AcadianPaladin wrote: »Perhaps another example of why PvP and PvE need to be balanced separately. As a PvE'er, I run half a dozen mages. All of them provide major breach but only one of them uses ele sus to do so. Ele sus in PvE is an 'adequate' skill for what it does - the cost, range, duration, putting it on multiple targets helps it achieve this 'adequate' status.
The only nerf you mention that would be okay for PvE is that a target can only be affected by one ele sus. You could still place one case of it on multiple targets.
AcadianPaladin wrote: »Perhaps another example of why PvP and PvE need to be balanced separately. As a PvE'er, I run half a dozen mages. All of them provide major breach but only one of them uses ele sus to do so. Ele sus in PvE is an 'adequate' skill for what it does - the cost, range, duration, putting it on multiple targets helps it achieve this 'adequate' status.
The only nerf you mention that would be okay for PvE is that a target can only be affected by one ele sus. You could still place one case of it on multiple targets.
Ele sus as a skill is so much better than other major breach skills it’s insane.
I also don’t understand why only destro staff has access to major breach but dual wielding/ two hand/ bow don’t.
Turtle_Bot wrote: »Lightning staff - Lightning Susceptibility - Causes the target to take 5% increased shock damage and applies the concussed status every 5 seconds.
Flame staff - Flame Susceptibility - Causes the target to take 5% increased flame damage and applies the burning status every 5 seconds.
Lightning staff - Lightning Susceptibility - Causes the target to take 5% increased shock damage and applies the concussed status every 5 seconds.
Frost staff - Frost Susceptibility - Causes the target to take 5% increase frost damage and applies the chilled status every 5 seconds
Major_Mangle wrote: »
This together with a cost and a range reduction is the most logical answer. A overloaded skill such as ele sus shouldn't be free of cost at least (amd this goes for PvE as well). The suggested change above still makes the skill very very good.
Elemental Susceptibility.
1000 Magicka
28m range
Major_Mangle wrote: »
This together with a cost and a range reduction is the most logical answer. A overloaded skill such as ele sus shouldn't be free of cost at least (amd this goes for PvE as well). The suggested change above still makes the skill very very good.
"A overloaded skill such as ele sus shouldn't be free of cost at least (amd this goes for PvE as well)"
Lol wut?
No explanation as to why. Just, I don't like this in PvP, and because of that the skill is overloaded and needs to be changed for PVE reasons, too. There is nothing wrong with this ability in PvE. If you want to change it for PvP specifically because it hurts people's feelings, that's fine, but don't pull PvE into it to try and validate your point. Talk about reaching.
"A overloaded skill such as ele sus shouldn't be free of cost at least (amd this goes for PvE as well)"
Lol wut?
No explanation as to why. Just, I don't like this in PvP, and because of that the skill is overloaded and needs to be changed for PVE reasons, too. There is nothing wrong with this ability in PvE. If you want to change it for PvP specifically because it hurts people's feelings, that's fine, but don't pull PvE into it to try and validate your point. Talk about reaching.
Finedaible wrote: »I still don't know how they could have looked at both Elemental Susceptibility and Mark Target - while Wrath of Elements is a thing - and somehow come to the conclusion that Mark Target is the one that should receive a resource cost despite the heal on it being very conditionally restricted in both PvP and PvE fights where it would matter.
Some changes just seem biased sometimes.
BixenteN7Akantor wrote: »Technically no cost is also a downside as it doesn't proc effects asking you to use ressources or skills that cost ressources. x)
Turtle_Bot wrote: »
Mace and Mauls for DW and 2h respectively essentially give breach just for equipping them thanks to the passives.
As for bow, idk. Maybe it's the passives that directly boost crit? Staffs don't have passives that buff crits outside of frost staff brittle.
This isn't to excuse how strong ele sus is, but just a potential reason for those skill lines not having access to it.
It could also be that breach (in PvE) is typically a tank debuff, hence it is on the typical "tank weapons" 1h+s and (frost) staff and not the typical DPS weapons outside of flame/shock staff.
TBH, I would like to see ele sus be reworked to function like clench/reach/wall/impulse where the effect is based on the staff equipped (I saw someone post this idea a while ago):
Elemental Susceptibility.
1000 Magicka
28m range
Send the elements to sap your enemies defenses and afflict them with Major Breach for 30 seconds, reducing their physical and spell resistance by 5948. The elements also further sap the targets resistances to damage matching the equipped staff, causing them to take increased damage from attacks with the same type as the equipped staff. Applies the appropriate status effect once every 5 seconds.
Flame staff - Flame Susceptibility - Causes the target to take 5% increased flame damage and applies the burning status every 5 seconds.
Lightning staff - Lightning Susceptibility - Causes the target to take 5% increased shock damage and applies the concussed status every 5 seconds.
Frost staff - Frost Susceptibility - Causes the target to take 5% increase frost damage and applies the chilled status every 5 seconds.
Maybe it could also have built in execute scaling on the weakness to specific type of damage (scaling from 5% up to 10% for targets below 50% health?) along with an increase to its cost to 1500 or 2k mag cost, since staffs don't have an execute ability (impulse is not an execute ability since only the secondary DoT effect of flame impulse specifically has any execute scaling, not the base ability itself).
I love these ideas.
One status effect per 5 sec (based on weapon type) plus Major Breach is plenty strong for a free-cast ability.
Ice staff is currently a little too strong as a back bar weapon in PvP, giving huge defensive boons in addition to all the offensive power that Ele Sus provides.
Joy_Division wrote: »Nerfing offense in PvP is a terrible idea atm because the game so heavily favors defense and healing.
Everyone uses this not because it's an amazing or interesting skill (it is probably the least interesting skill in the game), but because it's necessary to kill players who know what they are doing.
Just like keeping the 5 stacks up on Grim Focus and its morphs when a Nightblade is out of combat is "necessary" for Nightblades "to kill players who know what they're doing"...oh wait...ZOS got rid of that already.Joy_Division wrote: »Nerfing offense in PvP is a terrible idea atm because the game so heavily favors defense and healing.
Everyone uses this not because it's an amazing or interesting skill (it is probably the least interesting skill in the game), but because it's necessary to kill players who know what they are doing.
Joy_Division wrote: »Nerfing offense in PvP is a terrible idea atm because the game so heavily favors defense and healing.
Everyone uses this not because it's an amazing or interesting skill (it is probably the least interesting skill in the game), but because it's necessary to kill players who know what they are doing.