Sugaroverdose wrote: »Yeah, just make stamina ravaging and magicka builds will spent 70% of their stamina pool on one break free and wouldn't do it until poison active. Balance.Oh wait nevermind... there's one with 10 second duration too
Still, I dont mind it - anything that helps get rid of the "infinite resources" meta is a good thing imo
Actually, it only increases skill costs (not block, dodge or break free) - tested on PTS.
I'd be much more worried about the magicka cost increasing poisons than stamina ones
Sugaroverdose wrote: »Yeah, just make stamina ravaging and magicka builds will spent 70% of their stamina pool on one break free and wouldn't do it until poison active. Balance.Oh wait nevermind... there's one with 10 second duration too
Still, I dont mind it - anything that helps get rid of the "infinite resources" meta is a good thing imo
Actually, it only increases skill costs (not block, dodge or break free) - tested on PTS.
I'd be much more worried about the magicka cost increasing poisons than stamina ones
Since stam gets awesome resource management with unchained anyway i think you´re right on this one.
Magica builds are usually much tighter on resources given the right race choice for stam builds - this will not help that issue.
My redguard could not care less as i only drop below 60% stam when i decide to trolldodge a circle around my victim.
bloodenragedb14_ESO wrote: »i simply think poisons should not be allowed in cyrodiil, but then im not a pvp'er......whether that makes my opinion more or less valid is up to you.
all i can say is that, with poisons coming, my already scarce reasons for going into cyrodiil have now be reduced to none, im not dealing with that on top of the ganker problem
Sugaroverdose wrote: »Yeah, just make stamina ravaging and magicka builds will spent 70% of their stamina pool on one break free and wouldn't do it until poison active. Balance.Oh wait nevermind... there's one with 10 second duration too
Still, I dont mind it - anything that helps get rid of the "infinite resources" meta is a good thing imo
Actually, it only increases skill costs (not block, dodge or break free) - tested on PTS.
I'd be much more worried about the magicka cost increasing poisons than stamina ones
Since stam gets awesome resource management with unchained anyway i think you´re right on this one.
Magica builds are usually much tighter on resources given the right race choice for stam builds - this will not help that issue.
My redguard could not care less as i only drop below 60% stam when i decide to trolldodge a circle around my victim.
It's not even magicka builds I'm afraid for :P
6k cost on cloak on stamblade if you get hit by this poison. Similar costs for stamplar cleanse, DK Igneous/Scales etc... The already high skill costs go through the roof, while the moderately low skill costs (thanks to light armor/CPs) take a smaller hit.
I hate infinite resources, but idk how this will turn out.
gonna say no because resource builds are an issue, its good for this type of thing so you cant just have no issue with your resources.
its gonna be interesting.
but 60% might be a bit much, I'd settle for 40
30% was to much truth be told. would be somewhat happy with 15% tho. it has an impact but by no means does it equal = cost reduction poison means massive chance of death
Yep. When I first saw the poisons at 30%, I was like good golly those will make small scale fighting difficult. Then they bumped it up to 60%...
Looks like I'll be devoting 20 minutes of flower farming before every night of pvp...
60 sounds crazy op to me. My playstyle is completely fricked as a Magicka melee weapon user, if i run out of Magicka my heavy attacks hit like a noodle and give me no resources back.
So now every magicka build is forced to be a staff user?
I need a "kind of" option. This is a total game changer in PVP. On top of the recent siege changes, The poison impact is steep. Maybe too steep.
But we will adapt. We will change our builds, our CP, we'll change the skills we slot, and the skills we expect our healer/support team members to slot.
I am hugely concerned about the impact this will have on the non-vet, non-CP campaign. Players there have far fewer options to adapt with. Poisons have the potential to make gameplay there absolutely miserable.
My problems with poisons
1. We had dodge roll spammers so they increased base dodge roll cost and added dodge fatigue. The dodge rollers still rolled. The result - rolling on any other build became dysfunctional.
We had blockers built block so they removed Stam regeneration while blocking and raised the base cost and buffed several moves that ignore block. The result - blocking on any character not built for it became dysfunctional.
In these cases, no one is happy. The people who were crying about that one guy doing that one thing to them are unhappy because he is still doing it. The guy is not happy because even though it's still possible to do his build, it is clunky and artificially prohibited. Everyone else is not happy because they are locked out of basic combat action options that are supposed to be features of the game.
When you introduce these 60 percent cost increases, this will be the effect again but on a much grander scale. Strong players will still flex their muscles and overcome the cost increase. Sustain builds will be able to perform. The majority of theplayers wwill crumble.
2. The dog pile meta. Often times the game influences play style. For instance, if I used bolt escape before the nerf, only a few players would try to chase. But after the nerf, everyone chased forever. Ridiculous amounts of chasing, sometimes 30 players for 20 minutes. Why? Because the patch notes said that if I used bolt escape then I would run out of mana. It didn't matter if it was true or not. It didn't matter if the truth was skewed by my skill at the class. It didn't even matter that after 5 minutes they could see I could do this all day. The patch notes said he can't bolt forever, so they chased.
Thchange tells the public that if they dog pile one person with stat cost increase poisons, then the target will run out of stats and crumble. That is the message it sends so that is how people will use it. I personally do not see bullying dog pile meta as the correct meta to enforce.
gonna say no because resource builds are an issue, its good for this type of thing so you cant just have no issue with your resources.
its gonna be interesting.
but 60% might be a bit much, I'd settle for 40
well, what can you expect from the guy that says that RD is balanced. It doesn't surprise me, templars are by far the class that is less affected from poison, it was expected from you to defend them.
Of all the possible ways to deal with unlimited resources, this is hands down the worst, because if you are getting attacked by more than 1 target, only you will have problem with resources, they won't. If ZoS are going to "fix" the resources problem, it should be in a way that promotes skillful play, so i get rewarded if i manage my resources better than my rivals. Every time i see you talkin of balance, i get a knot in the stomach
Radiant Destruction is balanced, stop being arrogant about it. Refer to all the other posts made by Zheg and Joy Division and educate yourself on the issue, there are too many counters to the skill for it to be unbalanced, though I think dodge roll should be a counter, but whatever. Not for this topic.gonna say no because resource builds are an issue, its good for this type of thing so you cant just have no issue with your resources.
its gonna be interesting.
but 60% might be a bit much, I'd settle for 40
well, what can you expect from the guy that says that RD is balanced. It doesn't surprise me, templars are by far the class that is less affected from poison, it was expected from you to defend them.
Of all the possible ways to deal with unlimited resources, this is hands down the worst, because if you are getting attacked by more than 1 target, only you will have problem with resources, they won't. If ZoS are going to "fix" the resources problem, it should be in a way that promotes skillful play, so i get rewarded if i manage my resources better than my rivals. Every time i see you talkin of balance, i get a knot in the stomach
A core PvP issue is resource management, it is completely out of control right now because of champion system and that you have no restrictions. It's a little hard for ZOS to balance that when there are literally 10 things or more factoring into your resources, if they touched that it would completely break how ESO played, every single class would need a re-balance in passives, skills etc.
Poisons are a great way to handle this issue, regardless of what class I play that doesn't matter I'm talking about the issue as a whole, not personally. I also acknowledge that 60% is possibly a bit much but there are people who are able to sustain Kena of uptimes with >50% with around 1k regen.
Justice31st wrote: »Why, make this about Templars lol?
These poisons will have no effect on overall resource sustain, and if you think they will you're delusional.
Radiant Destruction is balanced, stop being arrogant about it. Refer to all the other posts made by Zheg and Joy Division and educate yourself on the issue, there are too many counters to the skill for it to be unbalanced, though I think dodge roll should be a counter, but whatever. Not for this topic.gonna say no because resource builds are an issue, its good for this type of thing so you cant just have no issue with your resources.
its gonna be interesting.
but 60% might be a bit much, I'd settle for 40
well, what can you expect from the guy that says that RD is balanced. It doesn't surprise me, templars are by far the class that is less affected from poison, it was expected from you to defend them.
Of all the possible ways to deal with unlimited resources, this is hands down the worst, because if you are getting attacked by more than 1 target, only you will have problem with resources, they won't. If ZoS are going to "fix" the resources problem, it should be in a way that promotes skillful play, so i get rewarded if i manage my resources better than my rivals. Every time i see you talkin of balance, i get a knot in the stomach
A core PvP issue is resource management, it is completely out of control right now because of champion system and that you have no restrictions. It's a little hard for ZOS to balance that when there are literally 10 things or more factoring into your resources, if they touched that it would completely break how ESO played, every single class would need a re-balance in passives, skills etc.
Poisons are a great way to handle this issue, regardless of what class I play that doesn't matter I'm talking about the issue as a whole, not personally. I also acknowledge that 60% is possibly a bit much but there are people who are able to sustain Kena of uptimes with >50% with around 1k regen.
And also, make sure you think about the other half of the game when you're talking about resource management, what has your mind crafted up that are better ways to fix the issue? The resources are how they are at the moment because of a system that affects both PvE and PvP.
I voted Yes but I want to explain a few things.
Poisons are great for dealing with the CP problem of infinite resources so 60% cost increase I understand but it may be to high. I hope they monitor this and change in the future if needed.
It's a good thing to have people in PvP not able to spam dodge roll for ever, or use vigor for ever which fully heals them. My concern is how badly this effects healing templars like myself. I have resource management gear and run with a staff but I wonder if 60% is just to much.
I am glad we have these poisons to deal with emps who never have stamina issues and can ult so easy. They need to force people to focus on real resource management and this is what poisons do but only if people use them appropriately.
Yes i agree 60% may not be the right increase to base skill costs but i think they are headed into the right direction with this as most builds have infinite stamina or magika, people should be forced to run designated healers not self heal through all dungeons/pvp areas and not have repercussions.
RinaldoGandolphi wrote: »30% was to much truth be told. would be somewhat happy with 15% tho. it has an impact but by no means does it equal = cost reduction poison means massive chance of death
Yep. When I first saw the poisons at 30%, I was like good golly those will make small scale fighting difficult. Then they bumped it up to 60%...
Looks like I'll be devoting 20 minutes of flower farming before every night of pvp...
If those poisons go live with those numbers i'll probably taking an extended vacation from Cyrodiil....
I main a magicka DK Sword and Board...im fighting outnumbered the majority of the time...often times my 3-5 man group is either distracting or delaying a much larger force, my role is to soak up damage like a sponge and us Talons and other such skills to immobilize or keep opponents in control so my team mates can bomb them or kill them. My DPS is not high, Magic DK has no burst whatsoever in Cyrodiil.
Do these people have any idea how hard it is to block for any length of time at all when you have 10+ people beating on you?
These poisons kill my Magicka DK all together in Cyrodiil. the fact Reflective Scales puts a Poison Injection DOT on me even if i reflect the damn attack, im dead in the water period.
DK like myself are getting royally shafted out of Cyrodiil on a rail....we can't run....we can't dodge roll forever like our Stamina cousins...we have no execute burst...what are we supposed to do? Even what little defense we have now in Cyrodiil(Block) kills our stamina regen completely, and Mist Form even though it got a slight buff still halts your magicka regeneration while its active.
The fact that weapon skills can proc these poisons means the Bombard spam thats out of hand now will just get that much worse.
I guess the only PVP ZOS wants is everyone running around in huge zergs and having a plethora of Bombard spammers on tap to pepper everyone with OP poisons for the win.
Your right though Zheg, small scale fighting will be dead....
I voted Yes but I want to explain a few things.
Poisons are great for dealing with the CP problem of infinite resources so 60% cost increase I understand but it may be to high. I hope they monitor this and change in the future if needed.
It's a good thing to have people in PvP not able to spam dodge roll for ever, or use vigor for ever which fully heals them. My concern is how badly this effects healing templars like myself. I have resource management gear and run with a staff but I wonder if 60% is just to much.
I am glad we have these poisons to deal with emps who never have stamina issues and can ult so easy. They need to force people to focus on real resource management and this is what poisons do but only if people use them appropriately.
Yes i agree 60% may not be the right increase to base skill costs but i think they are headed into the right direction with this as most builds have infinite stamina or magika, people should be forced to run designated healers not self heal through all dungeons/pvp areas and not have repercussions.
It doesn't affect dodge roll though. Or block. Or CC break.
The stamina cost increase only applies to abilities (Vigor, Rally etc etc).
Tested this on PTS.