Purge is too good.

TheBull
TheBull
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Suggestion, once a target is purged they can not be purged again for 4 seconds.
@ZOS_BrianWheeler
  • Valnas
    Valnas
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    1.5s cast time imo
    Fluph Head EP sorc dank magus
    valnäs EP nb
    opHotterslol AD dk
  • cjthibs
    cjthibs
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    1.5s cast time, interruptable. Siege should stun.
  • Roselle
    Roselle
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    Should we only be using the cleanse morph?
    This one was rekt by Zenimax
  • supernico
    supernico
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    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.
    Edited by supernico on June 13, 2015 1:18PM
    Supernico - VR14 DragonKnight - Daggerfall Covenant - Former Emperor

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  • Hypertionb14_ESO
    Hypertionb14_ESO
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    im going to parrot what i have been saying.

    Total Inability to remove Seige effects

    Benefits = Dot stacking from seige would 100% require Blobs to spread out and avoid running into seige. Blob Effectiveness in all situations drops dramatically due to stacking becoming too dangerous when siege is present in numbers. This change would not much effect spread out randoms and small spread out groups. Purge retains important usefulnes vs player CC.

    Downsides = Keep Defense becomes almost too easy, enough seige can make entry extremely hard without multi breeches. Equal Numbers games become a game of who has more siege. this change would severely punish ANY stacking. Most Noticeably, Purge becomes a mostly pointless skill as Player CC is generally not as much of a issue compaired to siege but remains able to render Player CC totally pointless vs Grouping.


    Cast time...

    Benefits = Zerg must move at channeled speed, and become sitting ducks somewhat, In blob vs blob purgers cannot block which is vital at times.

    Downsides = the amount of purge remains the same, all you need is maybe one more person and you can still easily stack under seige like it wasnt even there. Running through a breech is still easily done by purging on the breech and running with careful movement. Against most blobs cast times have only minor downsides as anyone who has been part of a proxy bomb can attest.

    Cooldown on status removal

    Benefits = Very similar to unpurgable seige, With more lenience to small groups. Blobs still cannot stack under heavy or focused seige but handle 1 or 2 rare hits while moving and small groups can clear the occasional hit from seige. Player CC becomes much more useful vs Blobs. Overall the skill remains useful in most situations but is no longer exploitable to render blobs totally immune to everything but burst damage.

    Downsides = Depending on the cooldown duration, can be totally ineffective. a minimum of 5 seconds would be needed. P



    as you can see, Cast time actually is the least effective change.

    a Internal Purge cooldown being a mostly overall beneficial change without totally rendering the skill worthless.

    Making Purge totally ineffective against seige has the biggest effect vs blobs but does render the skill useless to anything but a group using it to clear out Player CC.

    i honestly prefer the Internal cooldown as it is highly effective at nerfing, without totally ruining the skill.
    Edited by Hypertionb14_ESO on June 13, 2015 1:53PM
    I play every class in every situation. I love them all.
  • OtarTheMad
    OtarTheMad
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    While I hate to nerf any ability, purge is indeed a little over the top. Small groups trying to defend against a zerg will never have a chance while they purge purge all dots away. You could get creative with defense and see if that works, I've seen a few strategies work pretty well in the past.

    My advise to those who have seen purge dominate over all defensive siege is just be creative. Think of the abilities you and your group/guild have, some of them you might not even think of honestly but actually work great situationally. A perfect example was back in 1.5 when people finally discovered what Unstable Wall of Flames could do and all those people who got on my case for using it over impulse suddenly got silenced. (And I laughed) No one thought of the skill, fewer probably even bothered to unlock it or level it but one day one of the popular zergs discovered it and boom!! it blew up and everyone used it.

    A good add-on to use for PC players (I am not sure console players can use these) is called Swaps. You can make different action bars and save them so it's an easy switch if you're not in combat, has helped me a lot.

    esoui.com/downloads/info947-SWAPSContinued.html
  • TheBull
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    supernico wrote: »
    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.
    Good eye Super.
  • Joy_Division
    Joy_Division
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    Has a legitimate function.

    I think it is best to limit the number of targets to 4 (the iconic sized group) I like this because it does not punish individuals or small groups for using this skill: rather it puts the burden on "pain trains" to devote more considerably more resources to enjoy the same protection that smaller groups have.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Talcyndl
    Talcyndl
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    Wow...it looks like the frustration with the current blob playstyle has become almost universal.
    Tal'gro Bol
    PvP Vice Officer [Retired] and Huscarl of Vokundein
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  • tplink3r1
    tplink3r1
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    Make purge work like Purifying Ritual.
    VR16 Templar
    VR3 Sorcerer
  • Talcyndl
    Talcyndl
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    tplink3r1 wrote: »
    Make purge work like Purifying Ritual.

    But then people would have to stop pressing the Steel Tornado button. ;)
    Tal'gro Bol
    PvP Vice Officer [Retired] and Huscarl of Vokundein
    http://www.legend-gaming.net/vokundein/
  • Samadhi
    Samadhi
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    TheBull wrote: »
    Suggestion, once a target is purged they can not be purged again for 4 seconds.
    @ZOS_BrianWheeler

    apply this to the DoT purge on Dark Cloak as well.
    :trollface:
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  • Osteos
    Osteos
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    Best fix would be to make some siege ( oil catapults, lightning ballista etc) unable to be purged.
    DAGGERFALL COVENANT
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    Former Vehemence Member
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  • Snit
    Snit
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    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.
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • Xsorus
    Xsorus
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    Snit wrote: »
    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.

    You could be right, but a lot of builds can't afford to carry it on the bar.

    Increasing the cost could also be something they do...

  • Teargrants
    Teargrants
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    1.5 sec cast time is a dumb idea, it wont work as a counter the organized groups - which is what you're asking for, it will only adversely effect small groups and solo players. The large raids already have multiple people spamming purge. Cast time just means you stagger the timing so you have purges going off every second.
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  • Sanct16
    Sanct16
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    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.
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
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    >320.000.000 AP
  • TheBull
    TheBull
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    Sanct16 wrote: »
    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.
    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.
  • Sanct16
    Sanct16
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    TheBull wrote: »
    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?
    Edited by Sanct16 on June 14, 2015 1:34AM
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • Xsorus
    Xsorus
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    Could anti purge abilities in the game, basically when someone purges a dot it spreads that dot and all debuffs to all friendly around you.
  • TheBull
    TheBull
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    Sanct16 wrote: »
    TheBull wrote: »
    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?

    Yes. You will need to choose when to purge instead of spamming it.
  • Domander
    Domander
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    tplink3r1 wrote: »
    Make purge work like Purifying Ritual.

    I would be ok with this, make each player responsible for clearing their own effects.
  • Aquanova
    Aquanova
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    LEAVE PURGE ALONE. NERF SORC'S!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    NA/PC
  • Garion
    Garion
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    I agree with @Sanct16. As with the many other changes ZOS have made, and with the ideas people throw around in these forums, such a change to purge would hurt smaller groups more than larger groups who can a) output more healing and for those that are suggesting a cast time b) afford to have people channelling spells.

    Such a change would also significantly reduce TTK, which is already ridiculously low. When ZOS changed the AOE cap recently what they should have done is capped abilities like purge / barrier to six and remova AOE caps altogether. Nerfing abilities such as purge is a bad idea, they should stay as they are but they should just have a cap on them so that they are not as effective in larger groups.
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  • RoamingRiverElk
    RoamingRiverElk
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    I agree with Garion and Sanct, what this game needs the least is to make small group play even harder against zergs.
    Dalris Aalr - Magicka (Stamina) DK | Dalfish - Magicka Sorc | Dal Aalr - Magicka Warden | Dalrish - Mag/Stam NB | Irana Aalr - PvE Templar
  • kkravaritieb17_ESO
    kkravaritieb17_ESO
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    You got to miss the bugged wall of elements when it was required to have a brain to purge without risking a wipe.
    Member of the glorious Zerg Squad
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  • Roselle
    Roselle
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    I killed so many of my friends with Purge thinking I was doing my good deed for the day.

    Good times.
    This one was rekt by Zenimax
  • Lava_Croft
    Lava_Croft
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    Roselle wrote: »
    I killed so many of my friends with Purge thinking I was doing my good deed for the day.

    Good times.
    There was a period in time when Purge would solve lag.
    Edited by Lava_Croft on June 14, 2015 12:14PM
  • Draxys
    Draxys
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    please no more changes that incentivize running with even larger numbers
    2013

    rip decibel
  • Sanct16
    Sanct16
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    TheBull wrote: »
    Sanct16 wrote: »
    TheBull wrote: »
    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?

    Yes. You will need to choose when to purge instead of spamming it.
    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.
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
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    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
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