OtarTheMad wrote: »The problem is Steel Tornado got buffed while Impulse and Wall of Elements got nerfed, if they had kept the two magicka AOEs where they were and did the buff to Steel Tornado then you'd have some variety.
Groups will always find an ability to spam, don't get Steel Tornado nerfed... ZOS needs to learn to stop nerfing abilities and starting looking at the crappy ones or the previously nerfed ones and making them stronger.
IxSTALKERxI wrote: »OtarTheMad wrote: »The problem is Steel Tornado got buffed while Impulse and Wall of Elements got nerfed, if they had kept the two magicka AOEs where they were and did the buff to Steel Tornado then you'd have some variety.
Groups will always find an ability to spam, don't get Steel Tornado nerfed... ZOS needs to learn to stop nerfing abilities and starting looking at the crappy ones or the previously nerfed ones and making them stronger.
Agreed.
In my option something like the following would be good:
-Impulse should be increased back to 8m radius.
-Wall of Elements damage buffed.
-Steel tornado execute bonus shouldn't begin to apply until the target is below 50% health.
This would encourage a more diverse combination of abilities / playstyles rather than everyone spin to win.
To anyone saying magicka (prox det) is on par with ST, I don't think so. Unless there are AD bomb groups running primarily prox det with huge success and I don't see them?
do we really want the game to keep being one where AoE spam is a must for group PvP?
IxSTALKERxI wrote: »OtarTheMad wrote: »The problem is Steel Tornado got buffed while Impulse and Wall of Elements got nerfed, if they had kept the two magicka AOEs where they were and did the buff to Steel Tornado then you'd have some variety.
Groups will always find an ability to spam, don't get Steel Tornado nerfed... ZOS needs to learn to stop nerfing abilities and starting looking at the crappy ones or the previously nerfed ones and making them stronger.
Agreed.
In my option something like the following would be good:
-Impulse should be increased back to 8m radius.
-Wall of Elements damage buffed.
-Steel tornado execute bonus shouldn't begin to apply until the target is below 50% health.
This would encourage a more diverse combination of abilities / playstyles rather than everyone spin to win.
I think they should just give Sorcs the Chain lightning Ability and stick a fork in the Zergs.
Chain Lightning: 2 Second Cast: 3654 Base Cost (Base cost of Crystal Frags)
Summon a bolt of lightning that bounces to up to 4 nearby targets. The first target struck does X damage, with each successive strike to a target within 3 meters doing double the damage of the previous target.
Morph1: Lightning Surge:
Strikes up to 2 additional targets
Morph2: Blinding Lightning
Applies Minor maim to each target hit.
Make the base damage about 50% of a base Crystal fragment so that it's not worth casting against a single target or even 2 targets on top of one another and even 3 targets ends up being nonlethal but 4 targets or more would be a guaranteed kill.
The 2 second cast time would be to make sure it didn't become the #1 DPS ability in PvE and give players a way to counter it.
..... do we really want the game to keep being one where AoE spam is a must for group PvP? Also I don't think any AoE should have an execute attached to it, especially if its radius is unrivaled.
..... do we really want the game to keep being one where AoE spam is a must for group PvP? Also I don't think any AoE should have an execute attached to it, especially if its radius is unrivaled.
I certainly don't. AoE shouldn't be an effective way to deal damage at all. It's rewarding people for stupid play with strong builds.
IxSTALKERxI wrote: »do we really want the game to keep being one where AoE spam is a must for group PvP?
AoE is used when greatly outnumbered, it's not a must for group PvP and shouldn't be labled as an ability used by groups. Single target abilities can be viable while doing group PvP just as AoE abilities can be useful when solo.
IxSTALKERxI wrote: »AoE damage is only effective when there are multiple enemies within a small radius. If you are solo or spread out, you don't have anything to worry about.
The main reason groups blob is for mitigation from aoe caps, and to benefit from abilities such as healing springs etc. There are many healing/ support abilities and item sets that increase group survivability that work more efficiently whilst stacking in a blob and that is the main problem. If you want to end the blobbing meta, simply give better alternatives to all the abilities/ sets in the game that heal/buff x amount of allies in x radius. Sorc healers, dk healers, nightblade healers for example are all forced to use healing springs which works best when everyone stacks in a ball.
I think they should just give Sorcs the Chain lightning Ability and stick a fork in the Zergs.
Chain Lightning: 2 Second Cast: 3654 Base Cost (Base cost of Crystal Frags)
Summon a bolt of lightning that bounces to up to 4 nearby targets. The first target struck does X damage, with each successive strike to a target within 3 meters doing double the damage of the previous target.
Morph1: Lightning Surge:
Strikes up to 2 additional targets
Morph2: Blinding Lightning
Applies Minor maim to each target hit.
Make the base damage about 50% of a base Crystal fragment so that it's not worth casting against a single target or even 2 targets on top of one another and even 3 targets ends up being nonlethal but 4 targets or more would be a guaranteed kill.
The 2 second cast time would be to make sure it didn't become the #1 DPS ability in PvE and give players a way to counter it.

IxSTALKERxI wrote: »AoE damage is only effective when there are multiple enemies within a small radius. If you are solo or spread out, you don't have anything to worry about.
The main reason groups blob is for mitigation from aoe caps, and to benefit from abilities such as healing springs etc. There are many healing/ support abilities and item sets that increase group survivability that work more efficiently whilst stacking in a blob and that is the main problem. If you want to end the blobbing meta, simply give better alternatives to all the abilities/ sets in the game that heal/buff x amount of allies in x radius. Sorc healers, dk healers, nightblade healers for example are all forced to use healing springs which works best when everyone stacks in a ball.
I don't disagree with you but I just can't seem to find a solution that actually works for everything. I hear a lot of players want the removal of AOE caps. But that would simply mean that emps like meth could simply wipe 50 man blobs. Is that really what we want? This is a serious issue that offers no fast or easy solution. That's why ZOS has been left with micro managing the meta of PVP combat. So since ST is the number one ability by stam builds across the board and is the most used ability in blobs it stands to reason that ZOS will act accordingly as they have done in the past and nerf it some way (reference Impulse nerf). I'm just pointing out the precedent of the meta in hopes that when it comes players don't slash their wrists because of the reliance on it.
I think everyone uses ST if that's part of their build. The aspect that everyone can at least agree with is when an ability is so widely used it should be looked at. Impulse was the meta almost a year ago. Everyone rolled magic builds and everyone spammed it. It became a one button blob mechanic. ST is in the same boat now so when will it be nerfed? All I'm doing is pointing out the obvious you can ignore it if you like but its on the block, as a magic build player I'm just waiting for the axe to swing.