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Steel Tornado

  • prootch
    prootch
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    of course there is: it's spammed as aoe exec by every no skill wb unable to make kills otherwise.
  • _Chaos
    _Chaos
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    wordpress forums are better than this POS
    Edited by _Chaos on October 26, 2015 3:30PM
    'Chaos
  • _Chaos
    _Chaos
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    Takllin wrote: »
    Anazasi wrote: »
    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.

    When they add CP to reduce Physical damage.

    There is no need to nerf Steel Tornado.

    It's still a higher overall area, AND has an execute. Are you suggesting we beef up impulse?
    Because even with CP mitigating some of the damage, it still has two huge benefits over destro magicka AOE.

    edit: changed "BIS" to "destro" for the QQers

    Edited by _Chaos on October 26, 2015 3:30PM
    'Chaos
  • Takllin
    Takllin
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    Takllin wrote: »
    Anazasi wrote: »
    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.

    When they add CP to reduce Physical damage.

    There is no need to nerf Steel Tornado.

    It's still a higher overall area, AND has an execute. Are you suggesting we beef up impulse?
    Because even with CP mitigating some of the damage, it still has two huge benefits over BIS magicka AOE.

    One the scale of executes, it's very low.

    So for the sake of some heavy PvP QQ, you nerf Steel Tornado and screw over the PvE side of using it. Cause balance.
    Jadokis - AD Redguard DK v16 AR 18
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    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

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  • prootch
    prootch
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    aoe execute exactly... so why not improve pulsar with aoe execute AND 12m radius... oh wait... it's been nerfed to 6m in order to limit aoz stack abuses steel tornadoe is allowing now... steel tornadoe lagtrains for the win ^^
    Edited by prootch on October 26, 2015 3:32PM
  • Takllin
    Takllin
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    prootch wrote: »
    of course there is: it's spammed as aoe exec by every no skill wb unable to make kills otherwise.

    Just like every other AOE ability.

    Hi Welcome.
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
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    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • prootch
    prootch
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    except no other aoe is an exec ;)
  • Takllin
    Takllin
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    prootch wrote: »
    except no other aoe is an exec ;)

    You're right. Other AoEs root, CC, debuff health, etc.
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • Takllin
    Takllin
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    prootch wrote: »
    aoe execute exactly... so why not improve pulsar with aoe execute AND 12m radius... oh wait... it's been nerfed to 6m in order to limit aoz stack abuses steel tornadoe is allowing now... steel tornadoe lagtrains for the win ^^

    Impulse doesn't need a buff.
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • prootch
    prootch
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    I agree... it was sarcasm... but steel tornadoe sure needs a nerf.
  • Takllin
    Takllin
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    prootch wrote: »
    I agree... it was sarcasm... but steel tornadoe sure needs a nerf.

    CP system needs balancing, Steel Tornado doesn't need to be nerfed.
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • Maulkin
    Maulkin
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    Takllin wrote: »
    Steel Tornado doesn't need to be nerfed.
    Takllin wrote: »
    Impulse doesn't need a buff.

    Impulse doesn't need a buff and Steel Tornado doesn't need a nerf. Gotcha
    Edited by Maulkin on October 26, 2015 3:44PM
    EU | PC | AD
  • Lava_Croft
    Lava_Croft
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    [BLA] Yeah yeah, I'll blame the flu for posting basically the same reply as the 10 people above me.
    Edited by Lava_Croft on October 26, 2015 3:44PM
  • prootch
    prootch
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    So just a few questions :

    - why are all aoe zergballs now speciallized in steel tornadoe impact...
    - why is it the aoe with the highest radius zone in the game, making any other aoe organization useless...
    - why does it have an exec... it already does enough damage when aoe stacked in a warband, not to need exec at all...

    It's completly unbalanced supporting no brain/no skill/one button team play.
    It needs to be nerfed to 6m like pulsar and have exec suppressed...
  • Takllin
    Takllin
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    Lava_Croft wrote: »
    Takllin wrote: »
    Anazasi wrote: »
    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.

    When they add CP to reduce Physical damage.

    There is no need to nerf Steel Tornado.
    Except it has double the range of the Impulse everybody thought was so bad while still doing more damage than it too.

    Why does it do more damage? Leaving out the execute part.
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • Takllin
    Takllin
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    Takllin wrote: »
    Steel Tornado doesn't need to be nerfed.
    Takllin wrote: »
    Impulse doesn't need a buff.

    Impulse doesn't need a buff and Steel Tornado doesn't need a nerf. Gotcha

    Glad you agree with me.
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • Takllin
    Takllin
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    prootch wrote: »
    So just a few questions :

    - why are all aoe zergballs now speciallized in steel tornadoe impact...
    - why is it the aoe with the highest radius zone in the game, making any other aoe organization useless...
    - why does it have an exec... it already does enough damage when aoe stacked in a warband, not to need exec at all...

    It's completly unbalanced supporting no brain/no skill/one button team play.
    It needs to be nerfed to 6m like pulsar and have exec suppressed...

    Because you can stack stamina/weapon damage far higher than magicka/spell damage and there is no CP to mitigate the damage...

    This is why PvE and PvP games don't work. PvP QQers whine to get abilities nerfed, which screws over PvE. PvE want abilities buffed which then become OP in PvP, rinse repeat.
    Edited by Takllin on October 26, 2015 3:46PM
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • _Chaos
    _Chaos
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    Takllin wrote: »

    Why does it do more damage? Leaving out the execute part.

    he's leading you into a trap, don't say CP!

    for realsys though, I think impulse needs 5% higher base dmg or a bigger AOE radius to make it on par. Because ST does indeed have a higher base dmg number than impulse
    Edited by _Chaos on October 26, 2015 3:49PM
    'Chaos
  • Maulkin
    Maulkin
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    Takllin wrote: »
    Takllin wrote: »
    Steel Tornado doesn't need to be nerfed.
    Takllin wrote: »
    Impulse doesn't need a buff.

    Impulse doesn't need a buff and Steel Tornado doesn't need a nerf. Gotcha

    Glad you agree with me.

    Nope, that's not what I said. I just realised there's no point arguing balance with you, that's all.
    Edited by Maulkin on October 26, 2015 3:48PM
    EU | PC | AD
  • Takllin
    Takllin
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    Takllin wrote: »
    Takllin wrote: »
    Steel Tornado doesn't need to be nerfed.
    Takllin wrote: »
    Impulse doesn't need a buff.

    Impulse doesn't need a buff and Steel Tornado doesn't need a nerf. Gotcha

    Glad you agree with me.

    Nope, that's not what I said. I just realised there's no point arguing balance with you, that's all.

    Because nerfing an ability without looking at what's behind the ability that makes it so strong is logical, right?

    I could use the same sentiment for you. Look at the forest, not the trees.
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • Takllin
    Takllin
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    Takllin wrote: »

    Why does it do more damage? Leaving out the execute part.

    he's leading you into a trap, don't say CP!

    for realsys though, I think impulse needs 5% higher base dmg or a bigger AOE radius to make it on par. Because ST does indeed have a higher base dmg number than impulse

    I can understand and see increasing the range of it, but until they rework the other parts, nerfing individual abilities isn't balance.
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • _Chaos
    _Chaos
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    Takllin wrote: »
    Takllin wrote: »

    Why does it do more damage? Leaving out the execute part.

    he's leading you into a trap, don't say CP!

    for realsys though, I think impulse needs 5% higher base dmg or a bigger AOE radius to make it on par. Because ST does indeed have a higher base dmg number than impulse

    I can understand and see increasing the range of it, but until they rework the other parts, nerfing individual abilities isn't balance.

    Amen to that brother.
    'Chaos
  • Maulkin
    Maulkin
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    Takllin wrote: »
    Takllin wrote: »
    Takllin wrote: »
    Steel Tornado doesn't need to be nerfed.
    Takllin wrote: »
    Impulse doesn't need a buff.

    Impulse doesn't need a buff and Steel Tornado doesn't need a nerf. Gotcha

    Glad you agree with me.

    Nope, that's not what I said. I just realised there's no point arguing balance with you, that's all.

    Because nerfing an ability without looking at what's behind the ability that makes it so strong is logical, right?

    I could use the same sentiment for you. Look at the forest, not the trees.

    Lol. I can see the whole forest darling and only trolls are hiding in this one...

    tumblr_lj5st3x9tW1qb7eqw.gif
    EU | PC | AD
  • Anazasi
    Anazasi
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    Takllin wrote: »
    Takllin wrote: »

    Why does it do more damage? Leaving out the execute part.

    he's leading you into a trap, don't say CP!

    for realsys though, I think impulse needs 5% higher base dmg or a bigger AOE radius to make it on par. Because ST does indeed have a higher base dmg number than impulse

    I can understand and see increasing the range of it, but until they rework the other parts, nerfing individual abilities isn't balance.

    Hey sorry Takllin, but ZOS has already set the precedent for nerfing abilities Impulse being the best example which if you recall (and maybe you don't) but Impulse had the same aoe damage range and did almost twice the damage it does now before it was nerfed. Since ZOS has already nerfed abilities in the past there is no reason to believe they wont adjust ST now. All the conditions are the same as they were when the nerf bat swung on Impulse. Get ready its coming....
  • Takllin
    Takllin
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    Anazasi wrote: »
    Takllin wrote: »
    Takllin wrote: »

    Why does it do more damage? Leaving out the execute part.

    he's leading you into a trap, don't say CP!

    for realsys though, I think impulse needs 5% higher base dmg or a bigger AOE radius to make it on par. Because ST does indeed have a higher base dmg number than impulse

    I can understand and see increasing the range of it, but until they rework the other parts, nerfing individual abilities isn't balance.

    Hey sorry Takllin, but ZOS has already set the precedent for nerfing abilities Impulse being the best example which if you recall (and maybe you don't) but Impulse had the same aoe damage range and did almost twice the damage it does now before it was nerfed. Since ZOS has already nerfed abilities in the past there is no reason to believe they wont adjust ST now. All the conditions are the same as they were when the nerf bat swung on Impulse. Get ready its coming....

    I do remember, those were the days.

    I know it's coming, doesn't mean it's logical though.
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • Takllin
    Takllin
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    Takllin wrote: »
    Takllin wrote: »
    Takllin wrote: »
    Steel Tornado doesn't need to be nerfed.
    Takllin wrote: »
    Impulse doesn't need a buff.

    Impulse doesn't need a buff and Steel Tornado doesn't need a nerf. Gotcha

    Glad you agree with me.

    Nope, that's not what I said. I just realised there's no point arguing balance with you, that's all.

    Because nerfing an ability without looking at what's behind the ability that makes it so strong is logical, right?

    I could use the same sentiment for you. Look at the forest, not the trees.

    Lol. I can see the whole forest darling and only trolls are hiding in this one...

    tumblr_lj5st3x9tW1qb7eqw.gif

    Not trolling at all. Clearly you can't see the forest.

    Instead of asking for the nerfing of individual abilities, ask for them to balance the game and then take a look at where things stand in all aspects of the game.
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • prootch
    prootch
    ✭✭✭
    Anazasi wrote: »

    Hey sorry Takllin, but ZOS has already set the precedent for nerfing abilities Impulse being the best example which if you recall (and maybe you don't) but Impulse had the same aoe damage range and did almost twice the damage it does now before it was nerfed. Since ZOS has already nerfed abilities in the past there is no reason to believe they wont adjust ST now. All the conditions are the same as they were when the nerf bat swung on Impulse. Get ready its coming....

    Precisely
  • Anazasi
    Anazasi
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    Oh I agree with you there is no logic in it. It all seems to be band-aide fixes when it comes to pvp anyways. Yeah I see a lot of better solutions but ZOS has never proven to the players they are willing to admit mistakes and revert changes back to pre conditions. Honestly Impulse should be reverted back to original form simply to counter the Weapon damage and ST blobs. But I do not expect that to happen. AOE caps should be removed entirely. But that wont happen either. It's sad but when ZOS has laid out their path and has proven what they are willing to do by what they have done you can expect the beast to act according to its nature.

  • Takllin
    Takllin
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    Anazasi wrote: »
    Oh I agree with you there is no logic in it. It all seems to be band-aide fixes when it comes to pvp anyways. Yeah I see a lot of better solutions but ZOS has never proven to the players they are willing to admit mistakes and revert changes back to pre conditions. Honestly Impulse should be reverted back to original form simply to counter the Weapon damage and ST blobs. But I do not expect that to happen. AOE caps should be removed entirely. But that wont happen either. It's sad but when ZOS has laid out their path and has proven what they are willing to do by what they have done you can expect the beast to act according to its nature.

    Completely agree. They don't really understand how their system works with all the different moving pieces, and instead of looking at that they just see the end result and do something to change that at a top level instead of looking below to see what the causes are. Each time they make changes of that nature you lose more faith that this game will turn around.
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
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