Avran_Sylt wrote: »It's the same cost as a spammable, it hits harder than a spammable on the first hit, and hits even harder on the follow-up.
On top of that it hits in an area, so it can roll-catch players limiting defensive options.
On top of that it can be stacked with any other ability in the game to hit at the same time.
Aren't AoE abilities supposed to be less damage than single-target abilities?
ESO_Nightingale wrote: »Avran_Sylt wrote: »It's the same cost as a spammable, it hits harder than a spammable on the first hit, and hits even harder on the follow-up.
On top of that it hits in an area, so it can roll-catch players limiting defensive options.
On top of that it can be stacked with any other ability in the game to hit at the same time.
Aren't AoE abilities supposed to be less damage than single-target abilities?
its supposed to be an outlier as a delayed burst damage ability.
Avran_Sylt wrote: »It's the bloody proc set meta again but now people are praising it because it's not tied to gear so they don't have to sacrifice their tank/sustain sets? Is that it?
CameraBeardThePirate wrote: »Its about the same as other delayed burst AoE skills, not really an outlier by any means. It actually deals less than 2 Blastbones.
Deep Fissure: 2591+3600 (6191 with both hits, missable but unpurgeable, plus about 9k pen)
Haunting Curse: 2999+2999 (5998 with both hits, unmissable but purgeable, don't need to aim)
Blastbones: 3600 + two instances of disease, so closer to 4000 (shorter timer, technically missable and dodgeable due to pet weirdness, don't need to aim). Two of these would be 7200 (plus 4 instances of disease since Blastbones bypasses the AoE disease cooldown).
Tentacular Dread: 2002 with 0 crux, 3984 with 3 crux (plus an additional 11% from ink, missable, not technically delayed so harder to line up with other skills). Two fully charged would be 7968 (+11% from ink)
The 2900-4000 range is the standard for delayed AoE burst abilities per hit. Unlike Blastbones and Curse, you need to be aimed at your target and mid range or closer with Shalks.
Avran_Sylt wrote: »CameraBeardThePirate wrote: »Its about the same as other delayed burst AoE skills, not really an outlier by any means. It actually deals less than 2 Blastbones.
Deep Fissure: 2591+3600 (6191 with both hits, missable but unpurgeable, plus about 9k pen)
Haunting Curse: 2999+2999 (5998 with both hits, unmissable but purgeable, don't need to aim)
Blastbones: 3600 + two instances of disease, so closer to 4000 (shorter timer, technically missable and dodgeable due to pet weirdness, don't need to aim). Two of these would be 7200 (plus 4 instances of disease since Blastbones bypasses the AoE disease cooldown).
Tentacular Dread: 2002 with 0 crux, 3984 with 3 crux (plus an additional 11% from ink, missable, not technically delayed so harder to line up with other skills). Two fully charged would be 7968 (+11% from ink)
The 2900-4000 range is the standard for delayed AoE burst abilities per hit. Unlike Blastbones and Curse, you need to be aimed at your target and mid range or closer with Shalks.
As you note, Blastbones is jank, can be killed before it lands, can get stunned, odd pathing not letting it line up with other burst effectively, but it's well-telegraphed with an actual NPC running towards you. Keep in mind that in your example you're casting it twice, so double the resource cost and add an action opportunity cost.
Haunting is well-telegraphed including a countdown viewable by you or your opponent if either are using UI debuff timers, and as you note cleansable. However unless you're a Sorc there's also the opportunity cost of not being able to take the Stormcalling subclass as well.
Deep Fissure is a source of Major Breach which amps all other damage sources including its second cast (also making your bar more slot efficient), isn't cleansable, with less easily visualized/tracked telegraphs, and as it's centered on you, the detonation zone is under your control, and not the opponent, even allowing surprise attacks. mid-range isn't as much of a concern anymore with subclassing and the availability of Streak through Stormcalling (where hey, you can get Major Resolve from Lightning Form too!)
Tentacular dread doesn't belong in this list as it has a prerequisite of casting crux generating skills, it is not free-form like the rest, heavily restricting the skills you can use.
Urzigurumash wrote: »It's basically always been the strongest PvP skill since it came out. Curse and Blastbones are like 2 and 3.
Inhale and PotL could maybe both use a buff, Fulminating definitely needs one.
NB is fine without any Delayed Burst since it only kills bottom tier players anyhow 😉
Avran_Sylt wrote: »CameraBeardThePirate wrote: »Its about the same as other delayed burst AoE skills, not really an outlier by any means. It actually deals less than 2 Blastbones.
Deep Fissure: 2591+3600 (6191 with both hits, missable but unpurgeable, plus about 9k pen)
Haunting Curse: 2999+2999 (5998 with both hits, unmissable but purgeable, don't need to aim)
Blastbones: 3600 + two instances of disease, so closer to 4000 (shorter timer, technically missable and dodgeable due to pet weirdness, don't need to aim). Two of these would be 7200 (plus 4 instances of disease since Blastbones bypasses the AoE disease cooldown).
Tentacular Dread: 2002 with 0 crux, 3984 with 3 crux (plus an additional 11% from ink, missable, not technically delayed so harder to line up with other skills). Two fully charged would be 7968 (+11% from ink)
The 2900-4000 range is the standard for delayed AoE burst abilities per hit. Unlike Blastbones and Curse, you need to be aimed at your target and mid range or closer with Shalks.
As you note, Blastbones is jank, can be killed before it lands, can get stunned, odd pathing not letting it line up with other burst effectively, but it's well-telegraphed with an actual NPC running towards you. Keep in mind that in your example you're casting it twice, so double the resource cost and add an action opportunity cost.
Haunting is well-telegraphed including a countdown viewable by you or your opponent if either are using UI debuff timers, and as you note cleansable. However unless you're a Sorc there's also the opportunity cost of not being able to take the Stormcalling subclass as well.
Deep Fissure is a source of Major Breach which amps all other damage sources including its second cast (also making your bar more slot efficient), isn't cleansable, with less easily visualized/tracked telegraphs, and as it's centered on you, the detonation zone is under your control, and not the opponent, even allowing surprise attacks. mid-range isn't as much of a concern anymore with subclassing and the availability of Streak through Stormcalling (where hey, you can get Major Resolve from Lightning Form too!)
Tentacular dread doesn't belong in this list as it has a prerequisite of casting crux generating skills, it is not free-form like the rest, heavily restricting the skills you can use.
Avran_Sylt wrote: »It's the bloody proc set meta again but now people are praising it because it's not tied to gear so they don't have to sacrifice their tank/sustain sets? Is that it?
MincMincMinc wrote: »sorch is just a vastly better curse.
The only redeeming part is that it missed alot of the time, but now wardens have easy access to multiple stuns that go through block or roll dodge, so ehhhhh. I see people running the charm, streak, javelin all on the same build. Its more common now adays to have stuns that go through counterplay than stuns that don't.
YandereGirlfriend wrote: »MincMincMinc wrote: »sorch is just a vastly better curse.
The only redeeming part is that it missed alot of the time, but now wardens have easy access to multiple stuns that go through block or roll dodge, so ehhhhh. I see people running the charm, streak, javelin all on the same build. Its more common now adays to have stuns that go through counterplay than stuns that don't.
Which is perhaps an argument to have more Blockable Stuns.
MincMincMinc wrote: »YandereGirlfriend wrote: »MincMincMinc wrote: »sorch is just a vastly better curse.
The only redeeming part is that it missed alot of the time, but now wardens have easy access to multiple stuns that go through block or roll dodge, so ehhhhh. I see people running the charm, streak, javelin all on the same build. Its more common now adays to have stuns that go through counterplay than stuns that don't.
Which is perhaps an argument to have more Blockable Stuns.
Feels like we are just chasing our tails doesn't it?
Originally more dots used to hit blocking players and the block ticks used to be every 1/8th of a sec instead of 1/4. So permablocking was drastically harder. Smart players would run dot pressure builds with the intention of burning through someones block costs faster. While it didn't make sense roleplay wise why an aoe lightning attack hit someones block, it made more sense game design wise. Not only that, but on the counterplay side for normal builds it made block feel more reliable and worth correctly using.
YandereGirlfriend wrote: »MincMincMinc wrote: »YandereGirlfriend wrote: »MincMincMinc wrote: »sorch is just a vastly better curse.
The only redeeming part is that it missed alot of the time, but now wardens have easy access to multiple stuns that go through block or roll dodge, so ehhhhh. I see people running the charm, streak, javelin all on the same build. Its more common now adays to have stuns that go through counterplay than stuns that don't.
Which is perhaps an argument to have more Blockable Stuns.
Feels like we are just chasing our tails doesn't it?
Originally more dots used to hit blocking players and the block ticks used to be every 1/8th of a sec instead of 1/4. So permablocking was drastically harder. Smart players would run dot pressure builds with the intention of burning through someones block costs faster. While it didn't make sense roleplay wise why an aoe lightning attack hit someones block, it made more sense game design wise. Not only that, but on the counterplay side for normal builds it made block feel more reliable and worth correctly using.
I remember first coming to this game long ago and LMAO'ing that Block worked without even facing the direction of attack.
That is still quite hilarious on basically every level.
MincMincMinc wrote: »They have had so many positional issues with the game engine, we would need to go to unreal or a completely new game engine to even attempt to make that work lol.
We hardly have functional single targets that dont miss because of positional issues.
YandereGirlfriend wrote: »MincMincMinc wrote: »sorch is just a vastly better curse.
The only redeeming part is that it missed alot of the time, but now wardens have easy access to multiple stuns that go through block or roll dodge, so ehhhhh. I see people running the charm, streak, javelin all on the same build. Its more common now adays to have stuns that go through counterplay than stuns that don't.
Which is perhaps an argument to have more Blockable Stuns.