Ravage Stamina:
increase stamina costs by 60% for 10.5s
10s cooldown
Ravage Stamina:
increase stamina costs by 60% for 10.5s
10s cooldown
Ohhh thank you for this. Going to make myself thousands of these stocked up for next patch so I can be ready for all the Stam rerolls incoming next patch. This is -the- poison I was looking for all along.
It's a much more complex situation which I am navigating than your assumptions would suggest.
Personally, I actually don't have a problem versus cost increasing poisons at all, and I run very low sustain builds. I didn't come up with the rule against them, and other leadership in the dueling community will tell you that I resisted one in the beginning. I HATE the amount of sustain and healing that people have and was happy to get any nerf to them, even if it is overtuned. But this is not about me.
Much of the dueling community hates poisons, including other respected leadership, who are intelligent and rational people for the most part. As a leader in the community, it would be unprofessional of me to go around using a mechanic in duels that so many people in the community hate.
Also 1) 60% cost increase with 100% uptime is massive.
2) Another poison is legitimately bugged and one shotting people.
3) Templars are the only class with a usable purge. Running the support purge in place of another entire ability is a huge tradeoff. It's already costly before being affected by the poison, and you often have to use it a couple times before it cleanses the poison debuff since it only cleanses 2 negative effects.
4) You don't run away or LoS in duels. I shouldn't even have to say this..
Princess_Asgari wrote: »Dead are aware of the bugged poison I was talking about. Why would I openly share its name or what it does
[...]
Sure, there are downsides: poisons in general are annoying because they add extra costs and the more popular they are, the harder it is to win when outnumbered. However, if I still see rank 30++ "guild-read"-people trying to get out of encase by repeatedly bashing thin air, I don't think we have to worry about them slotting useful poisons, let alone every using a successful light attack to proc them. [...]
Until there's an easier way to detect whether you've been poisoned I agree with it. Currently the only way I can tell is when I cast a skill and most of my resource pool is gone, and by that time it's too late. There needs to be an extremely visible indication of when you've been hit by poison and what it's affecting. Like off coloured bars or little skulls above the resource bar that has the 60% cost increase.
Glyphs provide small animations and colours so you know what you've been hit by. For example, disease sends out a small brown fart cloud so you know your healing took a small hit.
It's just the two that increase stam or magicka costs by 60% with 100% uptime. We need less sustain in duels, but those kill everyone's main resource bar in no time. They're just overtuned.