are extremes to everything.
Polar Wind isn't broken at 30k health.
Ward isn't broken at 45k Magicka (without Rallying cry).
This is my bias on the conversation.
@Jsmalls and I completely agree with you. BUT then again, most people don’t want to gimp themselves by playing fair, so instead of running a 45k max mag build without Rallying Cry, they will instead run a 45k max mag build WITH Rallying Cry, or a 55k+ max mag build.
It’s just like with proc sets. We can’t stop people from running them, no matter how much we try to tell them that procs make the game unfun. So how do you suggest we go about this issue?
Balance sets properly. There is no reason Rallying Cry should have 2x 5 piece set bonuses as it's 5 pc bonus.
Give it a cooldown (10 seconds active time, 15 second cooldown like Briarheart).
Or hit each value with a 0.60 or so modifier. 180 Weapon damage, 1000 crit resist. Considering it DOES have a proc condition, it's just one that takes no effort to upkeep.
The concept for the set is cool, stronger when you aren't in a large group. But in practice in a 1v1 situation (which do occur a lot) the player not running this set is at a disadvantage.
The entire game needs an Item Set balance patch. Too many are useless and a handful are over performing.
and that is just it. This is no different than when I hunt NB gankers, as they tend to be inexperienced. It is great pulling them out of stealth, and they seem to freak out because I rendered their cloak useless.
An experienced NB would not have that problem; they are less likely to try to gank. They are not on trick ponies and know how to put together a good build and use all their skills.
The inexperienced sorc is not much different. They are not difficult to kill, and Ward does not put them in god mode.
xylena_lazarow wrote: »Nailing Undeath was a huge step towards addressing your 2nd point. I already made a thread on proc sets for your 3rd point, and encourage everyone to take a more serious look at burst procs like Tarnished, which have far reaching effects on the meta. Many of the endless sustain problems are in the red cp tree, hopefully the Druid's Resurgence nerf helps the 4th.Turtle_Bot wrote: »Players love the following far too much for them to ever get properly balanced without game destroying amounts of backlash from the community:
- The generically easy to access speed/mobility.
- The free damage/mitigation/healing.
- Proc sets.
- The free sustain (thanks to hybridization, allowing players to utilize both resources giving them an effective (minimum) resource pool of 40k+ max resources with a combined effective regen of 5k+ to spam their abilities as much as they want and never run out).
To the 1st I was already considering a "hear me out" type post on speed creep and how Expedition and Celerity break the game, I'm glad it's on others' radars. Seriously, watch two NBs in full speed setups try to land DW light attacks or Concealed on each other. They're often missing point blank yet landing their same melee swipe from across the screen.
Here's hoping it deals with some of the more degenerate permablock (and Esoteric Greaves) setups. These builds were also some of the biggest Undeath abusers, should be able to melt them down now.Turtle_Bot wrote: »I don't think the nerf to druids will do much at all to balance sustain tbh.