Not sure what's going on or if it's server lag, but it seems purge (and any morphs) plus purify are not cleansing negative effects efficiently. In some cases, works like it should, in others (normally with server lag) it takes a lot of casts to remove a single negative effect.
Without a video its hard to show, but anyone else experience this since the release of DB?
Not sure what's going on or if it's server lag, but it seems purge (and any morphs) plus purify are not cleansing negative effects efficiently. In some cases, works like it should, in others (normally with server lag) it takes a lot of casts to remove a single negative effect.
Without a video its hard to show, but anyone else experience this since the release of DB?
vortexman11 wrote: »I heard purge was nerfed to only remove two effects now, because the only logical thing to do when you add poisons that'll have different effects stacking on you from multiple players is to nerf their counter, right? Anyways though, the first day of the patch when I hopped on my tank DK which pretty much just spams purge I was thinking the same thing, that I wasn't getting purged, but when I saw it only removes 2 effects now I realised I must of just been getting hit by so many poisons that the game preferred to purge those off instead of the fire ballistas that ended up hitting me for 17k on my death cap...
Scamandros wrote: »vortexman11 wrote: »I heard purge was nerfed to only remove two effects now, because the only logical thing to do when you add poisons that'll have different effects stacking on you from multiple players is to nerf their counter, right? Anyways though, the first day of the patch when I hopped on my tank DK which pretty much just spams purge I was thinking the same thing, that I wasn't getting purged, but when I saw it only removes 2 effects now I realised I must of just been getting hit by so many poisons that the game preferred to purge those off instead of the fire ballistas that ended up hitting me for 17k on my death cap...
Someone told me today that poisons could not be purged, but the duration is so short I haven't bothered testing to see if this is true yet.
I noticed something similar in pve. In vMoL I usually purge the reflective light the second boss does. Lately it seems to require 2-3 casts of purge to get rid of a single dot.Not sure what's going on or if it's server lag, but it seems purge (and any morphs) plus purify are not cleansing negative effects efficiently. In some cases, works like it should, in others (normally with server lag) it takes a lot of casts to remove a single negative effect.
Without a video its hard to show, but anyone else experience this since the release of DB?
vortexman11 wrote: »Scamandros wrote: »vortexman11 wrote: »I heard purge was nerfed to only remove two effects now, because the only logical thing to do when you add poisons that'll have different effects stacking on you from multiple players is to nerf their counter, right? Anyways though, the first day of the patch when I hopped on my tank DK which pretty much just spams purge I was thinking the same thing, that I wasn't getting purged, but when I saw it only removes 2 effects now I realised I must of just been getting hit by so many poisons that the game preferred to purge those off instead of the fire ballistas that ended up hitting me for 17k on my death cap...
Someone told me today that poisons could not be purged, but the duration is so short I haven't bothered testing to see if this is true yet.
They were confirmed to be purgeable on the last ESO live
That is correct. They cannot be purged, and it's total BS.Scamandros wrote: »vortexman11 wrote: »I heard purge was nerfed to only remove two effects now, because the only logical thing to do when you add poisons that'll have different effects stacking on you from multiple players is to nerf their counter, right? Anyways though, the first day of the patch when I hopped on my tank DK which pretty much just spams purge I was thinking the same thing, that I wasn't getting purged, but when I saw it only removes 2 effects now I realised I must of just been getting hit by so many poisons that the game preferred to purge those off instead of the fire ballistas that ended up hitting me for 17k on my death cap...
Someone told me today that poisons could not be purged, but the duration is so short I haven't bothered testing to see if this is true yet.
Scamandros wrote: »vortexman11 wrote: »I heard purge was nerfed to only remove two effects now, because the only logical thing to do when you add poisons that'll have different effects stacking on you from multiple players is to nerf their counter, right? Anyways though, the first day of the patch when I hopped on my tank DK which pretty much just spams purge I was thinking the same thing, that I wasn't getting purged, but when I saw it only removes 2 effects now I realised I must of just been getting hit by so many poisons that the game preferred to purge those off instead of the fire ballistas that ended up hitting me for 17k on my death cap...
Someone told me today that poisons could not be purged, but the duration is so short I haven't bothered testing to see if this is true yet.
There's a reason siege was significantly buffed too, that doesn't mean it was a good reason, or that it's been beneficial to Cyrodiil.
Barrier was too strong at 20 people, I think 12 is a better cap. It's just not worth it at 6 people, and if a skill isn't worth it then it's not performing well enough. Purge is too weak and too expensive for the current meta.
There's a reason siege was significantly buffed too, that doesn't mean it was a good reason, or that it's been beneficial to Cyrodiil.
Barrier was too strong at 20 people, I think 12 is a better cap. It's just not worth it at 6 people, and if a skill isn't worth it then it's not performing well enough. Purge is too weak and too expensive for the current meta.
We both know why siege was buffed and we both disagree with it.
The reason you don't like the barrier and purge nerfs is because it was directly pointed at your group. Plain and simple. You can't make your entire group completely immune to damage and you don't like it. I'll let you in on a little secret though... Barrier and Purge do exactly the same thing they did before they were nerfed, just not to unlimited targets. If I play in a group of 6 I get the full pre nerf benefit. If I play in a group of 12 I get half the benefit, which you yourself claim to be enough. If you play in a group larger than that then you have room for redundancies anyways. It's your choice to decide which ultimate you slot. If barrier isn't far and away the best choice so be it. Efficient purge should just be reworked though honestly.
I've suspected since the purge nerf that the mechanics are not 'smart'. When it hit 20, you never really noticed, but now that it hits 6, I suspect that if you have 10 people in group and all of you get hit by a meatbag, you can hit purge twice and it will try to purge people that it's already purged, so in theory you may have people with debuffs in your group of 10 that never got cleansed. The priority for which debuffs are purged is also a complete mystery, are you purging the cold fire ballista dot, the heal debuff, or the 30% snare? Templars want heal debuffs off them, but DKs probably want some other debuff prioritized.
They need to buff purge in some way because it's expensive as F compared to how easy it is to put debuffs on you, it doesn't seem to work 'smart', and siege is too prolific and powerful for it to not be functioning well. With the increased costs in this patch it just makes purge that much less efficient (pun). Here's the unfortunate thing though, right now templars are the best equipped to deal with this because they can put down extended ritual and cleanse 5 effects, but if you make purge more powerful (which is necessary imo), you reduce the last remaining hallmark of the templar class.
I've suspected since the purge nerf that the mechanics are not 'smart'. When it hit 20, you never really noticed, but now that it hits 6, I suspect that if you have 10 people in group and all of you get hit by a meatbag, you can hit purge twice and it will try to purge people that it's already purged, so in theory you may have people with debuffs in your group of 10 that never got cleansed. The priority for which debuffs are purged is also a complete mystery, are you purging the cold fire ballista dot, the heal debuff, or the 30% snare? Templars want heal debuffs off them, but DKs probably want some other debuff prioritized.
They need to buff purge in some way because it's expensive as F compared to how easy it is to put debuffs on you, it doesn't seem to work 'smart', and siege is too prolific and powerful for it to not be functioning well. With the increased costs in this patch it just makes purge that much less efficient (pun). Here's the unfortunate thing though, right now templars are the best equipped to deal with this because they can put down extended ritual and cleanse 5 effects, but if you make purge more powerful (which is necessary imo), you reduce the last remaining hallmark of the templar class.
Wut?
I've suspected since the purge nerf that the mechanics are not 'smart'. When it hit 20, you never really noticed, but now that it hits 6, I suspect that if you have 10 people in group and all of you get hit by a meatbag, you can hit purge twice and it will try to purge people that it's already purged, so in theory you may have people with debuffs in your group of 10 that never got cleansed. The priority for which debuffs are purged is also a complete mystery, are you purging the cold fire ballista dot, the heal debuff, or the 30% snare? Templars want heal debuffs off them, but DKs probably want some other debuff prioritized.
They need to buff purge in some way because it's expensive as F compared to how easy it is to put debuffs on you, it doesn't seem to work 'smart', and siege is too prolific and powerful for it to not be functioning well. With the increased costs in this patch it just makes purge that much less efficient (pun). Here's the unfortunate thing though, right now templars are the best equipped to deal with this because they can put down extended ritual and cleanse 5 effects, but if you make purge more powerful (which is necessary imo), you reduce the last remaining hallmark of the templar class.
Wut?
The ability to cleanse yourself, particularly in this meta, is paramount to what makes a templar a templar. It is what makes a stamplar unique, it is what keeps a magplar alive (yes - as much as if not moreso than breath of life). If you don't understand that, then ... well ... I'm starting to gain a better understanding of where the nonsensical posts you've made about templars on the jesus beam threads came from.
If every class gained access to an invisibility skill via the support line, that sort of makes a NB's ability to cloak less important no? So what exactly was so hard to understand about what I said?
I've suspected since the purge nerf that the mechanics are not 'smart'. When it hit 20, you never really noticed, but now that it hits 6, I suspect that if you have 10 people in group and all of you get hit by a meatbag, you can hit purge twice and it will try to purge people that it's already purged, so in theory you may have people with debuffs in your group of 10 that never got cleansed. The priority for which debuffs are purged is also a complete mystery, are you purging the cold fire ballista dot, the heal debuff, or the 30% snare? Templars want heal debuffs off them, but DKs probably want some other debuff prioritized.
They need to buff purge in some way because it's expensive as F compared to how easy it is to put debuffs on you, it doesn't seem to work 'smart', and siege is too prolific and powerful for it to not be functioning well. With the increased costs in this patch it just makes purge that much less efficient (pun). Here's the unfortunate thing though, right now templars are the best equipped to deal with this because they can put down extended ritual and cleanse 5 effects, but if you make purge more powerful (which is necessary imo), you reduce the last remaining hallmark of the templar class.
Wut?
The ability to cleanse yourself, particularly in this meta, is paramount to what makes a templar a templar. It is what makes a stamplar unique, it is what keeps a magplar alive (yes - as much as if not moreso than breath of life). If you don't understand that, then ... well ... I'm starting to gain a better understanding of where the nonsensical posts you've made about templars on the jesus beam threads came from.
If every class gained access to an invisibility skill via the support line, that sort of makes a NB's ability to cloak less important no? So what exactly was so hard to understand about what I said?
My point went completely over your head.
Of course cleansing is a characteristic of templars. The fact that they can heal themselves better than any other class and are immune to dots and healing debuffs makes them special.
But that isn't the "last remaining" hallmark. Templars are plenty unique, even as they dominate PvP.
I can't help but get the feeling from the way you talk here that as you play your zergplar, you feel a constant looming dread that you are playing the weakest class in desperate need of buffs... You do realize that templars have dominated PvP in all respects for months now, right? Get with the times man.
Edit: Oh, as for cloak, yea everyone has invis pots. Anyone can use them as they wish, and it doesn't bother me in the least. When I slot purge, I don't degrade templars' uniqueness. I borrow from it. When Raime uses his invis pot WB + leap on his DK or an invis pot after going werewolf on his stam sorc, I am not offended. He is sampling my class's uniqueness and gaining power from it. Overlap between class capabilities makes the game more interesting.
As for a skill-based source of invisibility, I actually have a list of changes to vampirism that I promote which revolves around the vamp abilities having additional effects at nighttime, one of which is Mist Form turning into straight invisibility. I think that'd be a cool feature on other classes as vampires.