Nerf Bat Swarm

  • OtarTheMad
    OtarTheMad
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    I kind of wish they would stop stealth/ninja nerfing stuff and not putting it in notes. I understand they can't put everything and some nerfs might be (hate to say it) tests to see if it was the right direction... before announcing it but damn. I hate to find out second hand or by some stats wiz that something got nerfed.
    Edited by OtarTheMad on August 11, 2014 7:43PM
  • killedbyping
    killedbyping
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    I would SOMEWHAT agree with OP. Im fine with damage and cost it have. But i cannot agree with the fact that Invise Morth of that skill completely ignore Piercing Mark and reveal pots which suppose to prevent you from going invise.

    There is nothing on Batswarm tooltip which would say that it dispell all the negative effects from you. So i consider this as a Bug.

    The only thing that Piercing Mark is viable for is to reveal enemy targets and it doesnt work.
    Edited by killedbyping on August 12, 2014 6:16AM
  • Sharee
    Sharee
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    Jaxom wrote: »
    Sharee wrote: »
    Today i witnessed a neat use of inviso-batswarm during a small scale siege.

    Sorc teleports into a group of players, hits swarm. When it expires, he hits swarm again. And again. And again. And... you get the picture. He was invisible and untargetable for at least two minutes, damaging everyone around him the whole time.

    After that, he bolted back to safety.

    Hey Sharee, does anyone in your group typically have Turn Undead on their bar? Drop that baby down and stand in it. Vampires won't touch you. With that skill down, you are effectively at hardcap for both Spell Resist and Armor as well as fearing any undead for 4s when they enter into it. You can keep the ability up nearly indefinitely if you have 2 people with it. I saw a streaking Vamp pop in the middle of one. You see the bats just going in a completely random direction (they are invisible but still take status effects) since the guy was just feared. Wasted ultimate.

    Also, if you are a NB, use Mass Hysteria. Does the same thing. Even in Clouding Swarm, I can still fear you since it's a PBAOE fear.

    Yes, i was using both turn undead and mass hysteria. Mass hysteria works (for 0.5 seconds until they CC break out of it and carry on their merry way). Turn undead doesn't work. It simply does nothing to fear vamp players. I suspect it is bugged.

    The resist part of circle of protection/turn undead works, but is worthless. There are whole threads dedicated to the topic as to why, but the short of it is, ligt armor penetration combined with sharpened trait on a staf completely nullifies all spell resistance, no matter how high.
  • Tintinabula
    Tintinabula
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    12 skills people..not 6..TWELVE are usable in an encounter.
  • killedbyping
    killedbyping
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    12 skills people..not 6..TWELVE are usable in an encounter.

    Nop. Since weapon swap still laggs alot you are not able to use other 6 skills in any intense fight.
  • GwaynLoki
    GwaynLoki
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    Sharee wrote: »

    Yes, i was using both turn undead and mass hysteria. Mass hysteria works (for 0.5 seconds until they CC break out of it and carry on their merry way). Turn undead doesn't work. It simply does nothing to fear vamp players. I suspect it is bugged.

    Crap, another wasted skill point although I suspected it from my few tests in PvP. So either Silver Shards with its ridiculously low chance to procc and the stamina drain or Expert Hunter. Mass Hysteria on NB seems unreliable as hell.
  • Filth
    Filth
    AOE in general, in pvp, should be nerfed. Hard.
    Siege AOE is great and fine! You should be rewarded for using the siege engines.
    Player AOE however, is just out of control. Impulse, streak, bat swarm etc... It's just insane. The playstyle it caters to cannot even be considered a playstyle.
  • killedbyping
    killedbyping
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    Filth wrote: »
    AOE in general, in pvp, should be nerfed. Hard.
    Siege AOE is great and fine! You should be rewarded for using the siege engines.
    Player AOE however, is just out of control. Impulse, streak, bat swarm etc... It's just insane. The playstyle it caters to cannot even be considered a playstyle.

    There is nothing wrong with AOE expect of that not needed AOE cap.

    Mass PVP means mass AOE...

    I really dont want to see another "Anarchy Online" like mass pvp where hundreds of people just stay at the same spot (to cover each other in order to make enemy unable to target healers and so) for hours and try to burst 1 enemy target at a time.

    How many damage deal Pulsar per cast ? around 300 ? Dont make me laught. Bow bombard do more damage than that and it doing it from afar.
    Edited by killedbyping on August 12, 2014 12:26PM
  • Jaxom
    Jaxom
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    Sharee wrote: »
    Jaxom wrote: »
    Sharee wrote: »
    Today i witnessed a neat use of inviso-batswarm during a small scale siege.

    Sorc teleports into a group of players, hits swarm. When it expires, he hits swarm again. And again. And again. And... you get the picture. He was invisible and untargetable for at least two minutes, damaging everyone around him the whole time.

    After that, he bolted back to safety.

    Hey Sharee, does anyone in your group typically have Turn Undead on their bar? Drop that baby down and stand in it. Vampires won't touch you. With that skill down, you are effectively at hardcap for both Spell Resist and Armor as well as fearing any undead for 4s when they enter into it. You can keep the ability up nearly indefinitely if you have 2 people with it. I saw a streaking Vamp pop in the middle of one. You see the bats just going in a completely random direction (they are invisible but still take status effects) since the guy was just feared. Wasted ultimate.

    Also, if you are a NB, use Mass Hysteria. Does the same thing. Even in Clouding Swarm, I can still fear you since it's a PBAOE fear.

    Yes, i was using both turn undead and mass hysteria. Mass hysteria works (for 0.5 seconds until they CC break out of it and carry on their merry way). Turn undead doesn't work. It simply does nothing to fear vamp players. I suspect it is bugged.

    The resist part of circle of protection/turn undead works, but is worthless. There are whole threads dedicated to the topic as to why, but the short of it is, ligt armor penetration combined with sharpened trait on a staf completely nullifies all spell resistance, no matter how high.

    Well that's a shame on Turn Undead. I had been dropping it down in towers when attacking and hadnt noticed due the sheer number of people in the confined space. The thing with Mass Hysteria is that in a group setting, that during the initial hit, they are completely helpless. I find it really easy to kill Templars and DK's with it since when you pop it, it will go through their shield. When that happens, take that 1s opening to stun them since they arent holding block. I've been having a great deal of success with Mass Hysteria. They need to use the hard cc break with it so if they are low on stamina, they are as good as dead.
  • killedbyping
    killedbyping
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    Jaxom wrote: »
    Sharee wrote: »
    Jaxom wrote: »
    Sharee wrote: »
    Today i witnessed a neat use of inviso-batswarm during a small scale siege.

    Sorc teleports into a group of players, hits swarm. When it expires, he hits swarm again. And again. And again. And... you get the picture. He was invisible and untargetable for at least two minutes, damaging everyone around him the whole time.

    After that, he bolted back to safety.

    Hey Sharee, does anyone in your group typically have Turn Undead on their bar? Drop that baby down and stand in it. Vampires won't touch you. With that skill down, you are effectively at hardcap for both Spell Resist and Armor as well as fearing any undead for 4s when they enter into it. You can keep the ability up nearly indefinitely if you have 2 people with it. I saw a streaking Vamp pop in the middle of one. You see the bats just going in a completely random direction (they are invisible but still take status effects) since the guy was just feared. Wasted ultimate.

    Also, if you are a NB, use Mass Hysteria. Does the same thing. Even in Clouding Swarm, I can still fear you since it's a PBAOE fear.

    Yes, i was using both turn undead and mass hysteria. Mass hysteria works (for 0.5 seconds until they CC break out of it and carry on their merry way). Turn undead doesn't work. It simply does nothing to fear vamp players. I suspect it is bugged.

    The resist part of circle of protection/turn undead works, but is worthless. There are whole threads dedicated to the topic as to why, but the short of it is, ligt armor penetration combined with sharpened trait on a staf completely nullifies all spell resistance, no matter how high.

    Well that's a shame on Turn Undead. I had been dropping it down in towers when attacking and hadnt noticed due the sheer number of people in the confined space. The thing with Mass Hysteria is that in a group setting, that during the initial hit, they are completely helpless. I find it really easy to kill Templars and DK's with it since when you pop it, it will go through their shield. When that happens, take that 1s opening to stun them since they arent holding block. I've been having a great deal of success with Mass Hysteria. They need to use the hard cc break with it so if they are low on stamina, they are as good as dead.

    You know that enemy can "Break Free" from it, right ? And when they do it, they will be immune to your stun.
  • Sharee
    Sharee
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    Jaxom wrote: »
    The thing with Mass Hysteria is that in a group setting, that during the initial hit, they are completely helpless. I find it really easy to kill Templars and DK's with it since when you pop it, it will go through their shield. When that happens, take that 1s opening to stun them since they arent holding block. I've been having a great deal of success with Mass Hysteria. They need to use the hard cc break with it so if they are low on stamina, they are as good as dead.

    We are talking about batswarm here tho. If they are invisible from the batswarm, you can fear them, but you cannot stun them, because they are untargetable. So they just CC break your fear and carry on.

  • Jaxom
    Jaxom
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    Jaxom wrote: »
    Sharee wrote: »
    Jaxom wrote: »
    Sharee wrote: »
    Today i witnessed a neat use of inviso-batswarm during a small scale siege.

    Sorc teleports into a group of players, hits swarm. When it expires, he hits swarm again. And again. And again. And... you get the picture. He was invisible and untargetable for at least two minutes, damaging everyone around him the whole time.

    After that, he bolted back to safety.

    Hey Sharee, does anyone in your group typically have Turn Undead on their bar? Drop that baby down and stand in it. Vampires won't touch you. With that skill down, you are effectively at hardcap for both Spell Resist and Armor as well as fearing any undead for 4s when they enter into it. You can keep the ability up nearly indefinitely if you have 2 people with it. I saw a streaking Vamp pop in the middle of one. You see the bats just going in a completely random direction (they are invisible but still take status effects) since the guy was just feared. Wasted ultimate.

    Also, if you are a NB, use Mass Hysteria. Does the same thing. Even in Clouding Swarm, I can still fear you since it's a PBAOE fear.

    Yes, i was using both turn undead and mass hysteria. Mass hysteria works (for 0.5 seconds until they CC break out of it and carry on their merry way). Turn undead doesn't work. It simply does nothing to fear vamp players. I suspect it is bugged.

    The resist part of circle of protection/turn undead works, but is worthless. There are whole threads dedicated to the topic as to why, but the short of it is, ligt armor penetration combined with sharpened trait on a staf completely nullifies all spell resistance, no matter how high.

    Well that's a shame on Turn Undead. I had been dropping it down in towers when attacking and hadnt noticed due the sheer number of people in the confined space. The thing with Mass Hysteria is that in a group setting, that during the initial hit, they are completely helpless. I find it really easy to kill Templars and DK's with it since when you pop it, it will go through their shield. When that happens, take that 1s opening to stun them since they arent holding block. I've been having a great deal of success with Mass Hysteria. They need to use the hard cc break with it so if they are low on stamina, they are as good as dead.

    You know that enemy can "Break Free" from it, right ? And when they do it, they will be immune to your stun.

    I completely understand. That's why I was saying that during the small window before they break free, you need to get it off. Most of the time, it's not me doing the stun, it's a guild mate. I usually run with the same players so they already know what's going to happen. They see that red cloud and they immediately stun. It doesnt always work when I'm solo but those few seconds I get can be a life saver.
  • Jaxom
    Jaxom
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    Sharee wrote: »
    Jaxom wrote: »
    The thing with Mass Hysteria is that in a group setting, that during the initial hit, they are completely helpless. I find it really easy to kill Templars and DK's with it since when you pop it, it will go through their shield. When that happens, take that 1s opening to stun them since they arent holding block. I've been having a great deal of success with Mass Hysteria. They need to use the hard cc break with it so if they are low on stamina, they are as good as dead.

    We are talking about batswarm here tho. If they are invisible from the batswarm, you can fear them, but you cannot stun them, because they are untargetable. So they just CC break your fear and carry on.

    Very true. I'm not saying it's going to work 100% of the time, but even if they do break free, that is a good chunk of their stamina gone now for minimal Magicka I needed to use. There are certain styles and skills that may work for me that others may not like or aren't their play style. I like playing around with skills and combos to see if I can come up with something out of the box. The Bat Swarm issue is something I've been pondering about for quite some time. The only success I've had thus far is with Mass Hysteria.

  • monkeymystic
    monkeymystic
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    Bat swarm and devouring swarm ultimate's damage is nerfed by 25% in 1.3.4 patch.

    GG ZOS. This just helps zergs even more, since you have to be a VERY bad player to die from this ultimate now (and yes you had to be bad to die from batswarm before).
    Edited by monkeymystic on August 12, 2014 1:34PM
  • Obscure
    Obscure
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    Bat swarm and devouring swarm ultimate's damage is nerfed by 25% in 1.3.4 patch.

    GG ZOS. This just helps zergs even more, since you have to be a VERY bad player to die from this ultimate now (and yes you had to be bad to die from batswarm before).

    Indeed. Should've just increased the damage of Dawmbreaker to 75%-80% more damage and made the damage unresistable vs undead and called it good. Counter play options > nerfing.
  • Jaxom
    Jaxom
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    Obscure wrote: »
    Bat swarm and devouring swarm ultimate's damage is nerfed by 25% in 1.3.4 patch.

    GG ZOS. This just helps zergs even more, since you have to be a VERY bad player to die from this ultimate now (and yes you had to be bad to die from batswarm before).

    Indeed. Should've just increased the damage of Dawmbreaker to 75%-80% more damage and made the damage unresistable vs undead and called it good. Counter play options > nerfing.

    You could even go as far as make Flawless Dawnbreaker have a chance to fear undead. 13% Weapon Damage and a 15% chance to fear Undead and Werewolves on damage while slotted.
    Edited by Jaxom on August 12, 2014 2:56PM
  • Halrloprillalar
    Halrloprillalar
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    Bat swarm and devouring swarm ultimate's damage is nerfed by 25% in 1.3.4 patch.

    GG ZOS. This just helps zergs even more, since you have to be a VERY bad player to die from this ultimate now (and yes you had to be bad to die from batswarm before).

    sigh...
  • Samadhi
    Samadhi
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    Bat swarm and devouring swarm ultimate's damage is nerfed by 25% in 1.3.4 patch.

    GG ZOS. This just helps zergs even more, since you have to be a VERY bad player to die from this ultimate now (and yes you had to be bad to die from batswarm before).

    Nerfed compared to after 1.3.3 when various Ultimates were scaling abnormally high in damage?
    My Bat Swarm appears to be doing around the same damage it was doing prior to 1.3; perhaps slightly higher, but not by much.

    Soul Tether lifesteal was also nerfed in 1.3.4.
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • Kypho
    Kypho
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    Filth wrote: »
    AOE in general, in pvp, should be nerfed. Hard.
    Siege AOE is great and fine! You should be rewarded for using the siege engines.
    Player AOE however, is just out of control. Impulse, streak, bat swarm etc... It's just insane. The playstyle it caters to cannot even be considered a playstyle.

    There is nothing wrong with AOE expect of that not needed AOE cap.

    Mass PVP means mass AOE...

    I really dont want to see another "Anarchy Online" like mass pvp where hundreds of people just stay at the same spot (to cover each other in order to make enemy unable to target healers and so) for hours and try to burst 1 enemy target at a time.

    How many damage deal Pulsar per cast ? around 300 ? Dont make me laught. Bow bombard do more damage than that and it doing it from afar.

    ye 300 is a big joke.... wait still not.... btw not the best ones deal 600 dmg per pulse, and you cant block aoe, AoE cap is not the problem, the problem is the whole AoE. need nerf its dmg, whatever you say (or much higher cost to avoid the lolspamming). i bet you are a part of a choo choo train.
    without aoe cap what will be? choo choo ball? wait. nothing will change exept ppl dieing faster.
    I love 1 v 1 when they change to impulse/pulsar just because it does 400-600 average dmg, just because they know you cant block it. We can discuss when go ranged why, why not, still AoE cant be blocked, does high damage (at least can do with ease).
    Edited by Kypho on August 12, 2014 4:36PM
  • Kypho
    Kypho
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    Bat swarm and devouring swarm ultimate's damage is nerfed by 25% in 1.3.4 patch.

    GG ZOS. This just helps zergs even more, since you have to be a VERY bad player to die from this ultimate now (and yes you had to be bad to die from batswarm before).

    Yes it was ballanced when invisible batman followed ppl around without being able to stop him, and/or he spammed impulse/pulsar while running with the lolswarm. Bad players needed that ultimate to kill players.
  • griszax
    griszax
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    Kypho wrote: »
    Filth wrote: »
    AOE in general, in pvp, should be nerfed. Hard.
    Siege AOE is great and fine! You should be rewarded for using the siege engines.
    Player AOE however, is just out of control. Impulse, streak, bat swarm etc... It's just insane. The playstyle it caters to cannot even be considered a playstyle.

    There is nothing wrong with AOE expect of that not needed AOE cap.

    Mass PVP means mass AOE...

    I really dont want to see another "Anarchy Online" like mass pvp where hundreds of people just stay at the same spot (to cover each other in order to make enemy unable to target healers and so) for hours and try to burst 1 enemy target at a time.

    How many damage deal Pulsar per cast ? around 300 ? Dont make me laught. Bow bombard do more damage than that and it doing it from afar.

    ye 300 is a big joke.... wait still not.... btw not the best ones deal 600 dmg per pulse, and you cant block aoe, AoE cap is not the problem, the problem is the whole AoE. need nerf its dmg, whatever you say (or much higher cost to avoid the lolspamming). i bet you are a part of a choo choo train.
    without aoe cap what will be? choo choo ball? wait. nothing will change exept ppl dieing faster.
    I love 1 v 1 when they change to impulse/pulsar just because it does 400-600 average dmg, just because they know you cant block it. We can discuss when go ranged why, why not, still AoE cant be blocked, does high damage (at least can do with ease).

    My impulse is on 287 damage with 203 weapon damage and cost 239 mana. You really think thats high considering You need to stand in 8 m radius to hit some1 with it ? My light attack does 272 damage with same weapon damage. For example crystal shard does 796 damage :) Crushing shock ( single target destruction skill) hits for 471 with 199 mana cost and it got 28 meter range. Go ahead block my skills but then You are gonna get out of stamina real quick and get knocked down with crystal shard for an easy kill :))
    Sandriks EU Auriel's bow
  • ZOS_AmeliaR
    ZOS_AmeliaR
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    Hey folks. As some have mentioned in this thread, we did push a hotfix last week that reduced some of the high damage some players were experiencing with some abilities. We didn't post a patch note for this and apologize for the confusion, but this post has more details about which abilities were impacted.
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