counter negate with a negate is possible - standards are not negatable tho, been testedFriendly and enemy negates layer on each other. One won't erase the other. At least that's how it worked after the buffs.
a contradiction? from what i've seen the countering/removing appears to be rather random and happen relatively seldom. I'm 100% sure i've seen neagtes not remove some effects (like standards and yes, also enemy neagates). on the other hand (especially when solo but still with negate on my bar) i could have sworn it ereased certain group effects (like an enemy negate) but absolutely not reliably. It's possible that effects ran out the exact second I negated but tbh it didn't feel like it.
further, i'm 100% sure that layering of enemy and own negates exists.
is it possible that it's either bugged or that exactly one effect (including healing springs and other spammed stuff) is negated? as a rule of thumb, not accounting for an existing group effect to be removed, seems to be the best bet and countering is absolutely not reliable. but it would still be great to fully understand the interaction
I live the idea of Standard shutting down stamina abilities as a counter balance to negate - but only if they can't overwrite each other.
Even so, it won't be nearly as punishing to stamina players, since they have the stam to get out whereas a magicka user is more likely to get caught without enough stam. Too bad we couldn't make getting out of a stamina-negating Standard cost magicka.
Joy_Division wrote: »Negate is strong but I don't have too much of an issue with it.
What I do have a problem is that Standard and Nova are noticeably more expensive, not even in the same ballpark regarding effectiveness, and get removed by the cheaper negate.
Joy_Division wrote: »Negate is strong but I don't have too much of an issue with it.
What I do have a problem is that Standard and Nova are noticeably more expensive, not even in the same ballpark regarding effectiveness, and get removed by the cheaper negate.
Negate is no where near as strong as it was when the game came out on PC. Also, it's fine AND does nothing to Stam builds.
I like Negate in its current form. In fact, I wouldn't be opposed to it clearing standards or other negates in addition to the recent buffs.
Getting carpeted by negates suggests you got engaged on, picked a poor fight, or got caught in tight quarters. Carry a sorc or two more, and get yours down on the enemy's magicka uses first.
I give up. Do you guys even play this game? It's blowing my mind how anyone can deny that Negate is the strongest Ultimate by far. Then again people think that Magicka DK is viable in groups and that Reactive/Malubeth is a good healer setup so I don't even know why I am surprised.
Negate is no where near as strong as it was when the game came out on PC. Also, it's fine AND does nothing to Stam builds.
Lol do you even remember what exactly it was doing? It was making ground effect fade. This patch you cant even cast those ground effects, nor any other skill by the way. I barely undersrand how you can think 1.0-1.5 negate was better. But yes back then negate was OP in any large fight, now that its even stronger I hope you see why it needs a change.
A group of 12 atm is already 6 sorcs. Nice diversity.
ebethke_ESO wrote: »
A group of 12 atm is already 6 sorcs. Nice diversity.
This is also happening on EU? We had a fight this week where the enemy group had as many negates as we had people (I asked, a group of 12 had six negates against six players).
There is a reason that there are so many sorcerers running in competitive groups right now - they provide a 12 second window of time where an entire area is a dead zone to enemy (magicka) players. Enough of these in groups and you can shut down an entire keep, tower, etc.
And the best counter to a negate? Having more negates of your own to overlap on them.
counter negate with a negate is possible - standards are not negatable tho, been testedFriendly and enemy negates layer on each other. One won't erase the other. At least that's how it worked after the buffs.
a contradiction? from what i've seen the countering/removing appears to be rather random and happen relatively seldom. I'm 100% sure i've seen neagtes not remove some effects (like standards and yes, also enemy neagates). on the other hand (especially when solo but still with negate on my bar) i could have sworn it ereased certain group effects (like an enemy negate) but absolutely not reliably. It's possible that effects ran out the exact second I negated but tbh it didn't feel like it.
further, i'm 100% sure that layering of enemy and own negates exists.
is it possible that it's either bugged or that exactly one effect (including healing springs and other spammed stuff) is negated? as a rule of thumb, not accounting for an existing group effect to be removed, seems to be the best bet and countering is absolutely not reliable. but it would still be great to fully understand the interaction
I don't play much anymore so take it for what it's worth, but the Negate changes were wayyyyyy overtuned.
Up until the very day they buffed it I still ran 3-4 negates in VE raids every night. They were incredibly useful, if massively underused. There was a solid period of time where it was the running joke in TS, because as a raid we pretty much lived inside of Novas, veils and Banners. It was the best counter to the higher damage groups we'd fought since 1.6 like Nexus, Haxus and Rage. We often tried different things at the start of a patch but inevitably came back to ground ultimates. To take it further, we often layered an area in Turn Undead to add additional protection from vampires, so all told we where almost always fighting in anywhere between 30%, 48% or 60+% damage resistance. This was also how we replaced barriers. Literally no guild we ran into regularly used negates against us, for some reason, despite the fact that it always murdered stacked groups and absolutely annihilated ground effects.
I'm still not sure why they buffed negate. It didn't need to do damage like a DKS or Nova. It didn't need to be a complete blackout for all magic skills. It did what it was meant to do perfectly: counter the other main class ultimates, clear an area and provide a solid .5-2 seconds of reprieve from enemy casting. That's a solid ultimate. They buffed it from "useful and needed in every raid" to past 1.5 levels. And 1.5, for those who remember, was stupid in that regard. GvGs were literally who had more negates. I remember fighting vs Deci or NM, etc. and it was just counter negates until you couldn't counter and then you died. I remember just not bothering with raid because Deci was running with 6 sorcs and I had 1, and there was simply no prospect of winning. It was a pure numbers game, and that's how it feels now.
To sum, a negate is compete area denial, total skill blackout, removes all enemy effects and ultimates and can tick for as much damage as a DKS. It's way overtuned. Period. And the worst part is that it was already a functioning ultimate with a good use for any group. It's pretty lol, and I'm quite surprised to see so many decent players saying it's fine. It's better than 1.5 negate and 1.5 negate was OPAF.
I don't play much anymore so take it for what it's worth, but the Negate changes were wayyyyyy overtuned.
Up until the very day they buffed it I still ran 3-4 negates in VE raids every night. They were incredibly useful, if massively underused. There was a solid period of time where it was the running joke in TS, because as a raid we pretty much lived inside of Novas, veils and Banners. It was the best counter to the higher damage groups we'd fought since 1.6 like Nexus, Haxus and Rage. We often tried different things at the start of a patch but inevitably came back to ground ultimates. To take it further, we often layered an area in Turn Undead to add additional protection from vampires, so all told we where almost always fighting in anywhere between 30%, 48% or 60+% damage resistance. This was also how we replaced barriers. Literally no guild we ran into regularly used negates against us, for some reason, despite the fact that it always murdered stacked groups and absolutely annihilated ground effects.
I'm still not sure why they buffed negate. It didn't need to do damage like a DKS or Nova. It didn't need to be a complete blackout for all magic skills. It did what it was meant to do perfectly: counter the other main class ultimates, clear an area and provide a solid .5-2 seconds of reprieve from enemy casting. That's a solid ultimate. They buffed it from "useful and needed in every raid" to past 1.5 levels. And 1.5, for those who remember, was stupid in that regard. GvGs were literally who had more negates. I remember fighting vs Deci or NM, etc. and it was just counter negates until you couldn't counter and then you died. I remember just not bothering with raid because Deci was running with 6 sorcs and I had 1, and there was simply no prospect of winning. It was a pure numbers game, and that's how it feels now.
To sum, a negate is compete area denial, total skill blackout, removes all enemy effects and ultimates and can tick for as much damage as a DKS. It's way overtuned. Period. And the worst part is that it was already a functioning ultimate with a good use for any group. It's pretty lol, and I'm quite surprised to see so many decent players saying it's fine. It's better than 1.5 negate and 1.5 negate was OPAF.
Entirely agreed. Last patch negate was vital in GvG especially agaisnt a bigger group, to clear the area and give a very short period of time where the ennemy group would get no heal, long enough to burst. The problem was that it was only effective for organised largescale guilds and that doesnt even represent 10% of the PvP population, so they changed it to be extremely easy to use for any random player, not requiring any timing whatsoever and still being more deadly than any other ultimate well used on an ennemy group. Imo they should have kept the base skill the same, make one morph healing (or dot) and the other being completely different, a ranged high instant damage AoE, not silencing. This way sorcs would finally have a good class ultimate for burst, both in solo play and group.
Daggerfall_Bones wrote: »Eh we negate and get negated. Stay out of choke points and you'll be fine.
Sorcerers have had enough in the way of nerfs lately, leave them alone for gods sakes
I'm pretty sure that the visual bug where the negate follows its caster around is the only inconsistency that's been found with the skill. Standards and other negates were 100% not removed by casting a negate at the time of the ability's buffs a short while back. Either the skill has been changed since then, or Glory and the others are mistaken. Novas and veils and all non-ult ground AoEs were lifted as usual. I remember being very confused and surprised at why negate and standard were made to be exceptions...
https://youtu.be/CabGbH4oZSM