The problem is that both sides are self fulfilling prophecies ... gankers gank, because it is the only way to have a chance at killing a 40K+ health heal-o-matic player, while that same player is building that, to survive a gank......
And since neither is getting addressed, they will continue, and eventually, be the only two playstyles in the game.
Auldwulfe
This will only lead to people building more hp, armor, and mitigation elsewhere. Getting ganked or bombed without being able to respond is the biggest reason people build tanky. I'm sure you've all heard "If you're under 30k hp you are fuel for the bomb" now without that mitigation it will go up to 35K or 40k minimuim. Whatever it takes to give decent players a chance to react.
Then we'll get more threads replacing the undeath ones complaining about healing or the tank meta that refuse to acknowledge the root cause of people building tanky in the first place. If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp. With undeath at 1/3 potency the future hp and resist/mitigation min will adapt to make up that 2/3 difference.
"If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp"
This is completely false, the reason why people run high HP is because it benefits you to do so on a lot of builds. Take for example high health warden, you can become unkillable via super high HP polar winds and make your group nigh unkillabe which result in groups with 50k+ hp healing each other and never dying. I once saw a 100k health warden emperor with polar wind and his group never died because of the cross healing. No one would run low health just because damage is low, they run high health because the game makes high health OP in many ways.
You get OP shields, you get OP cross healing, you get OP survivability and without having to sacrifice anything and still being a Damage dealer. None of that has to do with 100 to 0 meta, it's because people want to be super tanky and damage dealers at the same time.
This change is good because now you have to build for it and you don't just get it for a negigible cost. The flame damage taken was not significant enough to make a difference and neither was the sustain cost. Sustaining hasn't been an issue at all since the introduction of Wretched vitality and sustain CPs in cp 2.0
High damage meta is good, making people make choices to get tankiness is good, being given mitigation while barely losing out on anything is bad. I'm not sure how people can be in opposition to it being nerfed.
That's just one class and their hp scaling defensive skills besides most Wardens are already running around with at least 38k hp. Why do other classes build for at least 30k hp?
.
Warden is not the only class this applies to, it's funny that needs to be spelled out. If you look at history since CP 2.0 warden is not the only class that resulted in high health gameplay Almost ALL classes have had high health based builds because the game keeps rewarding being a high health player. I quite literally alluded to that fact when I mentioned that "you get op shields, op healing, and op survivability" but since I need to explicitly state this, here's a bunch of cases where it's been beneficial to be high health and it's NOT because of "high damage:
Sorcs ward scaling
Arcanists ward scaling
NIghtblades dark cloaks scaling prior to the dark cloak nerf
Templar had living dark scaling back when it scaled off HP and damage, a lot of templars went the high HP route
Warden i've already explained benefit now because of high health polar wind
Only really Dragonknight and Necromancer have fallen in the group of where it wasn't beneficial to be running high health during those times.
I'm not sure why we're trying to lie as if Warden has only been the only class in history benefitting from being high health in PVP, this game rewards it for almost everyone.
It's a flat out lie to say that this is because of "100-0 potential", it's been happening since no proc in 2021 and the damage back then was no where compared to what it is now. This has only gotten more popular now, it has never been an now only thing.
Zyaneth_Bal wrote: »Indeed, that is a big concern. With core issues untouched after losing undeath people will feel forced to build more tanky and the situation will ultimately remain more or less the same.I am happy undeath is getting the hammer, but by the 8 they also buffed nightblades on top, like wth.
While ganking has already gotten out of hand as the only way to counter it is to build 40k+ health.
The problem is that both sides are self fulfilling prophecies ... gankers gank, because it is the only way to have a chance at killing a 40K+ health heal-o-matic player, while that same player is building that, to survive a gank......
And since neither is getting addressed, they will continue, and eventually, be the only two playstyles in the game.
Auldwulfe
TX12001rwb17_ESO wrote: »Sounds exactly like the idea I brought up in another thread.
Something like a straight 20% damage resistance when at full-health, this effect has a 1 minute cooldown.
I think it's a weak excuse to keep Undeath in its broken state, due to concerns that NB burst is OP.
If NB burst is OP (and I'm not arguing one way or the other), then nerfing an imbalanced passive in Undeath will make it much more clear which classes are overtuned in terms of burst.
You don't keep broken things which hide other broken things.
MEBengalsFan2001 wrote: »Undeath isn’t gone. The penalty to have it is almost null now and grants up to 10% damage reduction. IMO the passives should only be active when at the stage four.
This will only lead to people building more hp, armor, and mitigation elsewhere. Getting ganked or bombed without being able to respond is the biggest reason people build tanky. I'm sure you've all heard "If you're under 30k hp you are fuel for the bomb" now without that mitigation it will go up to 35K or 40k minimuim. Whatever it takes to give decent players a chance to react.
Then we'll get more threads replacing the undeath ones complaining about healing or the tank meta that refuse to acknowledge the root cause of people building tanky in the first place. If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp. With undeath at 1/3 potency the future hp and resist/mitigation min will adapt to make up that 2/3 difference.
"If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp"
This is completely false, the reason why people run high HP is because it benefits you to do so on a lot of builds. Take for example high health warden, you can become unkillable via super high HP polar winds and make your group nigh unkillabe which result in groups with 50k+ hp healing each other and never dying. I once saw a 100k health warden emperor with polar wind and his group never died because of the cross healing. No one would run low health just because damage is low, they run high health because the game makes high health OP in many ways.
You get OP shields, you get OP cross healing, you get OP survivability and without having to sacrifice anything and still being a Damage dealer. None of that has to do with 100 to 0 meta, it's because people want to be super tanky and damage dealers at the same time.
This change is good because now you have to build for it and you don't just get it for a negigible cost. The flame damage taken was not significant enough to make a difference and neither was the sustain cost. Sustaining hasn't been an issue at all since the introduction of Wretched vitality and sustain CPs in cp 2.0
High damage meta is good, making people make choices to get tankiness is good, being given mitigation while barely losing out on anything is bad. I'm not sure how people can be in opposition to it being nerfed.
That's just one class and their hp scaling defensive skills besides most Wardens are already running around with at least 38k hp. Why do other classes build for at least 30k hp?
.
Warden is not the only class this applies to, it's funny that needs to be spelled out. If you look at history since CP 2.0 warden is not the only class that resulted in high health gameplay Almost ALL classes have had high health based builds because the game keeps rewarding being a high health player. I quite literally alluded to that fact when I mentioned that "you get op shields, op healing, and op survivability" but since I need to explicitly state this, here's a bunch of cases where it's been beneficial to be high health and it's NOT because of "high damage:
Sorcs ward scaling
Arcanists ward scaling
NIghtblades dark cloaks scaling prior to the dark cloak nerf
Templar had living dark scaling back when it scaled off HP and damage, a lot of templars went the high HP route
Warden i've already explained benefit now because of high health polar wind
Only really Dragonknight and Necromancer have fallen in the group of where it wasn't beneficial to be running high health during those times.
I'm not sure why we're trying to lie as if Warden has only been the only class in history benefitting from being high health in PVP, this game rewards it for almost everyone.
It's a flat out lie to say that this is because of "100-0 potential", it's been happening since no proc in 2021 and the damage back then was no where compared to what it is now. This has only gotten more popular now, it has never been an now only thing.
I see you're Intentionally missing my point by erasing it in the quote well here it is again:
4 years ago most players in Cyro were around the 26k hp range before hybridization. As sets and skills became more accessible boosting character potential defensive stats and hp rose up to 30k to counteract that. With this change the same thing will happen with players adapting elsewhere and like so many things instead of looking at the cause they'll just blame the effect which is what the meta shifts to in order to counteract it.
I'm not saying it's good or bad, I'm saying the root cause hasn't changed so players will adapt in other ways to the same effect which will cause more players to moan and cry for that to be nerfed as well, ad infinitum. Curing the illness by suppressing the symptoms. We'll see your post on the new adaptation in 3-6 monthsZyaneth_Bal wrote: »Indeed, that is a big concern. With core issues untouched after losing undeath people will feel forced to build more tanky and the situation will ultimately remain more or less the same.I am happy undeath is getting the hammer, but by the 8 they also buffed nightblades on top, like wth.
While ganking has already gotten out of hand as the only way to counter it is to build 40k+ health.
The problem is that both sides are self fulfilling prophecies ... gankers gank, because it is the only way to have a chance at killing a 40K+ health heal-o-matic player, while that same player is building that, to survive a gank......
And since neither is getting addressed, they will continue, and eventually, be the only two playstyles in the game.
Auldwulfe
^ This is my point, they get it. If you don't like or want to understand my post this is the core of it.
This will only lead to people building more hp, armor, and mitigation elsewhere. Getting ganked or bombed without being able to respond is the biggest reason people build tanky. I'm sure you've all heard "If you're under 30k hp you are fuel for the bomb" now without that mitigation it will go up to 35K or 40k minimuim. Whatever it takes to give decent players a chance to react.
Then we'll get more threads replacing the undeath ones complaining about healing or the tank meta that refuse to acknowledge the root cause of people building tanky in the first place. If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp. With undeath at 1/3 potency the future hp and resist/mitigation min will adapt to make up that 2/3 difference.
"If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp"
This is completely false, the reason why people run high HP is because it benefits you to do so on a lot of builds. Take for example high health warden, you can become unkillable via super high HP polar winds and make your group nigh unkillabe which result in groups with 50k+ hp healing each other and never dying. I once saw a 100k health warden emperor with polar wind and his group never died because of the cross healing. No one would run low health just because damage is low, they run high health because the game makes high health OP in many ways.
You get OP shields, you get OP cross healing, you get OP survivability and without having to sacrifice anything and still being a Damage dealer. None of that has to do with 100 to 0 meta, it's because people want to be super tanky and damage dealers at the same time.
This change is good because now you have to build for it and you don't just get it for a negigible cost. The flame damage taken was not significant enough to make a difference and neither was the sustain cost. Sustaining hasn't been an issue at all since the introduction of Wretched vitality and sustain CPs in cp 2.0
High damage meta is good, making people make choices to get tankiness is good, being given mitigation while barely losing out on anything is bad. I'm not sure how people can be in opposition to it being nerfed.
That's just one class and their hp scaling defensive skills besides most Wardens are already running around with at least 38k hp. Why do other classes build for at least 30k hp?
.
Warden is not the only class this applies to, it's funny that needs to be spelled out. If you look at history since CP 2.0 warden is not the only class that resulted in high health gameplay Almost ALL classes have had high health based builds because the game keeps rewarding being a high health player. I quite literally alluded to that fact when I mentioned that "you get op shields, op healing, and op survivability" but since I need to explicitly state this, here's a bunch of cases where it's been beneficial to be high health and it's NOT because of "high damage:
Sorcs ward scaling
Arcanists ward scaling
NIghtblades dark cloaks scaling prior to the dark cloak nerf
Templar had living dark scaling back when it scaled off HP and damage, a lot of templars went the high HP route
Warden i've already explained benefit now because of high health polar wind
Only really Dragonknight and Necromancer have fallen in the group of where it wasn't beneficial to be running high health during those times.
I'm not sure why we're trying to lie as if Warden has only been the only class in history benefitting from being high health in PVP, this game rewards it for almost everyone.
It's a flat out lie to say that this is because of "100-0 potential", it's been happening since no proc in 2021 and the damage back then was no where compared to what it is now. This has only gotten more popular now, it has never been an now only thing.
I see you're Intentionally missing my point by erasing it in the quote well here it is again:
4 years ago most players in Cyro were around the 26k hp range before hybridization. As sets and skills became more accessible boosting character potential defensive stats and hp rose up to 30k to counteract that. With this change the same thing will happen with players adapting elsewhere and like so many things instead of looking at the cause they'll just blame the effect which is what the meta shifts to in order to counteract it.
I'm not saying it's good or bad, I'm saying the root cause hasn't changed so players will adapt in other ways to the same effect which will cause more players to moan and cry for that to be nerfed as well, ad infinitum. Curing the illness by suppressing the symptoms. We'll see your post on the new adaptation in 3-6 monthsZyaneth_Bal wrote: »Indeed, that is a big concern. With core issues untouched after losing undeath people will feel forced to build more tanky and the situation will ultimately remain more or less the same.I am happy undeath is getting the hammer, but by the 8 they also buffed nightblades on top, like wth.
While ganking has already gotten out of hand as the only way to counter it is to build 40k+ health.
The problem is that both sides are self fulfilling prophecies ... gankers gank, because it is the only way to have a chance at killing a 40K+ health heal-o-matic player, while that same player is building that, to survive a gank......
And since neither is getting addressed, they will continue, and eventually, be the only two playstyles in the game.
Auldwulfe
^ This is my point, they get it. If you don't like or want to understand my post this is the core of it.
[...]
And as time tells, people enjoy doing Tarnished nightmare esque Gank builds, otherwise if they didn't enjoy this, people would probably be playing in No CP no proc, but everyone quickly left and stopped supporting Ravenwatch until they changed it in the new PTS.
I only think gankers keep ganking because they enjoy ganking and the enjoy the power of 100 to 0 bursting people with procs like Tarnished nightmare.
MEBengalsFan2001 wrote: »Undeath isn’t gone. The penalty to have it is almost null now and grants up to 10% damage reduction. IMO the passives should only be active when at the stage four.
Right, it was way too strong at vamp 3 and 30%.
Now it's near-free at vamp 1 and is still 10%. It received a rightful nerf yet doesn't nearly encourage "gankers" to come out of the woodworks.
What it means to me is that fights will end faster and be less forgiving when you don't heal (healing is still overtuned), block (blocking is way overtuned, in PvP), or roll (everyone rolls now, ugh lol).
.This will only lead to people building more hp, armor, and mitigation elsewhere. Getting ganked or bombed without being able to respond is the biggest reason people build tanky. I'm sure you've all heard "If you're under 30k hp you are fuel for the bomb" now without that mitigation it will go up to 35K or 40k minimuim. Whatever it takes to give decent players a chance to react.
Then we'll get more threads replacing the undeath ones complaining about healing or the tank meta that refuse to acknowledge the root cause of people building tanky in the first place. If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp. With undeath at 1/3 potency the future hp and resist/mitigation min will adapt to make up that 2/3 difference.
"If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp"
This is completely false, the reason why people run high HP is because it benefits you to do so on a lot of builds. Take for example high health warden, you can become unkillable via super high HP polar winds and make your group nigh unkillabe which result in groups with 50k+ hp healing each other and never dying. I once saw a 100k health warden emperor with polar wind and his group never died because of the cross healing. No one would run low health just because damage is low, they run high health because the game makes high health OP in many ways.
You get OP shields, you get OP cross healing, you get OP survivability and without having to sacrifice anything and still being a Damage dealer. None of that has to do with 100 to 0 meta, it's because people want to be super tanky and damage dealers at the same time.
This change is good because now you have to build for it and you don't just get it for a negigible cost. The flame damage taken was not significant enough to make a difference and neither was the sustain cost. Sustaining hasn't been an issue at all since the introduction of Wretched vitality and sustain CPs in cp 2.0
High damage meta is good, making people make choices to get tankiness is good, being given mitigation while barely losing out on anything is bad. I'm not sure how people can be in opposition to it being nerfed.
That's just one class and their hp scaling defensive skills besides most Wardens are already running around with at least 38k hp. Why do other classes build for at least 30k hp?
.
Warden is not the only class this applies to, it's funny that needs to be spelled out. If you look at history since CP 2.0 warden is not the only class that resulted in high health gameplay Almost ALL classes have had high health based builds because the game keeps rewarding being a high health player. I quite literally alluded to that fact when I mentioned that "you get op shields, op healing, and op survivability" but since I need to explicitly state this, here's a bunch of cases where it's been beneficial to be high health and it's NOT because of "high damage:
Sorcs ward scaling
Arcanists ward scaling
NIghtblades dark cloaks scaling prior to the dark cloak nerf
Templar had living dark scaling back when it scaled off HP and damage, a lot of templars went the high HP route
Warden i've already explained benefit now because of high health polar wind
Only really Dragonknight and Necromancer have fallen in the group of where it wasn't beneficial to be running high health during those times.
I'm not sure why we're trying to lie as if Warden has only been the only class in history benefitting from being high health in PVP, this game rewards it for almost everyone.
It's a flat out lie to say that this is because of "100-0 potential", it's been happening since no proc in 2021 and the damage back then was no where compared to what it is now. This has only gotten more popular now, it has never been an now only thing.
I see you're Intentionally missing my point by erasing it in the quote well here it is again:
4 years ago most players in Cyro were around the 26k hp range before hybridization. As sets and skills became more accessible boosting character potential defensive stats and hp rose up to 30k to counteract that. With this change the same thing will happen with players adapting elsewhere and like so many things instead of looking at the cause they'll just blame the effect which is what the meta shifts to in order to counteract it.
I'm not saying it's good or bad, I'm saying the root cause hasn't changed so players will adapt in other ways to the same effect which will cause more players to moan and cry for that to be nerfed as well, ad infinitum. Curing the illness by suppressing the symptoms. We'll see your post on the new adaptation in 3-6 monthsZyaneth_Bal wrote: »Indeed, that is a big concern. With core issues untouched after losing undeath people will feel forced to build more tanky and the situation will ultimately remain more or less the same.I am happy undeath is getting the hammer, but by the 8 they also buffed nightblades on top, like wth.
While ganking has already gotten out of hand as the only way to counter it is to build 40k+ health.
The problem is that both sides are self fulfilling prophecies ... gankers gank, because it is the only way to have a chance at killing a 40K+ health heal-o-matic player, while that same player is building that, to survive a gank......
And since neither is getting addressed, they will continue, and eventually, be the only two playstyles in the game.
Auldwulfe
^ This is my point, they get it. If you don't like or want to understand my post this is the core of it.
[...]
And as time tells, people enjoy doing Tarnished nightmare esque Gank builds, otherwise if they didn't enjoy this, people would probably be playing in No CP no proc, but everyone quickly left and stopped supporting Ravenwatch until they changed it in the new PTS.
I only think gankers keep ganking because they enjoy ganking and the enjoy the power of 100 to 0 bursting people with procs like Tarnished nightmare.
The lack of ganking proc builds is most definitely not the reason Ravenwatch is low population.
MEBengalsFan2001 wrote: »MEBengalsFan2001 wrote: »Undeath isn’t gone. The penalty to have it is almost null now and grants up to 10% damage reduction. IMO the passives should only be active when at the stage four.
Right, it was way too strong at vamp 3 and 30%.
Now it's near-free at vamp 1 and is still 10%. It received a rightful nerf yet doesn't nearly encourage "gankers" to come out of the woodworks.
What it means to me is that fights will end faster and be less forgiving when you don't heal (healing is still overtuned), block (blocking is way overtuned, in PvP), or roll (everyone rolls now, ugh lol).
This means gear sets like swift and pariah will be used more regularly and some builds will be giving up the second damage set as now they lost a possible 20% damage reduction.
.This will only lead to people building more hp, armor, and mitigation elsewhere. Getting ganked or bombed without being able to respond is the biggest reason people build tanky. I'm sure you've all heard "If you're under 30k hp you are fuel for the bomb" now without that mitigation it will go up to 35K or 40k minimuim. Whatever it takes to give decent players a chance to react.
Then we'll get more threads replacing the undeath ones complaining about healing or the tank meta that refuse to acknowledge the root cause of people building tanky in the first place. If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp. With undeath at 1/3 potency the future hp and resist/mitigation min will adapt to make up that 2/3 difference.
"If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp"
This is completely false, the reason why people run high HP is because it benefits you to do so on a lot of builds. Take for example high health warden, you can become unkillable via super high HP polar winds and make your group nigh unkillabe which result in groups with 50k+ hp healing each other and never dying. I once saw a 100k health warden emperor with polar wind and his group never died because of the cross healing. No one would run low health just because damage is low, they run high health because the game makes high health OP in many ways.
You get OP shields, you get OP cross healing, you get OP survivability and without having to sacrifice anything and still being a Damage dealer. None of that has to do with 100 to 0 meta, it's because people want to be super tanky and damage dealers at the same time.
This change is good because now you have to build for it and you don't just get it for a negigible cost. The flame damage taken was not significant enough to make a difference and neither was the sustain cost. Sustaining hasn't been an issue at all since the introduction of Wretched vitality and sustain CPs in cp 2.0
High damage meta is good, making people make choices to get tankiness is good, being given mitigation while barely losing out on anything is bad. I'm not sure how people can be in opposition to it being nerfed.
That's just one class and their hp scaling defensive skills besides most Wardens are already running around with at least 38k hp. Why do other classes build for at least 30k hp?
.
Warden is not the only class this applies to, it's funny that needs to be spelled out. If you look at history since CP 2.0 warden is not the only class that resulted in high health gameplay Almost ALL classes have had high health based builds because the game keeps rewarding being a high health player. I quite literally alluded to that fact when I mentioned that "you get op shields, op healing, and op survivability" but since I need to explicitly state this, here's a bunch of cases where it's been beneficial to be high health and it's NOT because of "high damage:
Sorcs ward scaling
Arcanists ward scaling
NIghtblades dark cloaks scaling prior to the dark cloak nerf
Templar had living dark scaling back when it scaled off HP and damage, a lot of templars went the high HP route
Warden i've already explained benefit now because of high health polar wind
Only really Dragonknight and Necromancer have fallen in the group of where it wasn't beneficial to be running high health during those times.
I'm not sure why we're trying to lie as if Warden has only been the only class in history benefitting from being high health in PVP, this game rewards it for almost everyone.
It's a flat out lie to say that this is because of "100-0 potential", it's been happening since no proc in 2021 and the damage back then was no where compared to what it is now. This has only gotten more popular now, it has never been an now only thing.
I see you're Intentionally missing my point by erasing it in the quote well here it is again:
4 years ago most players in Cyro were around the 26k hp range before hybridization. As sets and skills became more accessible boosting character potential defensive stats and hp rose up to 30k to counteract that. With this change the same thing will happen with players adapting elsewhere and like so many things instead of looking at the cause they'll just blame the effect which is what the meta shifts to in order to counteract it.
I'm not saying it's good or bad, I'm saying the root cause hasn't changed so players will adapt in other ways to the same effect which will cause more players to moan and cry for that to be nerfed as well, ad infinitum. Curing the illness by suppressing the symptoms. We'll see your post on the new adaptation in 3-6 monthsZyaneth_Bal wrote: »Indeed, that is a big concern. With core issues untouched after losing undeath people will feel forced to build more tanky and the situation will ultimately remain more or less the same.I am happy undeath is getting the hammer, but by the 8 they also buffed nightblades on top, like wth.
While ganking has already gotten out of hand as the only way to counter it is to build 40k+ health.
The problem is that both sides are self fulfilling prophecies ... gankers gank, because it is the only way to have a chance at killing a 40K+ health heal-o-matic player, while that same player is building that, to survive a gank......
And since neither is getting addressed, they will continue, and eventually, be the only two playstyles in the game.
Auldwulfe
^ This is my point, they get it. If you don't like or want to understand my post this is the core of it.
[...]
And as time tells, people enjoy doing Tarnished nightmare esque Gank builds, otherwise if they didn't enjoy this, people would probably be playing in No CP no proc, but everyone quickly left and stopped supporting Ravenwatch until they changed it in the new PTS.
I only think gankers keep ganking because they enjoy ganking and the enjoy the power of 100 to 0 bursting people with procs like Tarnished nightmare.
The lack of ganking proc builds is most definitely not the reason Ravenwatch is low population.
That's not what I was implying you were reading too much into that , I was saying if people really didn't want to be a ganker as a DD and protested that way of playing, you would probably more likely see them leave proc PVP. Of course there's more than one reason RW is dead(but that isn't really the point I was making).
But you see no one saying anything like "i'm playing ravenwatch because theres no toxic proc gankers " or "i don't enjoy proc gank PVP meta". It's not that people are fed up with proc gank metas, it's quite opposite, people love the power it gives.
Some simply like the idea of “edgy assassin” playstyle, while others are looking for easy kills with minimal effort as ganking currently is just that. It may have a room to exist but currently it’s was too effective which attracts even more players to the point that sometimes for every non-nb there are 2-3 nbs nearby looking to gank, quite literally..This will only lead to people building more hp, armor, and mitigation elsewhere. Getting ganked or bombed without being able to respond is the biggest reason people build tanky. I'm sure you've all heard "If you're under 30k hp you are fuel for the bomb" now without that mitigation it will go up to 35K or 40k minimuim. Whatever it takes to give decent players a chance to react.
Then we'll get more threads replacing the undeath ones complaining about healing or the tank meta that refuse to acknowledge the root cause of people building tanky in the first place. If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp. With undeath at 1/3 potency the future hp and resist/mitigation min will adapt to make up that 2/3 difference.
"If you could survive at 25k hp without going from 100-0 in an instant you'd see people running around with 25k hp"
This is completely false, the reason why people run high HP is because it benefits you to do so on a lot of builds. Take for example high health warden, you can become unkillable via super high HP polar winds and make your group nigh unkillabe which result in groups with 50k+ hp healing each other and never dying. I once saw a 100k health warden emperor with polar wind and his group never died because of the cross healing. No one would run low health just because damage is low, they run high health because the game makes high health OP in many ways.
You get OP shields, you get OP cross healing, you get OP survivability and without having to sacrifice anything and still being a Damage dealer. None of that has to do with 100 to 0 meta, it's because people want to be super tanky and damage dealers at the same time.
This change is good because now you have to build for it and you don't just get it for a negigible cost. The flame damage taken was not significant enough to make a difference and neither was the sustain cost. Sustaining hasn't been an issue at all since the introduction of Wretched vitality and sustain CPs in cp 2.0
High damage meta is good, making people make choices to get tankiness is good, being given mitigation while barely losing out on anything is bad. I'm not sure how people can be in opposition to it being nerfed.
That's just one class and their hp scaling defensive skills besides most Wardens are already running around with at least 38k hp. Why do other classes build for at least 30k hp?
.
Warden is not the only class this applies to, it's funny that needs to be spelled out. If you look at history since CP 2.0 warden is not the only class that resulted in high health gameplay Almost ALL classes have had high health based builds because the game keeps rewarding being a high health player. I quite literally alluded to that fact when I mentioned that "you get op shields, op healing, and op survivability" but since I need to explicitly state this, here's a bunch of cases where it's been beneficial to be high health and it's NOT because of "high damage:
Sorcs ward scaling
Arcanists ward scaling
NIghtblades dark cloaks scaling prior to the dark cloak nerf
Templar had living dark scaling back when it scaled off HP and damage, a lot of templars went the high HP route
Warden i've already explained benefit now because of high health polar wind
Only really Dragonknight and Necromancer have fallen in the group of where it wasn't beneficial to be running high health during those times.
I'm not sure why we're trying to lie as if Warden has only been the only class in history benefitting from being high health in PVP, this game rewards it for almost everyone.
It's a flat out lie to say that this is because of "100-0 potential", it's been happening since no proc in 2021 and the damage back then was no where compared to what it is now. This has only gotten more popular now, it has never been an now only thing.
I see you're Intentionally missing my point by erasing it in the quote well here it is again:
4 years ago most players in Cyro were around the 26k hp range before hybridization. As sets and skills became more accessible boosting character potential defensive stats and hp rose up to 30k to counteract that. With this change the same thing will happen with players adapting elsewhere and like so many things instead of looking at the cause they'll just blame the effect which is what the meta shifts to in order to counteract it.
I'm not saying it's good or bad, I'm saying the root cause hasn't changed so players will adapt in other ways to the same effect which will cause more players to moan and cry for that to be nerfed as well, ad infinitum. Curing the illness by suppressing the symptoms. We'll see your post on the new adaptation in 3-6 monthsZyaneth_Bal wrote: »Indeed, that is a big concern. With core issues untouched after losing undeath people will feel forced to build more tanky and the situation will ultimately remain more or less the same.I am happy undeath is getting the hammer, but by the 8 they also buffed nightblades on top, like wth.
While ganking has already gotten out of hand as the only way to counter it is to build 40k+ health.
The problem is that both sides are self fulfilling prophecies ... gankers gank, because it is the only way to have a chance at killing a 40K+ health heal-o-matic player, while that same player is building that, to survive a gank......
And since neither is getting addressed, they will continue, and eventually, be the only two playstyles in the game.
Auldwulfe
^ This is my point, they get it. If you don't like or want to understand my post this is the core of it.
[...]
And as time tells, people enjoy doing Tarnished nightmare esque Gank builds, otherwise if they didn't enjoy this, people would probably be playing in No CP no proc, but everyone quickly left and stopped supporting Ravenwatch until they changed it in the new PTS.
I only think gankers keep ganking because they enjoy ganking and the enjoy the power of 100 to 0 bursting people with procs like Tarnished nightmare.
The lack of ganking proc builds is most definitely not the reason Ravenwatch is low population.
That's not what I was implying you were reading too much into that , I was saying if people really didn't want to be a ganker as a DD and protested that way of playing, you would probably more likely see them leave proc PVP. Of course there's more than one reason RW is dead(but that isn't really the point I was making).
But you see no one saying anything like "i'm playing ravenwatch because theres no toxic proc gankers " or "i don't enjoy proc gank PVP meta". It's not that people are fed up with proc gank metas, it's quite opposite, people love the power it gives.
You can’t block a gank because it’s a gank, obviously, unless it happens by accident or you hold block permanently.There are other ways to counter ganking than 40k health.
Detect
Block
Zyaneth_Bal wrote: »You can’t block a gank because it’s a gank, obviously, unless it happens by accident or you hold block permanently.There are other ways to counter ganking than 40k health.
Detect
Block
Detect pots only have 37% uptime max and detect skills rarely work due to server lag. You can press it while on top of someone and then they still go invisible.
There are other ways to counter ganking than 40k health.
Detect
Block
It’s true that nb and sorc population has gone way up recently but it should be noted that both have always been among the most popular classes simply because they are the closest to the generic “mage” and “rogue”. It’s true that nightblade is overperforming currently but despite what some say, sorc is in a good spot right now and the contrast in pop change is only that drastic because up until very recently sorc has been experiencing the literal rock bottom, and even then many still kept asking for nerfs. Sorc is a high risk, high reward class and people always have issues with those. Besides being the generic “mage” the other reason for sorc’s popularity is that for the first time in a long while it’s genuinely fun to play again because once again you can actually get the “reward” I just mentioned.Not really true Auldwulfe there have always been gankers even in the old Medium Armor era. Currently Night blades dominate PVP most metrics have Night blades at almost 50% of the population currently with Sorcs being #2.
You have about 50% of the population (5 classes) that cant avoid damage and have to litterly heal through everything they are tanks or they are dead.
Then you 50% of the population even tho I think its over 50% currently are Sorcs and Nighblades who are the most mobile and have the ability to avoid damage.
We will have to see how the undeath passive is going to play out. But right now ZOS is not addressing the balance between the classes. They finally made some changes with the Necro but how long has it taken. They are not addressing the power creep of Ranged damage vs Melee centric damage. 95% of the sets in the game are not even being used in PVP because of set imbalance.
Zyaneth_Bal wrote: »It’s true that nb and sorc population has gone way up recently but it should be noted that both have always been among the most popular classes simply because they are the closest to the generic “mage” and “rogue”. It’s true that nightblade is overperforming currently but despite what some say, sorc is in a good spot right now and the contrast in pop change is only that drastic because up until very recently sorc has been experiencing the literal rock bottom, and even then many still kept asking for nerfs. Sorc is a high risk, high reward class and people always have issues with those. Besides being the generic “mage” the other reason for sorc’s popularity is that for the first time in a long while it’s genuinely fun to play again because once again you can actually get the “reward” I just mentioned.Not really true Auldwulfe there have always been gankers even in the old Medium Armor era. Currently Night blades dominate PVP most metrics have Night blades at almost 50% of the population currently with Sorcs being #2.
You have about 50% of the population (5 classes) that cant avoid damage and have to litterly heal through everything they are tanks or they are dead.
Then you 50% of the population even tho I think its over 50% currently are Sorcs and Nighblades who are the most mobile and have the ability to avoid damage.
We will have to see how the undeath passive is going to play out. But right now ZOS is not addressing the balance between the classes. They finally made some changes with the Necro but how long has it taken. They are not addressing the power creep of Ranged damage vs Melee centric damage. 95% of the sets in the game are not even being used in PVP because of set imbalance.
Already too much text not exactly on topic so I’m not going indepth on either class. Just thought it wouldn’t hurt to clarify.
As the topic was on changes that need to compliment the undeath nerf (which once again is totally justified) and issues like excessive healing and easy access to huge amounts of damage, ganking in particular as the reward vastly outweighs any risks still left and due to it’s nature it currently offers no real counterplay without heavy investment.
Nightblades and sorcs have always been abundant no matter the meta. Even before the recent buffs sorc was hardly rare depsite the class being dead, same goes for nightbalde, that’s a fact, plain and simple.Joy_Division wrote: »Zyaneth_Bal wrote: »It’s true that nb and sorc population has gone way up recently but it should be noted that both have always been among the most popular classes simply because they are the closest to the generic “mage” and “rogue”. It’s true that nightblade is overperforming currently but despite what some say, sorc is in a good spot right now and the contrast in pop change is only that drastic because up until very recently sorc has been experiencing the literal rock bottom, and even then many still kept asking for nerfs. Sorc is a high risk, high reward class and people always have issues with those. Besides being the generic “mage” the other reason for sorc’s popularity is that for the first time in a long while it’s genuinely fun to play again because once again you can actually get the “reward” I just mentioned.Not really true Auldwulfe there have always been gankers even in the old Medium Armor era. Currently Night blades dominate PVP most metrics have Night blades at almost 50% of the population currently with Sorcs being #2.
You have about 50% of the population (5 classes) that cant avoid damage and have to litterly heal through everything they are tanks or they are dead.
Then you 50% of the population even tho I think its over 50% currently are Sorcs and Nighblades who are the most mobile and have the ability to avoid damage.
We will have to see how the undeath passive is going to play out. But right now ZOS is not addressing the balance between the classes. They finally made some changes with the Necro but how long has it taken. They are not addressing the power creep of Ranged damage vs Melee centric damage. 95% of the sets in the game are not even being used in PVP because of set imbalance.
Already too much text not exactly on topic so I’m not going indepth on either class. Just thought it wouldn’t hurt to clarify.
As the topic was on changes that need to compliment the undeath nerf (which once again is totally justified) and issues like excessive healing and easy access to huge amounts of damage, ganking in particular as the reward vastly outweighs any risks still left and due to it’s nature it currently offers no real counterplay without heavy investment.
Sorcerer and Nightblade have always been among the most popular classes (for PvP) because those two classes have historically spent the most time as top tier and alone offer the player to do something else besides die gloriously when the zerg comes. Where exactly is the high risk in engaging at maximum range while blinking away the moment of encountering real danger? An archetypical mage from other RPGs that has weak defenses and gets destroyed in close quarters combat is high risk. That's nothing like ESO
When sorcerer was crap before 1.6, hardly anyone played it even though it was the only "mage" in the game.
Many people will not play a bad class. If a class is popular, a big reason for that is because it is performing at a high level.
***
The idea the people have high health because of NB gankers is only one part of the reason, and probably not the most important. The prevalence of NB bombers, organized groups and their stupid pull sets that don;t confer CC immunity, allies who are walking Vicious Death bombs with their health and zero resistances, and the high amount of damage available to anything but the tankiest build means having high health and high resistances are necessary for people who dislike horse riding simulator or just don't like dying.
People also go to 100-0 tactic not just because there is so much healing, but because it is by far the most reliable way to kill somebody. Even if healing were nerfed to the ground, the fact of the matter is that good players are survivable mostly because of their intelligent use of LoS and their mobility, which makes 100-0ing these players so desirable. If they stood still, then 100-90-80-70-etc would be a viable option.
ZOS did the right thing here. I don;t think its perfect because stage 1 vamp still looks flat out better than mortal, but good riddance to 30% reduction. That is a big enough change where I don't think they should be tinkering with anything else mitigation/healing/survival related until enough time has passed where we can assess this with experience and data.
Zyaneth_Bal wrote: »You can’t block a gank because it’s a gank, obviously, unless it happens by accident or you hold block permanently.There are other ways to counter ganking than 40k health.
Detect
Block
Detect pots only have 37% uptime max and detect skills rarely work due to server lag. You can press it while on top of someone and then they still go invisible.
Also keep in mind that Night blades run major and minor expedition! They are quickly out of detect range. Most groups will have to burn multiple detect pots to kill a good night blade.
Zyaneth_Bal wrote: »It’s true that nb and sorc population has gone way up recently but it should be noted that both have always been among the most popular classes simply because they are the closest to the generic “mage” and “rogue”. It’s true that nightblade is overperforming currently but despite what some say, sorc is in a good spot right now and the contrast in pop change is only that drastic because up until very recently sorc has been experiencing the literal rock bottom, and even then many still kept asking for nerfs. Sorc is a high risk, high reward class and people always have issues with those. Besides being the generic “mage” the other reason for sorc’s popularity is that for the first time in a long while it’s genuinely fun to play again because once again you can actually get the “reward” I just mentioned.
Already too much text not exactly on topic so I’m not going indepth on either class. Just thought it wouldn’t hurt to clarify.
As the topic was on changes that need to compliment the undeath nerf (which once again is totally justified) and issues like excessive healing and easy access to huge amounts of damage, ganking in particular as the reward vastly outweighs any risks still left and due to it’s nature it currently offers no real counterplay without heavy investment.
If that happens I’m afraid there won’t be anyone left to gank lol.Turtle_Bot wrote: »Zyaneth_Bal wrote: »You can’t block a gank because it’s a gank, obviously, unless it happens by accident or you hold block permanently.There are other ways to counter ganking than 40k health.
Detect
Block
Detect pots only have 37% uptime max and detect skills rarely work due to server lag. You can press it while on top of someone and then they still go invisible.
Also keep in mind that Night blades run major and minor expedition! They are quickly out of detect range. Most groups will have to burn multiple detect pots to kill a good night blade.
And even then those groups will have to be of at least above average in skill level to actually attempt to get that kill.Zyaneth_Bal wrote: »It’s true that nb and sorc population has gone way up recently but it should be noted that both have always been among the most popular classes simply because they are the closest to the generic “mage” and “rogue”. It’s true that nightblade is overperforming currently but despite what some say, sorc is in a good spot right now and the contrast in pop change is only that drastic because up until very recently sorc has been experiencing the literal rock bottom, and even then many still kept asking for nerfs. Sorc is a high risk, high reward class and people always have issues with those. Besides being the generic “mage” the other reason for sorc’s popularity is that for the first time in a long while it’s genuinely fun to play again because once again you can actually get the “reward” I just mentioned.
Already too much text not exactly on topic so I’m not going indepth on either class. Just thought it wouldn’t hurt to clarify.
As the topic was on changes that need to compliment the undeath nerf (which once again is totally justified) and issues like excessive healing and easy access to huge amounts of damage, ganking in particular as the reward vastly outweighs any risks still left and due to it’s nature it currently offers no real counterplay without heavy investment.
tbh I'm curious to see what happens with class populations this patch. All of the ability based "counters" to cloak that were reliable (ele sus, entropy, etc) got fixed this PTS cycle, yet NB has not received a single reduction to its survivability to account for that direct (and massive) buff to cloak (in fact its defensive buffs got easier to maintain on top of this).
Without those abilities being able to break cloak anymore (which did need addressing) and if NB survivability outside of cloak is not addressed even a tiny bit this PTS cycle, I would not be surprised to see the NB population explode again this patch as ganking becomes even easier and safer than ever before.
Turtle_Bot wrote: »Zyaneth_Bal wrote: »You can’t block a gank because it’s a gank, obviously, unless it happens by accident or you hold block permanently.There are other ways to counter ganking than 40k health.
Detect
Block
Detect pots only have 37% uptime max and detect skills rarely work due to server lag. You can press it while on top of someone and then they still go invisible.
Also keep in mind that Night blades run major and minor expedition! They are quickly out of detect range. Most groups will have to burn multiple detect pots to kill a good night blade.
And even then those groups will have to be of at least above average in skill level to actually attempt to get that kill.Zyaneth_Bal wrote: »It’s true that nb and sorc population has gone way up recently but it should be noted that both have always been among the most popular classes simply because they are the closest to the generic “mage” and “rogue”. It’s true that nightblade is overperforming currently but despite what some say, sorc is in a good spot right now and the contrast in pop change is only that drastic because up until very recently sorc has been experiencing the literal rock bottom, and even then many still kept asking for nerfs. Sorc is a high risk, high reward class and people always have issues with those. Besides being the generic “mage” the other reason for sorc’s popularity is that for the first time in a long while it’s genuinely fun to play again because once again you can actually get the “reward” I just mentioned.
Already too much text not exactly on topic so I’m not going indepth on either class. Just thought it wouldn’t hurt to clarify.
As the topic was on changes that need to compliment the undeath nerf (which once again is totally justified) and issues like excessive healing and easy access to huge amounts of damage, ganking in particular as the reward vastly outweighs any risks still left and due to it’s nature it currently offers no real counterplay without heavy investment.
tbh I'm curious to see what happens with class populations this patch. All of the ability based "counters" to cloak that were reliable (ele sus, entropy, etc) got fixed this PTS cycle, yet NB has not received a single reduction to its survivability to account for that direct (and massive) buff to cloak (in fact its defensive buffs got easier to maintain on top of this).
Without those abilities being able to break cloak anymore (which did need addressing) and if NB survivability outside of cloak is not addressed even a tiny bit this PTS cycle, I would not be surprised to see the NB population explode again this patch as ganking becomes even easier and safer than ever before.
master_vanargand wrote: »In an update a few years ago, invisible and stealth were no longer broken by single or AoE DoTs.
Only AoE direct damage, Detection potion, and Detection skill can destroy invisible and stealth.
But "Elemental Susceptibility" and "Structured Entropy" destroy invisible and stealth.
This is a bug, I tested how this happens.
Below is a video of me testing the bug.
[ESO]"Elemental Susceptibility" and "Structured Entropy" destroy invisible[BUG]
https://youtu.be/GOTjX6kePkQ
[Test]
- Testing "Structured Entropy", destroy invisible.
- Testing "Normal DoT skill", Invisible will be maintained.
- Testing "Elemental Susceptibility", destroy invisible.
- Testing "Overcharged of Status effect ", Invisible will be maintained.
Turtle_Bot wrote: »Zyaneth_Bal wrote: »You can’t block a gank because it’s a gank, obviously, unless it happens by accident or you hold block permanently.There are other ways to counter ganking than 40k health.
Detect
Block
Detect pots only have 37% uptime max and detect skills rarely work due to server lag. You can press it while on top of someone and then they still go invisible.
Also keep in mind that Night blades run major and minor expedition! They are quickly out of detect range. Most groups will have to burn multiple detect pots to kill a good night blade.
And even then those groups will have to be of at least above average in skill level to actually attempt to get that kill.Zyaneth_Bal wrote: »It’s true that nb and sorc population has gone way up recently but it should be noted that both have always been among the most popular classes simply because they are the closest to the generic “mage” and “rogue”. It’s true that nightblade is overperforming currently but despite what some say, sorc is in a good spot right now and the contrast in pop change is only that drastic because up until very recently sorc has been experiencing the literal rock bottom, and even then many still kept asking for nerfs. Sorc is a high risk, high reward class and people always have issues with those. Besides being the generic “mage” the other reason for sorc’s popularity is that for the first time in a long while it’s genuinely fun to play again because once again you can actually get the “reward” I just mentioned.
Already too much text not exactly on topic so I’m not going indepth on either class. Just thought it wouldn’t hurt to clarify.
As the topic was on changes that need to compliment the undeath nerf (which once again is totally justified) and issues like excessive healing and easy access to huge amounts of damage, ganking in particular as the reward vastly outweighs any risks still left and due to it’s nature it currently offers no real counterplay without heavy investment.
tbh I'm curious to see what happens with class populations this patch. All of the ability based "counters" to cloak that were reliable (ele sus, entropy, etc) got fixed this PTS cycle, yet NB has not received a single reduction to its survivability to account for that direct (and massive) buff to cloak (in fact its defensive buffs got easier to maintain on top of this).
Without those abilities being able to break cloak anymore (which did need addressing) and if NB survivability outside of cloak is not addressed even a tiny bit this PTS cycle, I would not be surprised to see the NB population explode again this patch as ganking becomes even easier and safer than ever before.
Zyaneth_Bal wrote: »Turtle_Bot wrote: »Zyaneth_Bal wrote: »You can’t block a gank because it’s a gank, obviously, unless it happens by accident or you hold block permanently.There are other ways to counter ganking than 40k health.
Detect
Block
Detect pots only have 37% uptime max and detect skills rarely work due to server lag. You can press it while on top of someone and then they still go invisible.
Also keep in mind that Night blades run major and minor expedition! They are quickly out of detect range. Most groups will have to burn multiple detect pots to kill a good night blade.
And even then those groups will have to be of at least above average in skill level to actually attempt to get that kill.Zyaneth_Bal wrote: »It’s true that nb and sorc population has gone way up recently but it should be noted that both have always been among the most popular classes simply because they are the closest to the generic “mage” and “rogue”. It’s true that nightblade is overperforming currently but despite what some say, sorc is in a good spot right now and the contrast in pop change is only that drastic because up until very recently sorc has been experiencing the literal rock bottom, and even then many still kept asking for nerfs. Sorc is a high risk, high reward class and people always have issues with those. Besides being the generic “mage” the other reason for sorc’s popularity is that for the first time in a long while it’s genuinely fun to play again because once again you can actually get the “reward” I just mentioned.
Already too much text not exactly on topic so I’m not going indepth on either class. Just thought it wouldn’t hurt to clarify.
As the topic was on changes that need to compliment the undeath nerf (which once again is totally justified) and issues like excessive healing and easy access to huge amounts of damage, ganking in particular as the reward vastly outweighs any risks still left and due to it’s nature it currently offers no real counterplay without heavy investment.
tbh I'm curious to see what happens with class populations this patch. All of the ability based "counters" to cloak that were reliable (ele sus, entropy, etc) got fixed this PTS cycle, yet NB has not received a single reduction to its survivability to account for that direct (and massive) buff to cloak (in fact its defensive buffs got easier to maintain on top of this).
Without those abilities being able to break cloak anymore (which did need addressing) and if NB survivability outside of cloak is not addressed even a tiny bit this PTS cycle, I would not be surprised to see the NB population explode again this patch as ganking becomes even easier and safer than ever before.
Btw elemental susceptibility applies concussed and chilled which are direct damage and direct damage removes stealth, so it is working as it should imo.
master_vanargand wrote: »Zyaneth_Bal wrote: »Turtle_Bot wrote: »Zyaneth_Bal wrote: »You can’t block a gank because it’s a gank, obviously, unless it happens by accident or you hold block permanently.There are other ways to counter ganking than 40k health.
Detect
Block
Detect pots only have 37% uptime max and detect skills rarely work due to server lag. You can press it while on top of someone and then they still go invisible.
Also keep in mind that Night blades run major and minor expedition! They are quickly out of detect range. Most groups will have to burn multiple detect pots to kill a good night blade.
And even then those groups will have to be of at least above average in skill level to actually attempt to get that kill.Zyaneth_Bal wrote: »It’s true that nb and sorc population has gone way up recently but it should be noted that both have always been among the most popular classes simply because they are the closest to the generic “mage” and “rogue”. It’s true that nightblade is overperforming currently but despite what some say, sorc is in a good spot right now and the contrast in pop change is only that drastic because up until very recently sorc has been experiencing the literal rock bottom, and even then many still kept asking for nerfs. Sorc is a high risk, high reward class and people always have issues with those. Besides being the generic “mage” the other reason for sorc’s popularity is that for the first time in a long while it’s genuinely fun to play again because once again you can actually get the “reward” I just mentioned.
Already too much text not exactly on topic so I’m not going indepth on either class. Just thought it wouldn’t hurt to clarify.
As the topic was on changes that need to compliment the undeath nerf (which once again is totally justified) and issues like excessive healing and easy access to huge amounts of damage, ganking in particular as the reward vastly outweighs any risks still left and due to it’s nature it currently offers no real counterplay without heavy investment.
tbh I'm curious to see what happens with class populations this patch. All of the ability based "counters" to cloak that were reliable (ele sus, entropy, etc) got fixed this PTS cycle, yet NB has not received a single reduction to its survivability to account for that direct (and massive) buff to cloak (in fact its defensive buffs got easier to maintain on top of this).
Without those abilities being able to break cloak anymore (which did need addressing) and if NB survivability outside of cloak is not addressed even a tiny bit this PTS cycle, I would not be surprised to see the NB population explode again this patch as ganking becomes even easier and safer than ever before.
Btw elemental susceptibility applies concussed and chilled which are direct damage and direct damage removes stealth, so it is working as it should imo.
No, single direct damage does not remove stealth.
Only AoE direct damage, Detection potion, and Detection skill can destroy invisible and stealth.
This can be understood by reading the information written in the official old patch.