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Purge is too good.

  • Lava_Croft
    Lava_Croft
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    4 second cooldown on Purge? Just have everybody Marked permanently then.
  • vortexman11
    vortexman11
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    Maybe if they didn't raise the cost of Standard of Might AKA the only unpurgable heal debuff, this wouldn't be a problem. >.>
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  • JDar
    JDar
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    Pls no cleanse is a major part of your game if you are a nightblade. Purge is fine the way it is. Not op, just simple and effective and there is nothing wrong with simple and effective abilities. Plus ttk will drop even more if purge is nerfed and that is not needed is it?
  • TheBull
    TheBull
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    JDar wrote: »
    Pls no cleanse is a major part of your game if you are a nightblade. Purge is fine the way it is. Not op, just simple and effective and there is nothing wrong with simple and effective abilities. Plus ttk will drop even more if purge is nerfed and that is not needed is it?


    Not a surprising response from a person who wrote this.
    "Sounds like you should join a zerg, that's my logic"
    Edited by TheBull on June 14, 2015 5:22PM
  • frozywozy
    frozywozy
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    Make any siege damage/behaviour unpurgable, kkthxbai.
    Edited by frozywozy on June 14, 2015 6:29PM
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  • JDar
    JDar
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    TheBull wrote: »
    JDar wrote: »
    Pls no cleanse is a major part of your game if you are a nightblade. Purge is fine the way it is. Not op, just simple and effective and there is nothing wrong with simple and effective abilities. Plus ttk will drop even more if purge is nerfed and that is not needed is it?


    Not a surprising response from a person who wrote this.
    "Sounds like you should join a zerg, that's my logic"

    Haha that sounds like something I would have said. Another thing to consider is that almost every kind of attack that is used in cyrodiil leaves some kind of status effect. I always thought it made cleanse too powerful myself. I'd almost rather get set on fire so i can get the heal from cleanse
  • Raizin
    Raizin
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    frozywozy wrote: »
    Make any siege damage/behaviour unpurgable, kkthxbai.

    actualy not bad idea.
    Edited by Raizin on June 15, 2015 1:38AM
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  • WRX
    WRX
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    frozywozy wrote: »
    Make any siege damage/behaviour unpurgable, kkthxbai.

    Nope, siege is effective as is. One noob on a ballista shouldn't be able to wipe out a group with some siege.

    Siege in addition to group damage is almost always a guaranteed win anyways.
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  • Sensesfail13
    Sensesfail13
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    Purge needs purged from the game, that is all.
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  • Roselle
    Roselle
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    WRX wrote: »
    frozywozy wrote: »
    Make any siege damage/behaviour unpurgable, kkthxbai.

    Nope, siege is effective as is. One noob on a ballista shouldn't be able to wipe out a group with some siege.

    Siege in addition to group damage is almost always a guaranteed win anyways.

    One "noob" should be able to kill anyone who dies to siege.

    If you're dying to siege, you probably are too focused on something else and deserved the death anyway.
    This one was rekt by Zenimax
  • Winnamine
    Winnamine
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    Roselle wrote: »
    WRX wrote: »
    frozywozy wrote: »
    Make any siege damage/behaviour unpurgable, kkthxbai.

    Nope, siege is effective as is. One noob on a ballista shouldn't be able to wipe out a group with some siege.

    Siege in addition to group damage is almost always a guaranteed win anyways.

    One "noob" should be able to kill anyone who dies to siege.

    If you're dying to siege, you probably are too focused on something else and deserved the death anyway.

    Without a way to purge siege dots/debuffs, it would be extremely hard not to die to siege.
    Regardless of your focus or attention, it's nearly impossible to take a defended keep without getting hit by siege eventually.
    Without a way to get the dot off.. it's game over. Especially if you get hit by a cold fire anything :confounded:
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  • Garion
    Garion
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    Raizin wrote: »
    frozywozy wrote: »
    Make any siege damage/behaviour unpurgable, kkthxbai.

    actualy not bad idea.

    It's not a bad idea, it's a terrible idea.

    The argument is that purge empowers the zerg and makes them stronger. Yes that is true, however how do you think they will counter unpurgeable siege dots? With more heals, which equals more players! Zergs will only get bigger if a change like this was implemented, because they will require even more healing output to stay alive. As most of us know zerglings, if caught outside of their meat shield, die very easily. They have no self sustain. Make a change like this and their only solution will be to throw more bodies at the problem.

    Not to mention it will completely bugger over small groups.
    Edited by Garion on June 15, 2015 9:22AM
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  • Roselle
    Roselle
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    Winnamine wrote: »
    Roselle wrote: »
    WRX wrote: »
    frozywozy wrote: »
    Make any siege damage/behaviour unpurgable, kkthxbai.

    Nope, siege is effective as is. One noob on a ballista shouldn't be able to wipe out a group with some siege.

    Siege in addition to group damage is almost always a guaranteed win anyways.

    One "noob" should be able to kill anyone who dies to siege.

    If you're dying to siege, you probably are too focused on something else and deserved the death anyway.

    Without a way to purge siege dots/debuffs, it would be extremely hard not to die to siege.
    Regardless of your focus or attention, it's nearly impossible to take a defended keep without getting hit by siege eventually.
    Without a way to get the dot off.. it's game over. Especially if you get hit by a cold fire anything :confounded:

    You get an awesome for trying.
    This one was rekt by Zenimax
  • Sanct16
    Sanct16
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    Roselle wrote: »
    Winnamine wrote: »
    Roselle wrote: »
    WRX wrote: »
    frozywozy wrote: »
    Make any siege damage/behaviour unpurgable, kkthxbai.

    Nope, siege is effective as is. One noob on a ballista shouldn't be able to wipe out a group with some siege.

    Siege in addition to group damage is almost always a guaranteed win anyways.

    One "noob" should be able to kill anyone who dies to siege.

    If you're dying to siege, you probably are too focused on something else and deserved the death anyway.

    Without a way to purge siege dots/debuffs, it would be extremely hard not to die to siege.
    Regardless of your focus or attention, it's nearly impossible to take a defended keep without getting hit by siege eventually.
    Without a way to get the dot off.. it's game over. Especially if you get hit by a cold fire anything :confounded:

    You get an awesome for trying.
    She is right tho. Sieges are already on the edge to being to strong. In group fights its almost a guaranteed win if you can get a siege on the enemies. For a small group this means they can take on larger groups easily while defending. On the other hand, every group gets hit by sieges. What is a 8-10 man group gonna do against sieges if they can't purge them? Right, they would probably die and have to get bigger groups to outheal the siege damage.

    Some people seem to believe it would good if you could kill any group just by siegeing them. Organize yourself a bit and combine players actually fighting the other group with siege weapons and profit.
    Edited by Sanct16 on June 15, 2015 8:01AM
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  • Roselle
    Roselle
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    Sanct16 wrote: »
    Roselle wrote: »
    Winnamine wrote: »
    Roselle wrote: »
    WRX wrote: »
    frozywozy wrote: »
    Make any siege damage/behaviour unpurgable, kkthxbai.

    Nope, siege is effective as is. One noob on a ballista shouldn't be able to wipe out a group with some siege.

    Siege in addition to group damage is almost always a guaranteed win anyways.

    One "noob" should be able to kill anyone who dies to siege.

    If you're dying to siege, you probably are too focused on something else and deserved the death anyway.

    Without a way to purge siege dots/debuffs, it would be extremely hard not to die to siege.
    Regardless of your focus or attention, it's nearly impossible to take a defended keep without getting hit by siege eventually.
    Without a way to get the dot off.. it's game over. Especially if you get hit by a cold fire anything :confounded:

    You get an awesome for trying.
    She is right tho. Sieges are already on the edge to being to strong. In group fights its almost a guaranteed win if you can get a siege on the enemies. For a small group this means they can take on larger groups easily while defending. On the other hand, every group gets hit by sieges. What is a 8-10 man group gonna do against sieges if they can't purge them? Right, they would probably die and have to get bigger groups to outheal the siege damage.

    Some people seem to believe it would good if you could kill any group just by siegeing them. Organize yourself a bit and combine players actually fighting the other group with siege weapons and profit.

    She is not correct. I've done the math.
    This one was rekt by Zenimax
  • Roselle
    Roselle
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    I'm waiting for Tripwyr to join in here to try and out-math me.
    This one was rekt by Zenimax
  • olsborg
    olsborg
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    1 Sec cast time to purge would certainly be a step in the right direction, siege dots shouldnt be purgeable tho imo.

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  • Roselle
    Roselle
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    I have nothing else to contribute except this video:

    (There's even a Game of Thrones reference!!!)
    This one was rekt by Zenimax
  • kkravaritieb17_ESO
    kkravaritieb17_ESO
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    olsborg wrote: »
    1 Sec cast time to purge would certainly be a step in the right direction, siege dots shouldnt be purgeable tho imo.

    So every noob placing a siege should be able to almost one shot a group with a coldharbor siege. Purge function is required just reduce the cap to 8-12 players. 24 is way too many just like every other AvA ability.
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  • WRX
    WRX
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    Roselle wrote: »
    Sanct16 wrote: »
    Roselle wrote: »
    Winnamine wrote: »
    Roselle wrote: »
    WRX wrote: »
    frozywozy wrote: »
    Make any siege damage/behaviour unpurgable, kkthxbai.

    Nope, siege is effective as is. One noob on a ballista shouldn't be able to wipe out a group with some siege.

    Siege in addition to group damage is almost always a guaranteed win anyways.

    One "noob" should be able to kill anyone who dies to siege.

    If you're dying to siege, you probably are too focused on something else and deserved the death anyway.

    Without a way to purge siege dots/debuffs, it would be extremely hard not to die to siege.
    Regardless of your focus or attention, it's nearly impossible to take a defended keep without getting hit by siege eventually.
    Without a way to get the dot off.. it's game over. Especially if you get hit by a cold fire anything :confounded:

    You get an awesome for trying.
    She is right tho. Sieges are already on the edge to being to strong. In group fights its almost a guaranteed win if you can get a siege on the enemies. For a small group this means they can take on larger groups easily while defending. On the other hand, every group gets hit by sieges. What is a 8-10 man group gonna do against sieges if they can't purge them? Right, they would probably die and have to get bigger groups to outheal the siege damage.

    Some people seem to believe it would good if you could kill any group just by siegeing them. Organize yourself a bit and combine players actually fighting the other group with siege weapons and profit.

    She is not correct. I've done the math.

    I guess I'm curious what kind of math could actually be done concerning siege damage? It has quite alot of variables.

    I am feeling this is a troll?
    Decibel GM

    GLUB GLUB
  • Winnamine
    Winnamine
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    Roselle wrote: »
    Sanct16 wrote: »
    Roselle wrote: »
    Winnamine wrote: »
    Roselle wrote: »
    WRX wrote: »
    frozywozy wrote: »
    Make any siege damage/behaviour unpurgable, kkthxbai.

    Nope, siege is effective as is. One noob on a ballista shouldn't be able to wipe out a group with some siege.

    Siege in addition to group damage is almost always a guaranteed win anyways.

    One "noob" should be able to kill anyone who dies to siege.

    If you're dying to siege, you probably are too focused on something else and deserved the death anyway.

    Without a way to purge siege dots/debuffs, it would be extremely hard not to die to siege.
    Regardless of your focus or attention, it's nearly impossible to take a defended keep without getting hit by siege eventually.
    Without a way to get the dot off.. it's game over. Especially if you get hit by a cold fire anything :confounded:

    You get an awesome for trying.
    She is right tho. Sieges are already on the edge to being to strong. In group fights its almost a guaranteed win if you can get a siege on the enemies. For a small group this means they can take on larger groups easily while defending. On the other hand, every group gets hit by sieges. What is a 8-10 man group gonna do against sieges if they can't purge them? Right, they would probably die and have to get bigger groups to outheal the siege damage.

    Some people seem to believe it would good if you could kill any group just by siegeing them. Organize yourself a bit and combine players actually fighting the other group with siege weapons and profit.

    She is not correct. I've done the math.

    Really?
    I assume your math includes damage done to different classes of players by the various forms of siege available with and without purging abilities, and shows that abilities that remove debuffs are not essential to surviving siege?
    I think those calculations could be very useful to this thread, and perhaps even the ZOS team, if they're considering changes to purge/cleanse/purify abilities.
    Could you post them please?
    A recording of the testing would be most helpful, but if you don't have that, then just the numbers from all the tests and the calculations should suffice.
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  • Teargrants
    Teargrants
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    I can do maths too, listen to meh.
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  • RinaldoGandolphi
    RinaldoGandolphi
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    Even though i want un-purgable siege DOTS, I think a good compromise is:

    Oil Catapaults/Lightning Ballista's and Meatbags are not purgeable and the Meatbag Heal Debuff can stack.

    Now this isn't a 1 shot cannon, it just means larger groups can be countered or slowed down by being kept snared and making their healers healing spells much less effective. So now knowing when to push and when to withdraw becomes much more important.This can also be used to simply buy time for reinforcements to get there by impeding the movement speed of the zerg across the breech. Again buying time.

    I think having the snare from Oil Cata and Lighting Ballista's unpurgeable and not effective by rapid maneuver, and the heal debuff from meatbags not purgeable and stackable would be a fair step without just handing anyone a 1 shot cannon. gotta have some compromise. :)
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  • Raizin
    Raizin
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    Garion wrote: »
    Raizin wrote: »
    frozywozy wrote: »
    Make any siege damage/behaviour unpurgable, kkthxbai.

    actualy not bad idea.

    It's not a bad idea, it's a terrible idea.

    The argument is that purge empowers the zerg and makes them stronger. Yes that is true, however how do you think they will counter unpurgeable siege dots? With more heals, which equals more players! Zergs will only get bigger if a change like this was implemented, because they will require even more healing output to stay alive. As most of us know zerglings, if caught outside of their meat shield, die very easily. They have no self sustain. Make a change like this and their only solution will be to throw more bodies at the problem.

    Not to mention it will completely bugger over small groups.

    way to look at it true.. i have another and better solution.

    Give us battlegrounds without possibility to put up sieges there = problem solved (and also cyrodil pop will drop like half way down :D)
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  • Mako1132
    Mako1132
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    You people know not what you ask for.... its aoe caps, siege damage, etc. changes all over again. You guys demand something thinking it will help you when really all it will do is forsake you and make the zerg stronger... if you can't see why there is 0 chance me trying to explain it will change your mind.

    But I've given up caring about this game so do what you will, half of me wants them to nerf purge just like you ask so you can one again see the fruits of your labor. Don't you guys ever look back and think to yourself... man... remember when we totally knew that changing aoe caps would nerf the zerg? Lol. Man, looks like aoe caps wasn't it... it must be that siege is too weak guys... yeah.... if we buff siege damage that will do it!!! Lol... the list goes on... and every step of the way you guys waltz us closer and closer to zerg central.
  • LazyLewis
    LazyLewis
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    TheBull wrote: »
    Suggestion, once a target is purged they can not be purged again for 4 seconds.
    @ZOS_BrianWheeler

    This could so troll. But the idea is stupid anyways

    I see large groups who spam purge die to 4 Trebs. I don't think there is an inabalance in this category right now. 3 guys could wipe 30 people in a keep. Pour 1 oil watch them purge and then pour 10. Fights would last 5 seconds.
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  • Ryuho
    Ryuho
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    - 1.8s cast time to purge, like detonation
    - purge cap - 6 players max, not entire raid
    - move purge to rank 7 alliance war, to prevent ppls whos joined spam it, revealing flare to rank 4
    - keep balistas/trebu dots purgable
    - remove certain skills stacking - like caltrops/healing springs.. If som1 use new healing springs, overwrite alrdy placed springs by som1, same with caltrops.. seriously it makes a lot of lag
    - bring back mercenaries - with 15-20k AP cost
    - buff detonation, dmg increased on low HP targets by 300% - like finisher

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  • Garion
    Garion
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    Raizin wrote: »
    Garion wrote: »
    Raizin wrote: »
    frozywozy wrote: »
    Make any siege damage/behaviour unpurgable, kkthxbai.

    actualy not bad idea.

    It's not a bad idea, it's a terrible idea.

    The argument is that purge empowers the zerg and makes them stronger. Yes that is true, however how do you think they will counter unpurgeable siege dots? With more heals, which equals more players! Zergs will only get bigger if a change like this was implemented, because they will require even more healing output to stay alive. As most of us know zerglings, if caught outside of their meat shield, die very easily. They have no self sustain. Make a change like this and their only solution will be to throw more bodies at the problem.

    Not to mention it will completely bugger over small groups.

    way to look at it true.. i have another and better solution.

    Give us battlegrounds without possibility to put up sieges there = problem solved (and also cyrodil pop will drop like half way down :D)

    That is something I can agree with!
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  • Pestilencio
    Pestilencio
    Soul Shriven
    Ryuho wrote: »
    - 1.8s cast time to purge, like detonation
    - purge cap - 6 players max, not entire raid
    - move purge to rank 7 alliance war, to prevent ppls whos joined spam it, revealing flare to rank 4
    - keep balistas/trebu dots purgable
    - remove certain skills stacking - like caltrops/healing springs.. If som1 use new healing springs, overwrite alrdy placed springs by som1, same with caltrops.. seriously it makes a lot of lag
    - bring back mercenaries - with 15-20k AP cost
    - buff detonation, dmg increased on low HP targets by 300% - like finisher

    I agree with everything except the mercs. I don't like adding pve elements to fix pvp.
  • Roselle
    Roselle
    ✭✭✭✭
    Winnamine wrote: »
    Roselle wrote: »
    Sanct16 wrote: »
    Roselle wrote: »
    Winnamine wrote: »
    Roselle wrote: »
    WRX wrote: »
    frozywozy wrote: »
    Make any siege damage/behaviour unpurgable, kkthxbai.

    Nope, siege is effective as is. One noob on a ballista shouldn't be able to wipe out a group with some siege.

    Siege in addition to group damage is almost always a guaranteed win anyways.

    One "noob" should be able to kill anyone who dies to siege.

    If you're dying to siege, you probably are too focused on something else and deserved the death anyway.

    Without a way to purge siege dots/debuffs, it would be extremely hard not to die to siege.
    Regardless of your focus or attention, it's nearly impossible to take a defended keep without getting hit by siege eventually.
    Without a way to get the dot off.. it's game over. Especially if you get hit by a cold fire anything :confounded:

    You get an awesome for trying.
    She is right tho. Sieges are already on the edge to being to strong. In group fights its almost a guaranteed win if you can get a siege on the enemies. For a small group this means they can take on larger groups easily while defending. On the other hand, every group gets hit by sieges. What is a 8-10 man group gonna do against sieges if they can't purge them? Right, they would probably die and have to get bigger groups to outheal the siege damage.

    Some people seem to believe it would good if you could kill any group just by siegeing them. Organize yourself a bit and combine players actually fighting the other group with siege weapons and profit.

    She is not correct. I've done the math.

    Really?
    I assume your math includes damage done to different classes of players by the various forms of siege available with and without purging abilities, and shows that abilities that remove debuffs are not essential to surviving siege?
    I think those calculations could be very useful to this thread, and perhaps even the ZOS team, if they're considering changes to purge/cleanse/purify abilities.
    Could you post them please?
    A recording of the testing would be most helpful, but if you don't have that, then just the numbers from all the tests and the calculations should suffice.

    Just ask Tripwyr to do it for you.
    This one was rekt by Zenimax
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