Taleof2Cities wrote: »Poisons and Radiant Destruction are both purgeable ... but I don't know why this is rarely mentioned in the various OP threads scattered across the forums.
Efficient purge is a very underrated skill for stam users ... slot it on your back bar and stop the nerf requests.
Poisons are a counter to the levels of regen you can run in CP campaigns.
Radiant Destruction counters shuffle/well-fitted/permarollers.
Malubeth counters the insane levels of burst damage and makes tanky play more possible. (Although if it is still bugged -- and think there's enough evidence to suggest it is -- it needs to be fixed.).
Health debuffs counter the huge heals from BoL, Vigor + Rally, etc..
They are all bandaids to underlying issues, IMO, but none of them are without consequences for the wearer or without counters of their own. They aren't the problem by themselves.
Taleof2Cities wrote: »Well, you aren't the only member of the group you know ... other players can slot it to remove additional effects. You mention Templars where Magicka Templars (including myself) often slot Cleanse instead for the additional effect removal and heal.
Do you have a video that shows "pretty much with a poison being on you all the time"? With the 20% proc chance, I'm not seeing that being done to me even in large battles ... where more members of your group are additional targets for a poison proc.
Sorry, but there isn't a poison imbalance issue in my opinion ... and other forum-goers have posted the same.
- Health debuffs: I like the idea of having support builds that debuffs the enemy, but there should be a cap of some kind. Correct me if i'm wrong, but right now there is not limit on how much you healing can be debuffed, is possible to make builds that can healh debuff targets for over 100%. Add some kind of cap to it, something similar to critical resistence: there is a limit in how much critical damage you can mitigate stacking impen and such, implement something like that for health debuffs.
Add some kind of cap to it, something similar to critical resistance: there is a limit in how much critical damage you can mitigate stacking impen and such
Taleof2Cities wrote: »That's exactly why I'm looking for a video ...
Since poisons came with the Dark Brotherhood, I've rarely experienced a zero resource issue or dying (as a direct effect of poisons) even in small group PvP.
I can think of three conclusions for your specific situation:
1. Your statement that "you literally have 0 resources all the time" is exaggerated or overblown.
2. Your PvP small group frequently takes on enemy groups that are disproportionately larger in numbers.
3. Your build needs some fine tuning for better resource management (e.g champ point redistribution, better equipment, or using the Serpent or Atronach mundus stone).
There IS however a limit to when critical resistance is deemed worthless against players who do not have enough critical damage. You cannot mitigate someones critical hits to less then 1.0X damage (less then none critical hits). Which means, if you have more critical resistance then someone has critical damage, you will loose out on your potenail critical resistance.
Taleof2Cities wrote: »Poisons and Radiant Destruction are both purgeable ... but I don't know why this is rarely mentioned in the various OP threads scattered across the forums.
Efficient purge is a very underrated skill for stam users ... slot it on your back bar and stop the nerf requests.
Taleof2Cities wrote: »Poisons and Radiant Destruction are both purgeable ... but I don't know why this is rarely mentioned in the various OP threads scattered across the forums.
Efficient purge is a very underrated skill for stam users ... slot it on your back bar and stop the nerf requests.
Poisons are a counter to the levels of regen you can run in CP campaigns.
Radiant Destruction counters shuffle/well-fitted/permarollers. Not very well, but better than a channeled staff attack.
Malubeth counters the insane levels of burst damage and makes tanky play more possible. (Although if it is still bugged -- and think there's enough evidence to suggest it is -- it needs to be fixed.)
Health debuffs counter the huge heals from BoL, Vigor + Rally, etc.
They are all bandaids to underlying issues, IMO, but none of them are without consequences for the wearer or without counters of their own. They aren't the problem by themselves.
@GreenSoup2HoT i think there is cap for crit resist. I dont remember which patch notes excatly but they showed calculations for it. 1st impenetrable lowers only base value of crit which is 50%. Cap on impen is Your lv*50 so if You're lv 50 and 160 cp+ it's 66*50= 3300. Can be wrong but I think it was that way.
My take on pvp is that the big guilds are pathetic and don't realise it's objective based pvp. They would rather try and prove they are the best by farming Ap while being backdoored because they have no concept on the purpose certain keeps provide.
Pvp is run too much by Tri alliance guilds and had become too much of who can farm the most Ap, who can exploit into keeps the most and who can spam one button the fastest. Gone are the days of good old keep sieged and battles. The buffs for having home keeps doesn't mean anything anymore. Faction loyalty died along time ago and because everyone feels the need to be part of these farming/bully guilds other campaigns are dead or are a farming campaign for imperial city.
I've been trying for months to get people to switch campaigns from 2 alliances to stop the third controlling a low pop one that they have the numbers on but people don't seem to want a less laggy and less BS campaign they would rather complain about the lag and Lag causing zergs in the over populated one.
Forestd16b14_ESO wrote: »Um poisons are purgable like yes cleanse is bugged to either not heal or heal allies or what ever it is but still it removes the poisons.
Taleof2Cities wrote: »Poisons and Radiant Destruction are both purgeable ... but I don't know why this is rarely mentioned in the various OP threads scattered across the forums.
Efficient purge is a very underrated skill for stam users ... slot it on your back bar and stop the nerf requests.
Not all classes can purge as templars, and even if you run efficent purge, you can use it once, maybe twice withouth running out of magika, but the posions proc on you all the time, as soon as you purge it, it procs again. Having a counter it dosn't equals to be balanced.
I tried running efficent purge, it din't change anything, it was only a magika sink because i was under posion effect all the time anyway, plus there is not clear indication that the posion that affects resources in on you, all have the same visual effect. Efficent purge is useful for some situations, but for this case in particular is irrelevant
Taleof2Cities wrote: »Poisons and Radiant Destruction are both purgeable ... but I don't know why this is rarely mentioned in the various OP threads scattered across the forums.
Efficient purge is a very underrated skill for stam users ... slot it on your back bar and stop the nerf requests.
Little Disclaimer: This is all my opinion. I'm open to debate, suggestions and all kind of critisim, but please avoid commets that don't add anything to the discussion. I know that there are plenty of topics about this things, but most of them are just a flamewar.
- Poisions: This things are a pain in the ass. 60% cost increase is way too much, and in a fight where there is several people hitting you, you are pretty much with a posion on you all the time, is a random (but almost granted) proc that can completely cripple a player, this kind of things are bad for PvP in general. We need some way of mitigate the effects, maybe add some resistance to posion effects on Tick skined or something like that. Also a nerf to the cost increase posions in much needed, 60% is INSANE.
- Radiant Destruction: if the target is not on execute range, the beam should break. Imo the main problem with this ability is not the dmg output or the un-doggeable nature of it, the problem is that you can have it on you all the time during a fight, and as soon as you get into execute range you get instant vaporized, is like playing with 25% less health. With other executes you have a chance of avoiding the execute (block, heal, whatever), and that opens the room for skillful play, being able of predict combos to avoid getting executed is a really important part of being good at PvP. All the executes require the target to be in execute range in order to be effective, and with a good reason, a well timed execute can be more powerful than an ultimate, but RD is the only execute in the game that dosn't follow that. Don't nerfed it into the ground, but a change as i suggested will put an skill factor to it, in that way the execute will be still be powerful and useful, but it won't be an spammeable-braindead friendly skill.
- Malubeth: the beam procs too much, channeled attacks like jabs or rapid strikes makes it almost a 100% uptime while being hit, a cooldown is needed. Also the healing bonus stacking on Major Mending is way too much. I'm not 100% sold on change it to a Major Mending/Vitality bonus as people suggested, but something needs to be done.
- Health debuffs: I like the idea of having support builds that debuffs the enemy, but there should be a cap of some kind. Correct me if i'm wrong, but right now there is not limit on how much you healing can be debuffed, is possible to make builds that can healh debuff targets for over 100%. Add some kind of cap to it, something similar to critical resistence: there is a limit in how much critical damage you can mitigate stacking impen and such, implement something like that for health debuffs.
There are many other balance issues, bugs, etc with abilities, sets and stuff, but i wanted to keep it sort to focus on things that affects the meta of the game. And sorry for my bad english, i'm still working on it ^^