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Incap Strike

  • Erondil
    Erondil
    ✭✭✭✭✭
    Vangy wrote: »
    Kas wrote: »
    Attackopsn wrote: »
    Let's begin by getting back on topic, Incapacitating Strike!
    Cost: 50, Range: 5m, Single Target
    Deals x damage
    stuns target for 6 seconds
    Increases Damage against afflicted target by 20%
    Applies Major Defile (30% Healing Debuff)
    Passively, this ability increases critical, and restores magicka when a target is killed with it, values listed in Assassination Skill Line
    When discussing this and comparing it to other class ultimates, not only should we consider all of these benefits, but all other aspects of a class and its available ultimates that may account for the obvious excess utility provided by this ultimate.

    I would like to begin by comparing this to Standard of Might, and Overload, which I believe are the the other two strongest class based ultimates also sharing similar properties (damage values, buffs and debuffs).

    Standard of Might
    Cost: 250, Range 8m, AoE
    Deals x damage over 17 seconds
    Applies Major Defile to all targets within its radius
    All Targets within radius take 20% increased damage from all sources
    Reduces Any Damage received by 20% while within the standard
    Has an available synergy that immobilizes all enemies in range
    Passively, any burning effect applied to targets affected will be increased by
    66%, in addition to receiving a 30% snare, and damage may be affected by Searing Heat/World in Flame (Needs Confirmation) totalling to 9% more overall DoT damage


    Overload
    Cost: 64, Range: 28-36m (depends on user location) Single Target
    Deals x Damage to target (comparable to Death Stroke)
    Adds a third bar and access to use of a third ultimate (yes, sorcerers can have three ultimates)
    Can be charged up to be casted an excessive amount of times, utilizing up to 1000 ultimate and does not completely deplete user ultimate when toggled
    Restores Magicka on successful hits
    Passively has a 6% chance to deal an additional x damage when afflicted target is at low health, damage is comparable to surprise attack (Proc cannot crit? Needs confirmation)

    As you can see, different ultimates seem more useful in different situations, Death Stroke being an incredibly useful single-target burst ultimate, Standard destroying it in AoE and even certain single target encounters, Overload taking the cake for being an amazing utility bar and providing some of the best ranged single target sustained and burst dps in the game

    Each of these has their niche, Death Stroke is definitely more efficient in one on one combat and gank situations because that is what it was made to do, just because you are a "1v1er" or you got "ganked" doesn't mean it is the most OP thing in the game, which it clearly isn't, in fact, any of these ultimates could be described as "the most OP thing in the game" depending on the situation

    This ultimate just has the edge 1v1, and just because you got your ego hurt doesn't justify ridiculous posts seen daily on these forums

    @Wrobel please consider everything when reviewing abilities, I do believe that you are heading in the right direction this update (the best balance patch in a year by far!!), don't let these kinds of posts mislead you

    Consider all of these factors when posting constructive feedback in this post, and avoid posting ignorant/unhelpful responses

    each of them has their niches?
    SoM is incredible for PvE and so is overload.
    Overload is annoying when used from within a zerg
    Incap strike will STILL not be used for PvE in DB, but it is so strong in small-scale PvP that one could almost say it breaks it.

    almost-breaking an entire aspect of pvp is not exactly what i'd call a niche use

    PS: the big difference is ofc that incap+other ability is far more likely to prduce a player-killing damage brust than the other two

    But w/e, I'm already toying with stamblade, it's more fun than I thought. If unchanged I'll just play mine. If we want to form groups larger than 2-4, we'll just use different chars for that. Double campaign times rewards is nice for making gold anyway...

    Different toons have different strengths. Incap is good for ganking and small scale. And as you already seem to acknowledge, incap is kinda worthless in bigger groups. Especially since cloak is nerfed into the ground. Any bombard spamming monkey or rml slotted mag toon can perma reveal you. Kinda makes jumping into zergs as a stamblade a suicide mission.

    Incap will be more than good in smallscale, basically next patch will tend to be : stamina all the way for smallscale, and magicka all the way for large fights (thats already the case). Instead of fixing largescale balance they just made smallscale unbalanced the other way around. Diversity=rip
    ~retired~
    EU server, former Zerg Squad and Banana Squad officer
    Dennegor NB AD, AvA 50 Grand Overlord 24/05/2016
    rekt you NB AD, AvA 32
    Erondil Sorc AD, AvA 23
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    Youtube Channel
  • lathbury
    lathbury
    ✭✭✭✭✭
    Lava_Croft wrote: »
    I guess it's just a coincidence that every single 'real' Nightblade, namely one that has played a Nightblade since the release of ESO, seems to agree that Incapacitating Strike in its current form on the PTS is overpowered.

    This includes people who have been playing a Stamina Nightblade since March 2014.

    well your wrong i dont and have played nighblades since early access
    as an aside its really interesting that aside from this thread in all others you have claimed to be playing a sorc or magblade
    Edited by lathbury on May 4, 2016 9:55AM
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    lathbury wrote: »
    Lava_Croft wrote: »
    I guess it's just a coincidence that every single 'real' Nightblade, namely one that has played a Nightblade since the release of ESO, seems to agree that Incapacitating Strike in its current form on the PTS is overpowered.

    This includes people who have been playing a Stamina Nightblade since March 2014.

    well your wrong i dont and have played nighblades since early access
    as an aside its really interesting that aside from this thread in all others you have claimed to be playing a sorc or magblade

    There are ppl stating sorc shields on live are too weak aswell. :joy:
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • lathbury
    lathbury
    ✭✭✭✭✭
    Derra wrote: »
    lathbury wrote: »
    Lava_Croft wrote: »
    I guess it's just a coincidence that every single 'real' Nightblade, namely one that has played a Nightblade since the release of ESO, seems to agree that Incapacitating Strike in its current form on the PTS is overpowered.

    This includes people who have been playing a Stamina Nightblade since March 2014.

    well your wrong i dont and have played nighblades since early access
    as an aside its really interesting that aside from this thread in all others you have claimed to be playing a sorc or magblade

    There are ppl stating sorc shields on live are too weak aswell. :joy:

    cant wait to hit one with a cc just before his shields expire so many are gonna have to l2p now there is a viable counter play that doesnt involve a dodgy set that nerfs your build.

    but on the subject an empowered melee single target ulti hitting someone with tiny resistances for 16k sounds fine to me. will get a few friends together on pts and do some testing with it against various builds.
    Edited by lathbury on May 4, 2016 10:08AM
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    lathbury wrote: »
    Derra wrote: »
    lathbury wrote: »
    Lava_Croft wrote: »
    I guess it's just a coincidence that every single 'real' Nightblade, namely one that has played a Nightblade since the release of ESO, seems to agree that Incapacitating Strike in its current form on the PTS is overpowered.

    This includes people who have been playing a Stamina Nightblade since March 2014.

    well your wrong i dont and have played nighblades since early access
    as an aside its really interesting that aside from this thread in all others you have claimed to be playing a sorc or magblade

    There are ppl stating sorc shields on live are too weak aswell. :joy:

    cant wait to hit one with a cc just before his shields expire so many are gonna have to l2p now there is a viable counter play that doesnt involve a dodgy set that nerfs your build

    Just reduces build variety and nerfs any non cookie-cutter build more than those already tripplestacking. You´ll still need shieldbreaker but atleast that´s now a vailed and needed option against stamina and magica alike.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • lathbury
    lathbury
    ✭✭✭✭✭
    Derra wrote: »
    lathbury wrote: »
    Derra wrote: »
    lathbury wrote: »
    Lava_Croft wrote: »
    I guess it's just a coincidence that every single 'real' Nightblade, namely one that has played a Nightblade since the release of ESO, seems to agree that Incapacitating Strike in its current form on the PTS is overpowered.

    This includes people who have been playing a Stamina Nightblade since March 2014.

    well your wrong i dont and have played nighblades since early access
    as an aside its really interesting that aside from this thread in all others you have claimed to be playing a sorc or magblade

    There are ppl stating sorc shields on live are too weak aswell. :joy:

    cant wait to hit one with a cc just before his shields expire so many are gonna have to l2p now there is a viable counter play that doesnt involve a dodgy set that nerfs your build

    Just reduces build variety and nerfs any non cookie-cutter build more than those already tripplestacking. You´ll still need shieldbreaker but atleast that´s now a vailed and needed option against stamina and magica alike.

    not really with the gcd by the time a triple stacker has cast the klast one the first will now be half expired. if they continue to try and keep all three up they arent doing any damage so its gonna be a double or single shield and thats where a timley cc with burst helps.
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    lathbury wrote: »
    Derra wrote: »
    lathbury wrote: »
    Derra wrote: »
    lathbury wrote: »
    Lava_Croft wrote: »
    I guess it's just a coincidence that every single 'real' Nightblade, namely one that has played a Nightblade since the release of ESO, seems to agree that Incapacitating Strike in its current form on the PTS is overpowered.

    This includes people who have been playing a Stamina Nightblade since March 2014.

    well your wrong i dont and have played nighblades since early access
    as an aside its really interesting that aside from this thread in all others you have claimed to be playing a sorc or magblade

    There are ppl stating sorc shields on live are too weak aswell. :joy:

    cant wait to hit one with a cc just before his shields expire so many are gonna have to l2p now there is a viable counter play that doesnt involve a dodgy set that nerfs your build

    Just reduces build variety and nerfs any non cookie-cutter build more than those already tripplestacking. You´ll still need shieldbreaker but atleast that´s now a vailed and needed option against stamina and magica alike.

    not really with the gcd by the time a triple stacker has cast the klast one the first will now be half expired. if they continue to try and keep all three up they arent doing any damage so its gonna be a double or single shield and thats where a timley cc with burst helps.

    Will that help to kill the sorc though? Not really, as no competent players dies in 1 rotation normally.

    Driving a sorc out of stamina is just a myth at this point. It´s not going to happen. Everyone knows that. Which results in 1s of time to dmg after you CC him (duration of breakfree).
    Sorcs won´t have the time to dmg in between casting shields so staying "safe" while attacking is now worse than on any other class. But breaking a sorc in full defensive mode? That´s exactly the same as before on mag builds - and just got 100% harder for stamina builds.

    What the change does is reduce sorc DPS forcing everyone even more to go for cheesy 1shot combo builds. Exactly what the class needed - or maybe not.
    Anyway not to continue this - it´s a topic on NBs new burst toy atleast.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Docmandu
    Docmandu
    ✭✭✭✭✭
    Attackopsn wrote: »
    FENGRUSH wrote: »
    Attackopsn wrote: »
    Let's begin by getting back on topic, Incapacitating Strike!
    Cost: 50, Range: 5m, Single Target
    Deals x damage
    stuns target for 6 seconds
    Increases Damage against afflicted target by 20%
    Applies Major Defile (30% Healing Debuff)
    Passively, this ability increases critical, and restores magicka when a target is killed with it, values listed in Assassination Skill Line
    When discussing this and comparing it to other class ultimates, not only should we consider all of these benefits, but all other aspects of a class and its available ultimates that may account for the obvious excess utility provided by this ultimate.

    I would like to begin by comparing this to Standard of Might, and Overload, which I believe are the the other two strongest class based ultimates also sharing similar properties (damage values, buffs and debuffs).

    Standard of Might
    Cost: 250, Range 8m, AoE
    Deals x damage over 17 seconds
    Applies Major Defile to all targets within its radius
    All Targets within radius take 20% increased damage from all sources
    Reduces Any Damage received by 20% while within the standard
    Has an available synergy that immobilizes all enemies in range
    Passively, any burning effect applied to targets affected will be increased by
    66%, in addition to receiving a 30% snare, and damage may be affected by Searing Heat/World in Flame (Needs Confirmation) totalling to 9% more overall DoT damage


    Overload
    Cost: 64, Range: 28-36m (depends on user location) Single Target
    Deals x Damage to target (comparable to Death Stroke)
    Adds a third bar and access to use of a third ultimate (yes, sorcerers can have three ultimates)
    Can be charged up to be casted an excessive amount of times, utilizing up to 1000 ultimate and does not completely deplete user ultimate when toggled
    Restores Magicka on successful hits
    Passively has a 6% chance to deal an additional x damage when afflicted target is at low health, damage is comparable to surprise attack (Proc cannot crit? Needs confirmation)

    As you can see, different ultimates seem more useful in different situations, Death Stroke being an incredibly useful single-target burst ultimate, Standard destroying it in AoE and even certain single target encounters, Overload taking the cake for being an amazing utility bar and providing some of the best ranged single target sustained and burst dps in the game

    Each of these has their niche, Death Stroke is definitely more efficient in one on one combat and gank situations because that is what it was made to do, just because you are a "1v1er" or you got "ganked" doesn't mean it is the most OP thing in the game, which it clearly isn't, in fact, any of these ultimates could be described as "the most OP thing in the game" depending on the situation

    This ultimate just has the edge 1v1, and just because you got your ego hurt doesn't justify ridiculous posts seen daily on these forums

    @Wrobel please consider everything when reviewing abilities, I do believe that you are heading in the right direction this update (the best balance patch in a year by far!!), don't let these kinds of posts mislead you

    Consider all of these factors when posting constructive feedback in this post, and avoid posting ignorant/unhelpful responses

    Overload doesn't give you 3 Ults. Doesn't scale with stam either. None of them do. Consider that when comparing and weighing.
    I will not disagree that stamina morphs for sorcerers are extremely underwhelming, or non-existant, but to use three ultimates, you simply XXXXXXXXXXXXXXXXXXXXXX. I have been able to do this since 1.6.
    @FENGRUSH , I might be able to upload a video of how to do it later for reference in case it interests you

    Translation: cheat / exploit and posting a How To on the forum...

    @ZOS_GinaBruno @ZOS_DaryaK

    Edited by Docmandu on May 4, 2016 10:53AM
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    Docmandu wrote: »
    Attackopsn wrote: »
    FENGRUSH wrote: »
    Attackopsn wrote: »
    Let's begin by getting back on topic, Incapacitating Strike!
    Cost: 50, Range: 5m, Single Target
    Deals x damage
    stuns target for 6 seconds
    Increases Damage against afflicted target by 20%
    Applies Major Defile (30% Healing Debuff)
    Passively, this ability increases critical, and restores magicka when a target is killed with it, values listed in Assassination Skill Line
    When discussing this and comparing it to other class ultimates, not only should we consider all of these benefits, but all other aspects of a class and its available ultimates that may account for the obvious excess utility provided by this ultimate.

    I would like to begin by comparing this to Standard of Might, and Overload, which I believe are the the other two strongest class based ultimates also sharing similar properties (damage values, buffs and debuffs).

    Standard of Might
    Cost: 250, Range 8m, AoE
    Deals x damage over 17 seconds
    Applies Major Defile to all targets within its radius
    All Targets within radius take 20% increased damage from all sources
    Reduces Any Damage received by 20% while within the standard
    Has an available synergy that immobilizes all enemies in range
    Passively, any burning effect applied to targets affected will be increased by
    66%, in addition to receiving a 30% snare, and damage may be affected by Searing Heat/World in Flame (Needs Confirmation) totalling to 9% more overall DoT damage


    Overload
    Cost: 64, Range: 28-36m (depends on user location) Single Target
    Deals x Damage to target (comparable to Death Stroke)
    Adds a third bar and access to use of a third ultimate (yes, sorcerers can have three ultimates)
    Can be charged up to be casted an excessive amount of times, utilizing up to 1000 ultimate and does not completely deplete user ultimate when toggled
    Restores Magicka on successful hits
    Passively has a 6% chance to deal an additional x damage when afflicted target is at low health, damage is comparable to surprise attack (Proc cannot crit? Needs confirmation)

    As you can see, different ultimates seem more useful in different situations, Death Stroke being an incredibly useful single-target burst ultimate, Standard destroying it in AoE and even certain single target encounters, Overload taking the cake for being an amazing utility bar and providing some of the best ranged single target sustained and burst dps in the game

    Each of these has their niche, Death Stroke is definitely more efficient in one on one combat and gank situations because that is what it was made to do, just because you are a "1v1er" or you got "ganked" doesn't mean it is the most OP thing in the game, which it clearly isn't, in fact, any of these ultimates could be described as "the most OP thing in the game" depending on the situation

    This ultimate just has the edge 1v1, and just because you got your ego hurt doesn't justify ridiculous posts seen daily on these forums

    @Wrobel please consider everything when reviewing abilities, I do believe that you are heading in the right direction this update (the best balance patch in a year by far!!), don't let these kinds of posts mislead you

    Consider all of these factors when posting constructive feedback in this post, and avoid posting ignorant/unhelpful responses

    Overload doesn't give you 3 Ults. Doesn't scale with stam either. None of them do. Consider that when comparing and weighing.
    I will not disagree that stamina morphs for sorcerers are extremely underwhelming, or non-existant, but to use three ultimates, you simply XXXXXXXXXXXXXXXXXXXXXX. I have been able to do this since 1.6.
    @FENGRUSH , I might be able to upload a video of how to do it later for reference in case it interests you

    Translation: cheat / exploit and posting a How To on the forum...

    @ZOS_GinaBruno @ZOS_DaryaK

    It´s not a cheat/exploit. It´s been reported since 1.6. It´s simply a maybe or maybe not wanted functionality of the third bar provided for sorcerers.

    It never even occured to me this is possibly unwanted before someone pointed out it´s only working in a specific scenario which i always happened to use...
    Edited by Derra on May 4, 2016 11:00AM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Docmandu
    Docmandu
    ✭✭✭✭✭
    Derra wrote: »
    Docmandu wrote: »
    Attackopsn wrote: »
    FENGRUSH wrote: »
    Attackopsn wrote: »
    Let's begin by getting back on topic, Incapacitating Strike!
    Cost: 50, Range: 5m, Single Target
    Deals x damage
    stuns target for 6 seconds
    Increases Damage against afflicted target by 20%
    Applies Major Defile (30% Healing Debuff)
    Passively, this ability increases critical, and restores magicka when a target is killed with it, values listed in Assassination Skill Line
    When discussing this and comparing it to other class ultimates, not only should we consider all of these benefits, but all other aspects of a class and its available ultimates that may account for the obvious excess utility provided by this ultimate.

    I would like to begin by comparing this to Standard of Might, and Overload, which I believe are the the other two strongest class based ultimates also sharing similar properties (damage values, buffs and debuffs).

    Standard of Might
    Cost: 250, Range 8m, AoE
    Deals x damage over 17 seconds
    Applies Major Defile to all targets within its radius
    All Targets within radius take 20% increased damage from all sources
    Reduces Any Damage received by 20% while within the standard
    Has an available synergy that immobilizes all enemies in range
    Passively, any burning effect applied to targets affected will be increased by
    66%, in addition to receiving a 30% snare, and damage may be affected by Searing Heat/World in Flame (Needs Confirmation) totalling to 9% more overall DoT damage


    Overload
    Cost: 64, Range: 28-36m (depends on user location) Single Target
    Deals x Damage to target (comparable to Death Stroke)
    Adds a third bar and access to use of a third ultimate (yes, sorcerers can have three ultimates)
    Can be charged up to be casted an excessive amount of times, utilizing up to 1000 ultimate and does not completely deplete user ultimate when toggled
    Restores Magicka on successful hits
    Passively has a 6% chance to deal an additional x damage when afflicted target is at low health, damage is comparable to surprise attack (Proc cannot crit? Needs confirmation)

    As you can see, different ultimates seem more useful in different situations, Death Stroke being an incredibly useful single-target burst ultimate, Standard destroying it in AoE and even certain single target encounters, Overload taking the cake for being an amazing utility bar and providing some of the best ranged single target sustained and burst dps in the game

    Each of these has their niche, Death Stroke is definitely more efficient in one on one combat and gank situations because that is what it was made to do, just because you are a "1v1er" or you got "ganked" doesn't mean it is the most OP thing in the game, which it clearly isn't, in fact, any of these ultimates could be described as "the most OP thing in the game" depending on the situation

    This ultimate just has the edge 1v1, and just because you got your ego hurt doesn't justify ridiculous posts seen daily on these forums

    @Wrobel please consider everything when reviewing abilities, I do believe that you are heading in the right direction this update (the best balance patch in a year by far!!), don't let these kinds of posts mislead you

    Consider all of these factors when posting constructive feedback in this post, and avoid posting ignorant/unhelpful responses

    Overload doesn't give you 3 Ults. Doesn't scale with stam either. None of them do. Consider that when comparing and weighing.
    I will not disagree that stamina morphs for sorcerers are extremely underwhelming, or non-existant, but to use three ultimates, you simply XXXXXXXXXXXXXXXXXXXXXX. I have been able to do this since 1.6.
    @FENGRUSH , I might be able to upload a video of how to do it later for reference in case it interests you

    Translation: cheat / exploit and posting a How To on the forum...

    @ZOS_GinaBruno @ZOS_DaryaK

    It´s not a cheat/exploit. It´s been reported since 1.6. It´s simply a maybe or maybe not wanted functionality of the third bar provided for sorcerers.

    It never even occured to me this is possibly unwanted before someone pointed out it´s only working in a specific scenario which i always happened to use...

    Don't play dumb please... nobody in their right mind would confuse this for an intended feature. It's like the Magelight exploit together with Overload (which was fixed).. you have to do a very specific sequence of actions to get in that state. Same with this one here.

  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    Docmandu wrote: »
    Derra wrote: »
    Docmandu wrote: »
    Attackopsn wrote: »
    FENGRUSH wrote: »
    Attackopsn wrote: »
    Let's begin by getting back on topic, Incapacitating Strike!
    Cost: 50, Range: 5m, Single Target
    Deals x damage
    stuns target for 6 seconds
    Increases Damage against afflicted target by 20%
    Applies Major Defile (30% Healing Debuff)
    Passively, this ability increases critical, and restores magicka when a target is killed with it, values listed in Assassination Skill Line
    When discussing this and comparing it to other class ultimates, not only should we consider all of these benefits, but all other aspects of a class and its available ultimates that may account for the obvious excess utility provided by this ultimate.

    I would like to begin by comparing this to Standard of Might, and Overload, which I believe are the the other two strongest class based ultimates also sharing similar properties (damage values, buffs and debuffs).

    Standard of Might
    Cost: 250, Range 8m, AoE
    Deals x damage over 17 seconds
    Applies Major Defile to all targets within its radius
    All Targets within radius take 20% increased damage from all sources
    Reduces Any Damage received by 20% while within the standard
    Has an available synergy that immobilizes all enemies in range
    Passively, any burning effect applied to targets affected will be increased by
    66%, in addition to receiving a 30% snare, and damage may be affected by Searing Heat/World in Flame (Needs Confirmation) totalling to 9% more overall DoT damage


    Overload
    Cost: 64, Range: 28-36m (depends on user location) Single Target
    Deals x Damage to target (comparable to Death Stroke)
    Adds a third bar and access to use of a third ultimate (yes, sorcerers can have three ultimates)
    Can be charged up to be casted an excessive amount of times, utilizing up to 1000 ultimate and does not completely deplete user ultimate when toggled
    Restores Magicka on successful hits
    Passively has a 6% chance to deal an additional x damage when afflicted target is at low health, damage is comparable to surprise attack (Proc cannot crit? Needs confirmation)

    As you can see, different ultimates seem more useful in different situations, Death Stroke being an incredibly useful single-target burst ultimate, Standard destroying it in AoE and even certain single target encounters, Overload taking the cake for being an amazing utility bar and providing some of the best ranged single target sustained and burst dps in the game

    Each of these has their niche, Death Stroke is definitely more efficient in one on one combat and gank situations because that is what it was made to do, just because you are a "1v1er" or you got "ganked" doesn't mean it is the most OP thing in the game, which it clearly isn't, in fact, any of these ultimates could be described as "the most OP thing in the game" depending on the situation

    This ultimate just has the edge 1v1, and just because you got your ego hurt doesn't justify ridiculous posts seen daily on these forums

    @Wrobel please consider everything when reviewing abilities, I do believe that you are heading in the right direction this update (the best balance patch in a year by far!!), don't let these kinds of posts mislead you

    Consider all of these factors when posting constructive feedback in this post, and avoid posting ignorant/unhelpful responses

    Overload doesn't give you 3 Ults. Doesn't scale with stam either. None of them do. Consider that when comparing and weighing.
    I will not disagree that stamina morphs for sorcerers are extremely underwhelming, or non-existant, but to use three ultimates, you simply XXXXXXXXXXXXXXXXXXXXXX. I have been able to do this since 1.6.
    @FENGRUSH , I might be able to upload a video of how to do it later for reference in case it interests you

    Translation: cheat / exploit and posting a How To on the forum...

    @ZOS_GinaBruno @ZOS_DaryaK

    It´s not a cheat/exploit. It´s been reported since 1.6. It´s simply a maybe or maybe not wanted functionality of the third bar provided for sorcerers.

    It never even occured to me this is possibly unwanted before someone pointed out it´s only working in a specific scenario which i always happened to use...

    Don't play dumb please... nobody in their right mind would confuse this for an intended feature. It's like the Magelight exploit together with Overload (which was fixed).. you have to do a very specific sequence of actions to get in that state. Same with this one here.

    You literally have to do nothing specific to do that. It works just as slotting ANY other skill works (or atleast it did no idea how it´s now).

    There is no way comparing this to magelight toggel which required timing in bugging out animations. Please educate yourself before spreading false information.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    I do wonder why people aren't so up in arms about Dawnbreaker of Smiting though.

    Next patch it's going to deal physical damage too, and more burst than Incap - while also being undodgeable and AoE.

    Note:
    Not saying I disagree that Incap needs some work to make it more balanced.
  • Septimus_Magna
    Septimus_Magna
    ✭✭✭✭✭
    ✭✭
    ZOS has historically decided against nerfing strong skills/mechanics (e.g. Cloak) because of how easy they are to counter. Incap Strike is quite easy to counter imo, passively even. Consider the number of players in Cyrodiil who do a combination of the following almost constantly: roll dodge, block, cloak, perma-major evasion. Any one of those mechanics will either completely or mostly nullify Incap Strike.
    As a single target Ultimate, it must have higher damage than AOE Ultimates. If it's damage is reduced too much, it falls below my WB tooltip, and dangerously close to my surprise attack tooltip. At that point, opportunity cost makes it a useless skill.

    I see a couple arguments saying that comparing Incap with Overload is an invalid comparison because they aren't similar in function. Truth is, anyone could restate their supposed differences as similarities. It's a difference of perspective.

    A single target ultimate that stuns and heal debuffs which can be used rougly 3 times on a potion cooldown.

    Ambush > Fear > Cloak > Incap > Execute and on to the next target to repeat the exact same combo because Incap will be up again.

    Great idea if you ask me!

    Why quote comment and then not address its contents?

    Single target Ult is a handicap not a feature.
    Stun. Irrelevant based on the rotation you just proposed because they will still have CC immunity (or still be feared).
    Like I mentioned above^^--Lower the damage and you've got a clunky SA that adds Defile and costs 50 Ult. I'll just cast SA again and charge my Meteor. :|

    Single target is no handicap at all, you will hit one target with SA and Ambush so it fits perfectly.

    The stun makes no difference in the rotation but you can use this to your advantage from stealth for example.

    Major Defile is a strong tool, especially vs stam builds that already have limited healing.

    I do agree that it should not become a cluncky SA but the cost of 50 ult for such a strong ultimate is way too low.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • EsoRecon
    EsoRecon
    ✭✭✭✭✭
    ZOS has historically decided against nerfing strong skills/mechanics (e.g. Cloak) because of how easy they are to counter. Incap Strike is quite easy to counter imo, passively even. Consider the number of players in Cyrodiil who do a combination of the following almost constantly: roll dodge, block, cloak, perma-major evasion. Any one of those mechanics will either completely or mostly nullify Incap Strike.
    As a single target Ultimate, it must have higher damage than AOE Ultimates. If it's damage is reduced too much, it falls below my WB tooltip, and dangerously close to my surprise attack tooltip. At that point, opportunity cost makes it a useless skill.

    I see a couple arguments saying that comparing Incap with Overload is an invalid comparison because they aren't similar in function. Truth is, anyone could restate their supposed differences as similarities. It's a difference of perspective.

    A single target ultimate that stuns and heal debuffs which can be used rougly 3 times on a potion cooldown.

    Ambush > Fear > Cloak > Incap > Execute and on to the next target to repeat the exact same combo because Incap will be up again.

    Great idea if you ask me!

    Why quote comment and then not address its contents?

    Single target Ult is a handicap not a feature.
    Stun. Irrelevant based on the rotation you just proposed because they will still have CC immunity (or still be feared).
    Like I mentioned above^^--Lower the damage and you've got a clunky SA that adds Defile and costs 50 Ult. I'll just cast SA again and charge my Meteor. :|

    Single target is no handicap at all, you will hit one target with SA and Ambush so it fits perfectly.

    The stun makes no difference in the rotation but you can use this to your advantage from stealth for example.

    Major Defile is a strong tool, especially vs stam builds that already have limited healing.

    I do agree that it should not become a cluncky SA but the cost of 50 ult for such a strong ultimate is way too low.

    Stamina builds DO NOT have limited healing. Unless they have 0 cp.
    Xbox One [ NA ]
    Gamertag - Zyzz II Legacy
    Stam Sorc & Stam NB PvP
    (I'm Just Here To 1vX)
  • Septimus_Magna
    Septimus_Magna
    ✭✭✭✭✭
    ✭✭
    EsoRecon wrote: »
    ZOS has historically decided against nerfing strong skills/mechanics (e.g. Cloak) because of how easy they are to counter. Incap Strike is quite easy to counter imo, passively even. Consider the number of players in Cyrodiil who do a combination of the following almost constantly: roll dodge, block, cloak, perma-major evasion. Any one of those mechanics will either completely or mostly nullify Incap Strike.
    As a single target Ultimate, it must have higher damage than AOE Ultimates. If it's damage is reduced too much, it falls below my WB tooltip, and dangerously close to my surprise attack tooltip. At that point, opportunity cost makes it a useless skill.

    I see a couple arguments saying that comparing Incap with Overload is an invalid comparison because they aren't similar in function. Truth is, anyone could restate their supposed differences as similarities. It's a difference of perspective.

    A single target ultimate that stuns and heal debuffs which can be used rougly 3 times on a potion cooldown.

    Ambush > Fear > Cloak > Incap > Execute and on to the next target to repeat the exact same combo because Incap will be up again.

    Great idea if you ask me!

    Why quote comment and then not address its contents?

    Single target Ult is a handicap not a feature.
    Stun. Irrelevant based on the rotation you just proposed because they will still have CC immunity (or still be feared).
    Like I mentioned above^^--Lower the damage and you've got a clunky SA that adds Defile and costs 50 Ult. I'll just cast SA again and charge my Meteor. :|

    Single target is no handicap at all, you will hit one target with SA and Ambush so it fits perfectly.

    The stun makes no difference in the rotation but you can use this to your advantage from stealth for example.

    Major Defile is a strong tool, especially vs stam builds that already have limited healing.

    I do agree that it should not become a cluncky SA but the cost of 50 ult for such a strong ultimate is way too low.

    Stamina builds DO NOT have limited healing. Unless they have 0 cp.

    The heals of Vigor and Rally are pretty small/limited compared to Breath of Life or Healing Ward for example.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • cosmic_niklas_93b16_ESO
    cosmic_niklas_93b16_ESO
    ✭✭✭✭✭
    EsoRecon wrote: »
    ZOS has historically decided against nerfing strong skills/mechanics (e.g. Cloak) because of how easy they are to counter. Incap Strike is quite easy to counter imo, passively even. Consider the number of players in Cyrodiil who do a combination of the following almost constantly: roll dodge, block, cloak, perma-major evasion. Any one of those mechanics will either completely or mostly nullify Incap Strike.
    As a single target Ultimate, it must have higher damage than AOE Ultimates. If it's damage is reduced too much, it falls below my WB tooltip, and dangerously close to my surprise attack tooltip. At that point, opportunity cost makes it a useless skill.

    I see a couple arguments saying that comparing Incap with Overload is an invalid comparison because they aren't similar in function. Truth is, anyone could restate their supposed differences as similarities. It's a difference of perspective.

    A single target ultimate that stuns and heal debuffs which can be used rougly 3 times on a potion cooldown.

    Ambush > Fear > Cloak > Incap > Execute and on to the next target to repeat the exact same combo because Incap will be up again.

    Great idea if you ask me!

    Why quote comment and then not address its contents?

    Single target Ult is a handicap not a feature.
    Stun. Irrelevant based on the rotation you just proposed because they will still have CC immunity (or still be feared).
    Like I mentioned above^^--Lower the damage and you've got a clunky SA that adds Defile and costs 50 Ult. I'll just cast SA again and charge my Meteor. :|

    Single target is no handicap at all, you will hit one target with SA and Ambush so it fits perfectly.

    The stun makes no difference in the rotation but you can use this to your advantage from stealth for example.

    Major Defile is a strong tool, especially vs stam builds that already have limited healing.

    I do agree that it should not become a cluncky SA but the cost of 50 ult for such a strong ultimate is way too low.

    Stamina builds DO NOT have limited healing. Unless they have 0 cp.

    The heals of Vigor and Rally are pretty small/limited compared to Breath of Life or Healing Ward for example.

    And dodge rolling,shuffle etc are pretty limited for magicka classes so it evens out
    R.I.P. Daranth Spellborn
    VR16 Dunmer Sorcerer
    March 2014 - May 2016
    He was a skilled Crafter and a reliable Sorcerer;
    Then came the Dark Brotherhood

    Wrobel wrote: Surge is now more effective for tank characters.
    Because crit tanks are so good, LOL. xD
  • leepalmer95
    leepalmer95
    ✭✭✭✭✭
    ✭✭✭✭✭
    ZOS has historically decided against nerfing strong skills/mechanics (e.g. Cloak) because of how easy they are to counter. Incap Strike is quite easy to counter imo, passively even. Consider the number of players in Cyrodiil who do a combination of the following almost constantly: roll dodge, block, cloak, perma-major evasion. Any one of those mechanics will either completely or mostly nullify Incap Strike.
    As a single target Ultimate, it must have higher damage than AOE Ultimates. If it's damage is reduced too much, it falls below my WB tooltip, and dangerously close to my surprise attack tooltip. At that point, opportunity cost makes it a useless skill.

    I see a couple arguments saying that comparing Incap with Overload is an invalid comparison because they aren't similar in function. Truth is, anyone could restate their supposed differences as similarities. It's a difference of perspective.

    A single target ultimate that stuns and heal debuffs which can be used rougly 3 times on a potion cooldown.

    Ambush > Fear > Cloak > Incap > Execute and on to the next target to repeat the exact same combo because Incap will be up again.

    Great idea if you ask me!

    Why quote comment and then not address its contents?

    Single target Ult is a handicap not a feature.
    Stun. Irrelevant based on the rotation you just proposed because they will still have CC immunity (or still be feared).
    Like I mentioned above^^--Lower the damage and you've got a clunky SA that adds Defile and costs 50 Ult. I'll just cast SA again and charge my Meteor. :|

    Single target is no handicap at all, you will hit one target with SA and Ambush so it fits perfectly.

    The stun makes no difference in the rotation but you can use this to your advantage from stealth for example.

    Major Defile is a strong tool, especially vs stam builds that already have limited healing.

    I do agree that it should not become a cluncky SA but the cost of 50 ult for such a strong ultimate is way too low.

    50 ult for a single target skill is fine.

    The fact it's single target makes such a difference.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • mr_wazzabi
    mr_wazzabi
    ✭✭✭✭✭
    Kas wrote: »
    Attackopsn wrote: »
    Let's begin by getting back on topic, Incapacitating Strike!
    Cost: 50, Range: 5m, Single Target
    Deals x damage
    stuns target for 6 seconds
    Increases Damage against afflicted target by 20%
    Applies Major Defile (30% Healing Debuff)
    Passively, this ability increases critical, and restores magicka when a target is killed with it, values listed in Assassination Skill Line
    When discussing this and comparing it to other class ultimates, not only should we consider all of these benefits, but all other aspects of a class and its available ultimates that may account for the obvious excess utility provided by this ultimate.

    I would like to begin by comparing this to Standard of Might, and Overload, which I believe are the the other two strongest class based ultimates also sharing similar properties (damage values, buffs and debuffs).

    Standard of Might
    Cost: 250, Range 8m, AoE
    Deals x damage over 17 seconds
    Applies Major Defile to all targets within its radius
    All Targets within radius take 20% increased damage from all sources
    Reduces Any Damage received by 20% while within the standard
    Has an available synergy that immobilizes all enemies in range
    Passively, any burning effect applied to targets affected will be increased by
    66%, in addition to receiving a 30% snare, and damage may be affected by Searing Heat/World in Flame (Needs Confirmation) totalling to 9% more overall DoT damage


    Overload
    Cost: 64, Range: 28-36m (depends on user location) Single Target
    Deals x Damage to target (comparable to Death Stroke)
    Adds a third bar and access to use of a third ultimate (yes, sorcerers can have three ultimates)
    Can be charged up to be casted an excessive amount of times, utilizing up to 1000 ultimate and does not completely deplete user ultimate when toggled
    Restores Magicka on successful hits
    Passively has a 6% chance to deal an additional x damage when afflicted target is at low health, damage is comparable to surprise attack (Proc cannot crit? Needs confirmation)

    As you can see, different ultimates seem more useful in different situations, Death Stroke being an incredibly useful single-target burst ultimate, Standard destroying it in AoE and even certain single target encounters, Overload taking the cake for being an amazing utility bar and providing some of the best ranged single target sustained and burst dps in the game

    Each of these has their niche, Death Stroke is definitely more efficient in one on one combat and gank situations because that is what it was made to do, just because you are a "1v1er" or you got "ganked" doesn't mean it is the most OP thing in the game, which it clearly isn't, in fact, any of these ultimates could be described as "the most OP thing in the game" depending on the situation

    This ultimate just has the edge 1v1, and just because you got your ego hurt doesn't justify ridiculous posts seen daily on these forums

    @Wrobel please consider everything when reviewing abilities, I do believe that you are heading in the right direction this update (the best balance patch in a year by far!!), don't let these kinds of posts mislead you

    Consider all of these factors when posting constructive feedback in this post, and avoid posting ignorant/unhelpful responses

    each of them has their niches?
    SoM is incredible for PvE and so is overload.
    Overload is annoying when used from within a zerg
    Incap strike will STILL not be used for PvE in DB, but it is so strong in small-scale PvP that one could almost say it breaks it.

    almost-breaking an entire aspect of pvp is not exactly what i'd call a niche use

    PS: the big difference is ofc that incap+other ability is far more likely to prduce a player-killing damage brust than the other two

    But w/e, I'm already toying with stamblade, it's more fun than I thought. If unchanged I'll just play mine. If we want to form groups larger than 2-4, we'll just use different chars for that. Double campaign times rewards is nice for making gold anyway...
    Not op.

    As the op with the pic pointed out, he had no impen gear and only 11% physical resist. What do you expect to happen?

    The same attack will only hit 8-9k on a properly specced pvp player.

    Remeber he got hit by 7k on ambush. Ambush should only hit you for 2.5-3k.

    Lotus fan soul harvest on the same guy will have exactly the same numbers if his elemental resist was 11%.
    Bosmer Stamina NB
    Altmer Magicka TEMP
    Dunmer DK both stam/mag (depends what I feel like)
    Altmer Magicka NB
    Breton Magicka Sorc
    Redguard Stam Sorc
    Max CP
  • Jaronking
    Jaronking
    ✭✭✭✭✭
    mr_wazzabi wrote: »
    Kas wrote: »
    Attackopsn wrote: »
    Let's begin by getting back on topic, Incapacitating Strike!
    Cost: 50, Range: 5m, Single Target
    Deals x damage
    stuns target for 6 seconds
    Increases Damage against afflicted target by 20%
    Applies Major Defile (30% Healing Debuff)
    Passively, this ability increases critical, and restores magicka when a target is killed with it, values listed in Assassination Skill Line
    When discussing this and comparing it to other class ultimates, not only should we consider all of these benefits, but all other aspects of a class and its available ultimates that may account for the obvious excess utility provided by this ultimate.

    I would like to begin by comparing this to Standard of Might, and Overload, which I believe are the the other two strongest class based ultimates also sharing similar properties (damage values, buffs and debuffs).

    Standard of Might
    Cost: 250, Range 8m, AoE
    Deals x damage over 17 seconds
    Applies Major Defile to all targets within its radius
    All Targets within radius take 20% increased damage from all sources
    Reduces Any Damage received by 20% while within the standard
    Has an available synergy that immobilizes all enemies in range
    Passively, any burning effect applied to targets affected will be increased by
    66%, in addition to receiving a 30% snare, and damage may be affected by Searing Heat/World in Flame (Needs Confirmation) totalling to 9% more overall DoT damage


    Overload
    Cost: 64, Range: 28-36m (depends on user location) Single Target
    Deals x Damage to target (comparable to Death Stroke)
    Adds a third bar and access to use of a third ultimate (yes, sorcerers can have three ultimates)
    Can be charged up to be casted an excessive amount of times, utilizing up to 1000 ultimate and does not completely deplete user ultimate when toggled
    Restores Magicka on successful hits
    Passively has a 6% chance to deal an additional x damage when afflicted target is at low health, damage is comparable to surprise attack (Proc cannot crit? Needs confirmation)

    As you can see, different ultimates seem more useful in different situations, Death Stroke being an incredibly useful single-target burst ultimate, Standard destroying it in AoE and even certain single target encounters, Overload taking the cake for being an amazing utility bar and providing some of the best ranged single target sustained and burst dps in the game

    Each of these has their niche, Death Stroke is definitely more efficient in one on one combat and gank situations because that is what it was made to do, just because you are a "1v1er" or you got "ganked" doesn't mean it is the most OP thing in the game, which it clearly isn't, in fact, any of these ultimates could be described as "the most OP thing in the game" depending on the situation

    This ultimate just has the edge 1v1, and just because you got your ego hurt doesn't justify ridiculous posts seen daily on these forums

    @Wrobel please consider everything when reviewing abilities, I do believe that you are heading in the right direction this update (the best balance patch in a year by far!!), don't let these kinds of posts mislead you

    Consider all of these factors when posting constructive feedback in this post, and avoid posting ignorant/unhelpful responses

    each of them has their niches?
    SoM is incredible for PvE and so is overload.
    Overload is annoying when used from within a zerg
    Incap strike will STILL not be used for PvE in DB, but it is so strong in small-scale PvP that one could almost say it breaks it.

    almost-breaking an entire aspect of pvp is not exactly what i'd call a niche use

    PS: the big difference is ofc that incap+other ability is far more likely to prduce a player-killing damage brust than the other two

    But w/e, I'm already toying with stamblade, it's more fun than I thought. If unchanged I'll just play mine. If we want to form groups larger than 2-4, we'll just use different chars for that. Double campaign times rewards is nice for making gold anyway...
    Not op.

    As the op with the pic pointed out, he had no impen gear and only 11% physical resist. What do you expect to happen?

    The same attack will only hit 8-9k on a properly specced pvp player.

    Remeber he got hit by 7k on ambush. Ambush should only hit you for 2.5-3k.

    Lotus fan soul harvest on the same guy will have exactly the same numbers if his elemental resist was 11%.
    Thank you this argument is pointless if you look at all the facts this ability hits for nothing to a properly geared PVPer.Their nothing to worry about.@Wrobel you can just have the thread lock.Nothing to see here.Just people complaining about Stamblades .
  • EsoRecon
    EsoRecon
    ✭✭✭✭✭
    Jaronking wrote: »
    mr_wazzabi wrote: »
    Kas wrote: »
    Attackopsn wrote: »
    Let's begin by getting back on topic, Incapacitating Strike!
    Cost: 50, Range: 5m, Single Target
    Deals x damage
    stuns target for 6 seconds
    Increases Damage against afflicted target by 20%
    Applies Major Defile (30% Healing Debuff)
    Passively, this ability increases critical, and restores magicka when a target is killed with it, values listed in Assassination Skill Line
    When discussing this and comparing it to other class ultimates, not only should we consider all of these benefits, but all other aspects of a class and its available ultimates that may account for the obvious excess utility provided by this ultimate.

    I would like to begin by comparing this to Standard of Might, and Overload, which I believe are the the other two strongest class based ultimates also sharing similar properties (damage values, buffs and debuffs).

    Standard of Might
    Cost: 250, Range 8m, AoE
    Deals x damage over 17 seconds
    Applies Major Defile to all targets within its radius
    All Targets within radius take 20% increased damage from all sources
    Reduces Any Damage received by 20% while within the standard
    Has an available synergy that immobilizes all enemies in range
    Passively, any burning effect applied to targets affected will be increased by
    66%, in addition to receiving a 30% snare, and damage may be affected by Searing Heat/World in Flame (Needs Confirmation) totalling to 9% more overall DoT damage


    Overload
    Cost: 64, Range: 28-36m (depends on user location) Single Target
    Deals x Damage to target (comparable to Death Stroke)
    Adds a third bar and access to use of a third ultimate (yes, sorcerers can have three ultimates)
    Can be charged up to be casted an excessive amount of times, utilizing up to 1000 ultimate and does not completely deplete user ultimate when toggled
    Restores Magicka on successful hits
    Passively has a 6% chance to deal an additional x damage when afflicted target is at low health, damage is comparable to surprise attack (Proc cannot crit? Needs confirmation)

    As you can see, different ultimates seem more useful in different situations, Death Stroke being an incredibly useful single-target burst ultimate, Standard destroying it in AoE and even certain single target encounters, Overload taking the cake for being an amazing utility bar and providing some of the best ranged single target sustained and burst dps in the game

    Each of these has their niche, Death Stroke is definitely more efficient in one on one combat and gank situations because that is what it was made to do, just because you are a "1v1er" or you got "ganked" doesn't mean it is the most OP thing in the game, which it clearly isn't, in fact, any of these ultimates could be described as "the most OP thing in the game" depending on the situation

    This ultimate just has the edge 1v1, and just because you got your ego hurt doesn't justify ridiculous posts seen daily on these forums

    @Wrobel please consider everything when reviewing abilities, I do believe that you are heading in the right direction this update (the best balance patch in a year by far!!), don't let these kinds of posts mislead you

    Consider all of these factors when posting constructive feedback in this post, and avoid posting ignorant/unhelpful responses

    each of them has their niches?
    SoM is incredible for PvE and so is overload.
    Overload is annoying when used from within a zerg
    Incap strike will STILL not be used for PvE in DB, but it is so strong in small-scale PvP that one could almost say it breaks it.

    almost-breaking an entire aspect of pvp is not exactly what i'd call a niche use

    PS: the big difference is ofc that incap+other ability is far more likely to prduce a player-killing damage brust than the other two

    But w/e, I'm already toying with stamblade, it's more fun than I thought. If unchanged I'll just play mine. If we want to form groups larger than 2-4, we'll just use different chars for that. Double campaign times rewards is nice for making gold anyway...
    Not op.

    As the op with the pic pointed out, he had no impen gear and only 11% physical resist. What do you expect to happen?

    The same attack will only hit 8-9k on a properly specced pvp player.

    Remeber he got hit by 7k on ambush. Ambush should only hit you for 2.5-3k.

    Lotus fan soul harvest on the same guy will have exactly the same numbers if his elemental resist was 11%.
    Thank you this argument is pointless if you look at all the facts this ability hits for nothing to a properly geared PVPer.Their nothing to worry about.@Wrobel you can just have the thread lock.Nothing to see here.Just people complaining about Stamblades .

    Well said.
    Xbox One [ NA ]
    Gamertag - Zyzz II Legacy
    Stam Sorc & Stam NB PvP
    (I'm Just Here To 1vX)
  • mr_wazzabi
    mr_wazzabi
    ✭✭✭✭✭
    People here are just bad players that can't beat stamblades so they're trying to get us nerfed.

    Ltp git guuud is all I can say.
    Bosmer Stamina NB
    Altmer Magicka TEMP
    Dunmer DK both stam/mag (depends what I feel like)
    Altmer Magicka NB
    Breton Magicka Sorc
    Redguard Stam Sorc
    Max CP
  • Emma_Overload
    Emma_Overload
    ✭✭✭✭✭
    ✭✭✭✭✭
    I wasn't blocking, that's for sure. My physical resistance is always around 10K (light armor), and my CP passive to reduce physical damage is around 11%, as is my passive to reduce critical damage. I wasn't wearing any Impenetrable.
    Once again, how is a 16k critical hit (cause by an Ultimate)(buffed by Empower) against a player in 7/7 Light Armor with Zero Impen and 11% in Hardy a problem?

    If the NB offender is running a high-regen build, sure that's hefty damage, but until that player comes forward we won't know.

    I didn't say it was a problem, I just thought it was funny. I'm not the one who started the thread, but the guy who DID start the thread used my screenshot, which I posted originally in a different thread.

    I was just filling in the background info for someone who asked, because I'm the only one who knows what armor I was wearing.
    #CAREBEARMASTERRACE
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    mr_wazzabi wrote: »
    People here are just bad players that can't beat stamblades so they're trying to get us nerfed.

    Ltp git guuud is all I can say.

    I told that to everyone (stam player) who could not beat a sorc (and i´m still convinced it´s true).

    Those statements will eventually come and bite your behind.
    Edited by Derra on May 4, 2016 3:56PM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Jaronking
    Jaronking
    ✭✭✭✭✭
    I wasn't blocking, that's for sure. My physical resistance is always around 10K (light armor), and my CP passive to reduce physical damage is around 11%, as is my passive to reduce critical damage. I wasn't wearing any Impenetrable.
    Once again, how is a 16k critical hit (cause by an Ultimate)(buffed by Empower) against a player in 7/7 Light Armor with Zero Impen and 11% in Hardy a problem?

    If the NB offender is running a high-regen build, sure that's hefty damage, but until that player comes forward we won't know.

    I didn't say it was a problem, I just thought it was funny. I'm not the one who started the thread, but the guy who DID start the thread used my screenshot, which I posted originally in a different thread.

    I was just filling in the background info for someone who asked, because I'm the only one who knows what armor I was wearing.
    Can you tell is what armor you was wearing?
  • Morridune
    Morridune
    ✭✭
    erm 10k pdeff and only 11% crit resist in CP is why that damage was so high ,

    the skill is single target and if u look single target skills oft hit harder than AoE's as u'r not hitting multiple enemies the stats u stated are simply not for fighting some 1 with phys damage and the NB who hit u more than likely will of been set up to hit as hard as possible vs ppl who are set up to mitigate phys damage if it was possible to deal that damage vs a full impen build with near capped phys deff and 2k+ crit resistance then yeh u'd had a point but you dont... not even nearly
  • Takes-No-Prisoner
    Takes-No-Prisoner
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    I'm the only one who knows what armor I was wearing.

    No, we know what armor you were wearing. Michelin Armor. 1.0
    I'M SORRY I CAN'T HELP MYSELF TODAY :D

    /onTopic

    But seriously, since that pic is being brought up so much someone needs to do some science with different gear set ups if everyone is going to get upset over 16k non-impen light armor. The 16k is only one possible damage we can get off the skill. But how does it look empowered on Med/Heavy armor without Impend? Or with Light/Med/Heavy Impen?
    Edited by Takes-No-Prisoner on May 4, 2016 4:05PM
  • mr_wazzabi
    mr_wazzabi
    ✭✭✭✭✭
    Lyar09 wrote: »
    Seriously this ability is extremely overpowered. It is making stamina nightblade over the top again. Does way too much damage.Oh and worst of all it is the lowest costing ulti in the game. I'm fine with the knock down change but come on with this damage change. What were you thinking zos?

    Y'all have fun with this argument. Instead of it being about a single ability it has turned into a class balance war. I'm sure nothing will get changed and people will complain about it (to include those defending it). Enjoy your arguing folks ;) I appreciate some of the feedback.
    What class are you op?
    Bosmer Stamina NB
    Altmer Magicka TEMP
    Dunmer DK both stam/mag (depends what I feel like)
    Altmer Magicka NB
    Breton Magicka Sorc
    Redguard Stam Sorc
    Max CP
  • Jordaen
    Jordaen
    ✭✭✭
    mr_wazzabi wrote: »
    Lyar09 wrote: »
    Seriously this ability is extremely overpowered. It is making stamina nightblade over the top again. Does way too much damage.Oh and worst of all it is the lowest costing ulti in the game. I'm fine with the knock down change but come on with this damage change. What were you thinking zos?

    Y'all have fun with this argument. Instead of it being about a single ability it has turned into a class balance war. I'm sure nothing will get changed and people will complain about it (to include those defending it). Enjoy your arguing folks ;) I appreciate some of the feedback.
    What class are you op?

    He mains a Stam temp
    Chıef - VR16 Stamina Dragonknight - DC
    Chiëf - VR16 Stamina Dragonknight - AD

    Youtube:
    https://youtube.com/channel/UCSAjDLRQUOtHi0P7J0BJ3Sw
  • EsoRecon
    EsoRecon
    ✭✭✭✭✭
    Jordaen wrote: »
    mr_wazzabi wrote: »
    Lyar09 wrote: »
    Seriously this ability is extremely overpowered. It is making stamina nightblade over the top again. Does way too much damage.Oh and worst of all it is the lowest costing ulti in the game. I'm fine with the knock down change but come on with this damage change. What were you thinking zos?

    Y'all have fun with this argument. Instead of it being about a single ability it has turned into a class balance war. I'm sure nothing will get changed and people will complain about it (to include those defending it). Enjoy your arguing folks ;) I appreciate some of the feedback.
    What class are you op?

    He mains a Stam temp

    Pffft I could start complaining about how "OP" stam templars healing is or state that dawnbreaker hits just as hard as incap now... hmmm maybe the problem is he just can't beat a stamblade.
    Xbox One [ NA ]
    Gamertag - Zyzz II Legacy
    Stam Sorc & Stam NB PvP
    (I'm Just Here To 1vX)
  • Emma_Overload
    Emma_Overload
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jaronking wrote: »
    I wasn't blocking, that's for sure. My physical resistance is always around 10K (light armor), and my CP passive to reduce physical damage is around 11%, as is my passive to reduce critical damage. I wasn't wearing any Impenetrable.
    Once again, how is a 16k critical hit (cause by an Ultimate)(buffed by Empower) against a player in 7/7 Light Armor with Zero Impen and 11% in Hardy a problem?

    If the NB offender is running a high-regen build, sure that's hefty damage, but until that player comes forward we won't know.

    I didn't say it was a problem, I just thought it was funny. I'm not the one who started the thread, but the guy who DID start the thread used my screenshot, which I posted originally in a different thread.

    I was just filling in the background info for someone who asked, because I'm the only one who knows what armor I was wearing.
    Can you tell is what armor you was wearing?

    I already said I only had 10K physical resist with NO impenetrable. My CP passives for critical and physical damage were giving around 11% mitigation each.
    #CAREBEARMASTERRACE
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