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Do you think the cost increase poisons are too powerful?

  • InvitationNotFound
    InvitationNotFound
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    Yes
    mr_wazzabi wrote: »
    @Wrobel @ZOS_GinaBruno

    Can we please get a dev response regarding these ridiculously op poisons?
    Why were they made even more powerful?

    why were they made in the first place? who came up with this **** idea? has this internally be tested before? does anyone at ZOS is playing this game?

    well, there are a lot of good questions here...
    Anhedonie wrote: »
    This is a good way to counter permadodgerollers and high sustain builds.

    nope, as many stated already.
    Lynx7386 wrote: »
    They're fine, maybe people will actually have to pay attention to their resources now.

    not if they are outnumbered. even in 1vs1 situation not a good thing (there are other poisons as well...)
    mr_wazzabi wrote: »
    This game is about "play how you want".
    Oh you can, no one prevents you from running around with funny skills and creative gear. you just shouldn't go to pvp, any dungeon or anything that is... well, you can still farm some nodes.

    Edited by InvitationNotFound on May 18, 2016 10:16PM
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  • KenaPKK
    KenaPKK
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    Yes
    My main problem with poisons is that -- in my understanding -- effects from multiple enemies all apply and stack on you. This basically *** on solo and small group play, which ZOS has a stupid history of doing.

    Another major problem is that while poisons do hinder problematic high sustain builds, they absolutely crush balanced or high damage builds. Players will be encouraged to spec for higher and higher sustain, reducing damage in an environment where everyone is getting progressively tanker and heals keep getting stronger and stronger.
    Edited by KenaPKK on May 18, 2016 10:24PM
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  • ContraTempo
    ContraTempo
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    Yes
    KenaPKK wrote: »
    My main problem with poisons is that -- in my understanding -- effects from multiple enemies all apply and stack on you. This basically *** on solo and small group play, which ZOS has a stupid history of doing.

    Another major problem is that while poisons do hinder problematic high sustain builds, they absolutely crush balanced or high damage builds. Players will be encouraged to spec for higher and higher sustain, reducing damage in an environment where everyone is getting progressively tanker and heals keep getting stronger and stronger.

    Right. If they really wanted to affect those with the highest sustain they would make poisons (or whatever) apply a cap to recovery.

    EDIT: But they don't stack. Multiple opponents can apply different effects to you but 3 opponents hitting you with the same effect does not stack; it uses the largest effect. That was in the 2.4.3 notes
    Edited by ContraTempo on May 18, 2016 10:34PM
    ContraTempo
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  • cosmic_niklas_93b16_ESO
    cosmic_niklas_93b16_ESO
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    Ajax_22 wrote: »
    I think poisons should be kept out of Cyrodiil period. Let the PvErs have their cool new toys without any negative effect on us.

    If you think this was meant for PvE, think again. What use do PvErs have to use poisons on PvE enemies that have no magicka/stamina limit or regen to worry about, snaring enemies when it's just faster to burn them down instead of using any kind of CC etc?
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  • flguy147ub17_ESO
    flguy147ub17_ESO
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    Yes
    This is another bandaid fix to fix the horrible CP progression system that created insane sustain builds.
  • ToRelax
    ToRelax
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    Yes
    I would like to see the cooldown drastically increased, like 30 - 45 sec. I really don't see myself using these things every 10 seconds, I'm poor enough as is, plus it doesn't require any skill whatsoever to make use of if you can just apply it 100% of the time.
    And mind you, that cooldown should then apply on both the poison user as well as the target, so you are not just affected constantly when fighting outnumbered and the poisons will actually offer rewards for teamplay (using different poisons at the same time, instead of spamming them all day long).

    Finally, I would settle with 30% cost indrease, that's already really powerful. 60% is just rediculous.
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  • Hadan_of_Rift
    Hadan_of_Rift
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    Yes
    Another stupid idea by a development team that continues to show they are clueless.
  • STEVIL
    STEVIL
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    No
    Anhedonie wrote: »
    This is a good way to counter permadodgerollers and high sustain builds.

    or the high sustain with max dmg etc builds.

    this introduces a lot of RPS to the "one design to rule them all" min-max-meta and IMO that is part of the reason some the pvp crowd is having such a hue and cry.

    I love the "lets not introduce anything that will change my meta into cyrodil"

    Instead of cutting back EFFECT level, zos is using short duration and cooldown with no stacking as the restricting measures. I like that approach myself.

    and with reduced proc times and higher impact for enchants, it makes an interesting dynamic of which you prefer or do you bar swap and try for both if that works.

    So looking forward to this release!!!!
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  • Mojomonkeyman
    Mojomonkeyman
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    Yes
    Nifty2g wrote: »
    ManDraKE wrote: »
    Nifty2g wrote: »
    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.

    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 think I am one of the guys stressing the lack of ressource management like no other on these forums. I want ressource management back!

    Nonetheless, I am also a passionate solo pvp player. While softcaps (the old ressource management enforcer) have put an equal burden on all participants of a fight WITHOUT shifting balance further in favor of one or the other, the proposed solution here is directly influencing balance in a way, that is working directly against the outnumbered force.

    It`s a terrible solution that benefits big groups most.
    Edited by Mojomonkeyman on May 19, 2016 3:43AM
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  • DeanTheCat
    DeanTheCat
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    Yes
    Meh, at this point, I'll just dip my arrows in Magitoxin and call it a day while waiting for CU.

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  • ContraTempo
    ContraTempo
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    Yes
    Anhedonie wrote: »
    This is a good way to counter permadodgerollers and high sustain builds.

    I wanna be a permadodgeroller when I grow up. :smile:
    ContraTempo
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  • STEVIL
    STEVIL
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    No
    Anhedonie wrote: »
    This is a good way to counter permadodgerollers and high sustain builds.

    I wanna be a permadodgeroller when I grow up. :smile:

    Bad plan
    Bad bad plan.

    Be the dodgeroller when you're young.

    After a few years and a few pounds, sustained dodging gets MUCH harder.
    Though in some ways the rolling gets easier.
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  • ContraTempo
    ContraTempo
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    Yes
    STEVIL wrote: »
    Anhedonie wrote: »
    This is a good way to counter permadodgerollers and high sustain builds.

    I wanna be a permadodgeroller when I grow up. :smile:

    Bad plan
    Bad bad plan.

    Be the dodgeroller when you're young.

    After a few years and a few pounds, sustained dodging gets MUCH harder.
    Though in some ways the rolling gets easier.

    Ah, so maybe permablock when I'm more portl...er...mature?
    ContraTempo
    Carpe DM
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  • hobicabobjob
    hobicabobjob
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    Yes
    Yes, and obviously so.
  • Zyle
    Zyle
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    Yes
    I was honestly expecting them to change it from 30% to 33%/35%, not to 60% :worried:

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  • Wolfchild07
    Wolfchild07
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    Yes
    Yes. Not everyone minmaxes and not everyone has infinite resources.

    People with infinite resources will just change up their builds to the new meta.
  • DaveMoeDee
    DaveMoeDee
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    No
    I voted no just because I felt the complaints about magicka players not being able to go dual wield to be a lame complaint.

    Needing occasional HA to recover resources should have always been necessary.
  • notimetocare
    notimetocare
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    Yes
    Eh, meant no... would be nice to see fights quit lasting 10 years.
  • Prabooo
    Prabooo
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    Yes
    really this is absurd
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