Good eye Super.There are a few more skills that become very strong in large group play style. It's awesome to have someone cleansing your dots so you can forget about it and focus on other things but on the other hand its discouraging watching 20 people pissing on your breach defense because maneuvers ignores caltrops, purge spam cleanse oils, etc.
Cast time or increased cost (somewhere around maneuvers cost) would be appropriate.
Maybe "after console release™" though.
Make purge work like Purifying Ritual.
Suggestion, once a target is purged they can not be purged again for 4 seconds.
@ZOS_BrianWheeler
If you limit the number of targets for purge, the result is that everyone carries it on their bar. I don't think that changes the current gameplay in Cyrodiil at all, other than limiting build options a bit.
No, I did not and am not saying that. I never addressed the amount of debuffs that could be removed with a single cast, I don't see why the amount purged by a single cast could not remain the same. On purge would continue to purge mark and all of it's effects just like it would purge fire and a meat bag.A smaller group can never rely on sieges to kill a bigger attacking group because basically every spot where you can place sieges, the attackers can siege you too.
Cast Time on Purge would make it completly unusable for anyone but maybe trains. Ever tried to use a channeled attack in the middle of a fight? No? Here is what happens: Interrupt, Dead. Perhaps in a trains with loads of barriers you can be save to cast it. More likely you will just outheal the siege damage tho. However for a small group, you can't use it anymore and any siege shot at you means your dead. The consequence will be to just get bigger groups until you can outheal/barrier any siege. Same goes for making sieges unpurgable. For trains it makes not too much of a difference, for smaller groups its death. Increased cost is like the most hilarious suggestion ever as it does absoletly does nothing to a train where you can just have people using Spell Symmetry + Purge if its too expensive to just spam purge. For a smaller group however...
@OP, I don't like the idea, there are single skills that apply 3 debuffs at once like Mark Target. Basically what you are saying is, when i got marked, i should not be able to get rid of the healdebuff on me....
Instead of just making suggestions how to destroy a skill, please think about the consequences this would have to different sizes of groups and what groups would do to stay maximum effective.
Best solution is reducing the target cap to force more people to use purge/increase chance for people to not get purged in a 24+ raid.
Doesn't that mean, after I purge myself, any purge used on me for 4 seconds won't have any effect? So when I have 5 negative effects and I purge, 2 get removed and I am stuck with the 3 others?Suggestion, once a target is purged they can not be purged again for 4 seconds.
@ZOS_BrianWheeler
Doesn't that mean, after I purge myself, any purge used on me for 4 seconds won't have any effect? So when I have 5 negative effects and I purge, 2 get removed and I am stuck with the 3 others?Suggestion, once a target is purged they can not be purged again for 4 seconds.
@ZOS_BrianWheeler
So when a Nightblade marks me (3 negative effects) and then I get hit by a meatbag catapult (1 negative effect), I will use purge to get rid of the healdebuff. Purge removes 2 negative effect, so I will end up with 1 negative effect from mark and the meatbag healdebuff. As any further purges will have no effect for 4 seconds, I will die.Doesn't that mean, after I purge myself, any purge used on me for 4 seconds won't have any effect? So when I have 5 negative effects and I purge, 2 get removed and I am stuck with the 3 others?Suggestion, once a target is purged they can not be purged again for 4 seconds.
@ZOS_BrianWheeler
Yes. You will need to choose when to purge instead of spamming it.