TechMaybeHic wrote: »Man...even you sentences stay stacked tight.
Hapexamendios wrote: »I've never used Azureblight and these nerfs will guarantee I never do.
You have quite literally hit the nail on the head and are exactly correct. We have enough sets in the game that aren't worth running. If you don't want Azureblight to be used so much in PvE, quit making mob heavy encounters that require an unrealistic amount of cleave.Rkindaleft wrote: »This is purely a PvE perspective but if they were so concerned about it they should have just added the "to monsters" and left the rest of it alone.
I will admit it was strong in specific encounters but Azureblight was simply a tool to be utilised because Zenimax keeps designing fights that require high levels of cleave damage to make them smooth. Reef Guardian HM, Ansuul HM, Bahsei HM to an extent, most of Lucent Citadel... The knot phase and Xoryn are likely about to get extremely challenging on hard mode with how much cleave damage is needed and many groups are likely going to go through significant reprog. The change made to it on PTS pretty much makes it unviable for nearly all the encounters it's useful in as there will pretty much never be enough enemies to get it to it's cap outside of trash pulls.
Nobody was complaining about the set in PvE and now it's going to the trash heap with the other 90% of sets in the game that are never used.
To iterate, many of the toughest fights now in trials are cleave fights. (And some add pulls can be trickier than bosses.) If the discussion is about class balance, well some classes are better at cleave than others. If its about gearsets, about 2% of them are relevant.
Zos decide what to put in the game, they've designed the fights and the fighters. We just have to pick the best skills/tools for the job.
Thanks to the design of the latest trials, arcanists with azureblight fit the bill. Now after they designed cleave heavy fights, zos want to nerf cleave class and sets. Wow.
The fact they gave daedric prey more aoe damage last patch seems to imply zos are aware of the need for cleave. But that it could possibly help bridge the sorc gap for cleave damage in trials is laughable.
FarthestSix883 wrote: »For starters, I have run Azureblight since the set was released. I have run the set in PvE as well as in PvP. I also regularly run in a ball group in Grey Host Cyrodiil. I initially began running the set because of Xynode Gaming's "Nature's Bounty" build for an off meta good time in dungeons. Then I discovered it can be intermittently effective in PvP. The set has been adjusted since its release and I have continued to run it for a multitude of different reasons in different content. I have never considered Azureblight to be a meta or must-have set. However, this idea recently became amplified because of Lucent Citadel. This is the result of making mob heavy encounters and adjusting to the content. The set is objectively not good in all encounters of the game. This can also be said for a set that has long been in the meta yet is the polar opposite of Azureblight in reference to Relequen. If you're looking for endgame dps, there are objectively better sets to run than Azureblight. That is why a nerf of this magnitude is beyond overkill and will ruin a niche set that has just really found its place in the meta, where we have had other sets that have been stacked for such a long time. I understand the use of it right now isn't probably what the devs want and adjustments are wanted to be made, but a simple solution would be to make it to where the first person to apply a stack of Azureblight to an enemy is the only one who can build the stacks until the pop.
Now for the PvP side of things. As someone who plays in the dreaded/hated ball groups, if the current nerfs go through, solo or small-scale players will lose one of the few sets that actually applies pressure to us in a Cyrodiil where that is pretty hard to do when not in a big group. I myself, when not in a group, will use Azureblight to help apply pressure to ball groups. I have seen complaints/posts about the set being used to melt a single player. I find this to be silly because the set is dominantly built off AoE attacks and in a Cyrodiil where movement is king, it just simply means you either chased the Azureblight-user into a tight space where the set should thrive, or you willingly stood in their AoE's. If it is an Arcanist beam that is building the stacks, you can just simply bash them. If the PvP changes go through, non-ball/comp group players are effectively being thrown to the wolves. "But the set is being abused by 12 mans!" Okay and? You can abuse anything with a set group of 12 people wearing matching builds. Nerfing sets because of this would be a dangerous and slippery slope to go down. As someone on both sides of the coin, I have never run the set because I thought it was better than others sets or because I felt it gave me more damage or an advantage. I used it for a fun unique set option that is different from Coral, Relequen, Pillar, etc etc.
To iterate, many of the toughest fights now in trials are cleave fights. (And some add pulls can be trickier than bosses.) If the discussion is about class balance, well some classes are better at cleave than others. If its about gearsets, about 2% of them are relevant.
Zos decide what to put in the game, they've designed the fights and the fighters. We just have to pick the best skills/tools for the job.
Thanks to the design of the latest trials, arcanists with azureblight fit the bill. Now after they designed cleave heavy fights, zos want to nerf cleave class and sets. Wow.
The fact they gave daedric prey more aoe damage last patch seems to imply zos are aware of the need for cleave. But that it could possibly help bridge the sorc gap for cleave damage in trials is laughable.
MISTFORMBZZZ wrote: »FarthestSix883 wrote: »For starters, I have run Azureblight since the set was released. I have run the set in PvE as well as in PvP. I also regularly run in a ball group in Grey Host Cyrodiil. I initially began running the set because of Xynode Gaming's "Nature's Bounty" build for an off meta good time in dungeons. Then I discovered it can be intermittently effective in PvP. The set has been adjusted since its release and I have continued to run it for a multitude of different reasons in different content. I have never considered Azureblight to be a meta or must-have set. However, this idea recently became amplified because of Lucent Citadel. This is the result of making mob heavy encounters and adjusting to the content. The set is objectively not good in all encounters of the game. This can also be said for a set that has long been in the meta yet is the polar opposite of Azureblight in reference to Relequen. If you're looking for endgame dps, there are objectively better sets to run than Azureblight. That is why a nerf of this magnitude is beyond overkill and will ruin a niche set that has just really found its place in the meta, where we have had other sets that have been stacked for such a long time. I understand the use of it right now isn't probably what the devs want and adjustments are wanted to be made, but a simple solution would be to make it to where the first person to apply a stack of Azureblight to an enemy is the only one who can build the stacks until the pop.
Now for the PvP side of things. As someone who plays in the dreaded/hated ball groups, if the current nerfs go through, solo or small-scale players will lose one of the few sets that actually applies pressure to us in a Cyrodiil where that is pretty hard to do when not in a big group. I myself, when not in a group, will use Azureblight to help apply pressure to ball groups. I have seen complaints/posts about the set being used to melt a single player. I find this to be silly because the set is dominantly built off AoE attacks and in a Cyrodiil where movement is king, it just simply means you either chased the Azureblight-user into a tight space where the set should thrive, or you willingly stood in their AoE's. If it is an Arcanist beam that is building the stacks, you can just simply bash them. If the PvP changes go through, non-ball/comp group players are effectively being thrown to the wolves. "But the set is being abused by 12 mans!" Okay and? You can abuse anything with a set group of 12 people wearing matching builds. Nerfing sets because of this would be a dangerous and slippery slope to go down. As someone on both sides of the coin, I have never run the set because I thought it was better than others sets or because I felt it gave me more damage or an advantage. I used it for a fun unique set option that is different from Coral, Relequen, Pillar, etc etc.
Ok thanks
Stafford197 wrote: »To iterate, many of the toughest fights now in trials are cleave fights. (And some add pulls can be trickier than bosses.) If the discussion is about class balance, well some classes are better at cleave than others. If its about gearsets, about 2% of them are relevant.
Zos decide what to put in the game, they've designed the fights and the fighters. We just have to pick the best skills/tools for the job.
Thanks to the design of the latest trials, arcanists with azureblight fit the bill. Now after they designed cleave heavy fights, zos want to nerf cleave class and sets. Wow.
The fact they gave daedric prey more aoe damage last patch seems to imply zos are aware of the need for cleave. But that it could possibly help bridge the sorc gap for cleave damage in trials is laughable.
I can’t even imagine if a group tried to push a Dreadsail Reef Trifecta with a whole bunch of NBs or Wardens lol. Some classes are so far ahead of others right now because pure damage is everything.
Like for Taleria it makes the fight way easier when you deal high DPS since it lets you to skip an entire Siren phase at 35% Health. Mechanics are skipped with high DPS instead of stacked. Also it’s not something we often think about with ESO, but why do Flames deal equal damage to Physical or Magic attacks… against a boss made of Water?
I think the whole issue of PvE class balance would mostly go away if content focused on moments where they each shine. EX:
• Reef Guardian minions can be manipulated by Wardens to fight for the team. Crabs guarding portals can also be lured into the main fight by Wardens after portals, making them preferable as runners.
• First boss Twins - Dragonknights are not stunned or debuffed by the Fire Orb and take far less DoT Damage from it. Wardens have the same benefit, but for Ice Orb.
• Necromancers can harvest power from any dead enemies, whether adds or bosses, to acquire up to one powerful unique ability for the rest of the trial. Potion-throwing adds can grant throwable potion AoEs which heal and reduce allied potion cooldowns. Harpy mini-boss could place huge Shock AoEs on enemies. Reef Guardian could gain a powerful poison cone, etc.
• Taleria summons a huge wave at 20% Health and the group has to shield heavily to survive. Alternatively, Templar can use a new morph of Nova, called Sacred Wall, summoning a wall of Aedric magic in front of you to block all attacks in front of it for 8 seconds. In this fight the wall also retaliates, stunning Taleria for 5 seconds and killing all of her Sirens.
Sounds way more exciting to me to have a team full of classes who all do cool stuff, instead of a team of godly cleave Arcs or DKs and everyone else is only there because they give some passive support buffs.
Stafford197 wrote: »To iterate, many of the toughest fights now in trials are cleave fights. (And some add pulls can be trickier than bosses.) If the discussion is about class balance, well some classes are better at cleave than others. If its about gearsets, about 2% of them are relevant.
Zos decide what to put in the game, they've designed the fights and the fighters. We just have to pick the best skills/tools for the job.
Thanks to the design of the latest trials, arcanists with azureblight fit the bill. Now after they designed cleave heavy fights, zos want to nerf cleave class and sets. Wow.
The fact they gave daedric prey more aoe damage last patch seems to imply zos are aware of the need for cleave. But that it could possibly help bridge the sorc gap for cleave damage in trials is laughable.
I can’t even imagine if a group tried to push a Dreadsail Reef Trifecta with a whole bunch of NBs or Wardens lol. Some classes are so far ahead of others right now because pure damage is everything.
Like for Taleria it makes the fight way easier when you deal high DPS since it lets you to skip an entire Siren phase at 35% Health. Mechanics are skipped with high DPS instead of stacked. Also it’s not something we often think about with ESO, but why do Flames deal equal damage to Physical or Magic attacks… against a boss made of Water?
I think the whole issue of PvE class balance would mostly go away if content focused on moments where they each shine. EX:
• Reef Guardian minions can be manipulated by Wardens to fight for the team. Crabs guarding portals can also be lured into the main fight by Wardens after portals, making them preferable as runners.
• First boss Twins - Dragonknights are not stunned or debuffed by the Fire Orb and take far less DoT Damage from it. Wardens have the same benefit, but for Ice Orb.
• Necromancers can harvest power from any dead enemies, whether adds or bosses, to acquire up to one powerful unique ability for the rest of the trial. Potion-throwing adds can grant throwable potion AoEs which heal and reduce allied potion cooldowns. Harpy mini-boss could place huge Shock AoEs on enemies. Reef Guardian could gain a powerful poison cone, etc.
• Taleria summons a huge wave at 20% Health and the group has to shield heavily to survive. Alternatively, Templar can use a new morph of Nova, called Sacred Wall, summoning a wall of Aedric magic in front of you to block all attacks in front of it for 8 seconds. In this fight the wall also retaliates, stunning Taleria for 5 seconds and killing all of her Sirens.
Sounds way more exciting to me to have a team full of classes who all do cool stuff, instead of a team of godly cleave Arcs or DKs and everyone else is only there because they give some passive support buffs.
We used to have that in year 1. For example, if you afflicted a vampire with the burning status effect, they'd suffer a fire explosion instead, while flame atronachs would take less fire damage. Dwemer automaton's couldn't bleed. Things like that. But having things like that in an MMO is iffy, because, for example, if an entire trial focuses around fire based enemies, who would ever bring a fire damaged DK to that trial? Or a vampire castle, who wouldn't bring a fire based DK there? Having content to heavily sway to one build or class would make it frustrating for anyone else to engage with, play by the rules of the house, or not at all. Sadly, given the high demand for damage and the high reward for burning things down quickly, that is the house we're in, rather than one based on things like elemental weaknesses.
Stafford197 wrote: »To iterate, many of the toughest fights now in trials are cleave fights. (And some add pulls can be trickier than bosses.) If the discussion is about class balance, well some classes are better at cleave than others. If its about gearsets, about 2% of them are relevant.
Zos decide what to put in the game, they've designed the fights and the fighters. We just have to pick the best skills/tools for the job.
Thanks to the design of the latest trials, arcanists with azureblight fit the bill. Now after they designed cleave heavy fights, zos want to nerf cleave class and sets. Wow.
The fact they gave daedric prey more aoe damage last patch seems to imply zos are aware of the need for cleave. But that it could possibly help bridge the sorc gap for cleave damage in trials is laughable.
I can’t even imagine if a group tried to push a Dreadsail Reef Trifecta with a whole bunch of NBs or Wardens lol. Some classes are so far ahead of others right now because pure damage is everything.
Like for Taleria it makes the fight way easier when you deal high DPS since it lets you to skip an entire Siren phase at 35% Health. Mechanics are skipped with high DPS instead of stacked. Also it’s not something we often think about with ESO, but why do Flames deal equal damage to Physical or Magic attacks… against a boss made of Water?
I think the whole issue of PvE class balance would mostly go away if content focused on moments where they each shine. EX:
• Reef Guardian minions can be manipulated by Wardens to fight for the team. Crabs guarding portals can also be lured into the main fight by Wardens after portals, making them preferable as runners.
• First boss Twins - Dragonknights are not stunned or debuffed by the Fire Orb and take far less DoT Damage from it. Wardens have the same benefit, but for Ice Orb.
• Necromancers can harvest power from any dead enemies, whether adds or bosses, to acquire up to one powerful unique ability for the rest of the trial. Potion-throwing adds can grant throwable potion AoEs which heal and reduce allied potion cooldowns. Harpy mini-boss could place huge Shock AoEs on enemies. Reef Guardian could gain a powerful poison cone, etc.
• Taleria summons a huge wave at 20% Health and the group has to shield heavily to survive. Alternatively, Templar can use a new morph of Nova, called Sacred Wall, summoning a wall of Aedric magic in front of you to block all attacks in front of it for 8 seconds. In this fight the wall also retaliates, stunning Taleria for 5 seconds and killing all of her Sirens.
Sounds way more exciting to me to have a team full of classes who all do cool stuff, instead of a team of godly cleave Arcs or DKs and everyone else is only there because they give some passive support buffs.
soldierofzion82 wrote: »If they go forward with this change, Cyrodiil will slowly die over the next 6 months until the devs do something to counter their nerfs. 😆