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Tremorscale

  • olsborg
    olsborg
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    HoloYoitsu wrote: »
    RoyJade wrote: »
    Tremorscale snare is indeed far too powerful in it's current state. That the main problem, by far, of this set.
    When considering the high damage, low cost and amazing utility of the skill used to proc it, it's… a little too much.

    It's geting a 10% nerf.

    The snare is not too powerfull. It just means you cant run alot of cheese. Get over it.
    The snare combined with the ridiculous 50% proc chance absolutely is the aspect that makes potatoscales 'too powerful'. Against the potatos spamming their ransack weaves with this, there is only a 6.25% chance that you will not be perma snared back to back every time it comes off CD.

    The damage of the set was never the main problem, you wear it for the permasnare, otherwise you would just use velitato/selines. Claiming that "woe is me, can't crit anymore and 10% base dmg loss, leave the snare alone" is simply being facetious.

    *clap clap* yes

    PC EU
    PvP only
  • pieratsos
    pieratsos
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    RoyJade wrote: »
    It's geting a 10% nerf.

    The snare is not too powerfull. It just means you cant run alot of cheese. Get over it.

    70% is one of the most powerful snare in the entire game. It's duration is also one of the longest. It's damage is still 91% of viper's one, with the same cooldown. And all of that is given to one of (if not the) best spammable in the entire game, who have one of the cheapest cost, good damage, great passives, some other great stuff synergies, one of the best debuff and a good buff.
    No, seriously, it's too much. The set itself is really powerful, and it's applied by one of the most powerful gameplay in pvp. in my opinion, ransack's damage should be toned down, and the snare should be greatly reduced, at least it's duration (or the damage, if ZOS want tremor to be a tank utility set).

    It also requires people to run taunt, meaning their incredibly limited in loadout. Maybe, instead of complaining about the snare, focus on shoring up that defense? I've still got screwed by a great NB player in 1v1 duels with tremorscale on. You -can- beat it. Stop crying and do it.

    And NO. No ransack nerfs. Stop the imperialism, stop demanding this game bend for you alone. Stop.

    If people stop using duels to justify nerfs and buffs it would be great.
  • NightbladeMechanics
    NightbladeMechanics
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    The Xv1 proc!

    That snare is brutal in open world when one tank can keep a poor magicka player locked down f o r e v e r with one button.
    Edited by NightbladeMechanics on January 22, 2017 4:15AM
    Kena
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  • Waffennacht
    Waffennacht
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    The Xv1 proc!

    That snare is brutal in open world when one tank can keep a poor magicka player locked down f o r e v e r with one button.

    I got one Wyrd for ya...






    See what I did there?
    Gamer tag: DasPanzerKat NA Xbox One
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  • NightbladeMechanics
    NightbladeMechanics
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    The Xv1 proc!

    That snare is brutal in open world when one tank can keep a poor magicka player locked down f o r e v e r with one button.

    I got one Wyrd for ya...






    See what I did there?

    15s cooldown, awful set, impractical suggestion. They'll just reapply the snare 4s later, or hit you with another snare to stack with the next Tremorscale. Try again.
    Kena
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  • Cinbri
    Cinbri
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    Well, next update it won't be able to crit and damage already was decreased by 10%.
    P.S.: at least it grant 100% proc chance to Barkskin :trollface:
  • lostavalon
    lostavalon
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    The dmg was never the problem, the 70% snare from it is over the top and needs to be tuned down a lil bit
    @Choof
    Kontrol Freek - Sorcerer
    PC/NA
  • Rohaus
    Rohaus
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    I made drastic changes to my stamina builds due to constant root and slow effects. Forward Momentum is amazing! I suggest you try it out for those of you that are tired of constant root spam.

    YouTube channel Rohaus Lives!
    Daggerfall Covenant
    VR16 DragonKnight
  • Minalan
    Minalan
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    This isn't the only terrible set out there.

    Block tanks with Meridias are almost as bad.

    Seriously. A proc set that leaves you missing every attack for 50% of the time? Five out of every ten seconds?

    Who at ZOS came up with this and why do they still have a job?!
  • Silver_Strider
    Silver_Strider
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    Snares should have a universal effectiveness of 40%, at best.
    Or make snare break down into the Major/Minor category with Minor giving 15% and Major giving 30%.
    Argonian forever
  • Kneighbors
    Kneighbors
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    As a PvE player this set is the only damage (and very small) I can cause to any boss. Why do you want no nerf my tank so it won't be able to cause ANY damage at all? And I don't see many people using it in PvP. Maybe 1 out of 10 people at best. But 7 out of 10 using DK+Two Handed in PvP. So start by nerfing 2H and DK please, why go for minorities? If it's so powerful why I don't see 7 out of 10 using this set?
  • HoloYoitsu
    HoloYoitsu
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    Kneighbors wrote: »
    As a PvE player this set is the only damage (and very small) I can cause to any boss. Why do you want no nerf my tank so it won't be able to cause ANY damage at all? And I don't see many people using it in PvP. Maybe 1 out of 10 people at best. But 7 out of 10 using DK+Two Handed in PvP. So start by nerfing 2H and DK please, why go for minorities? If it's so powerful why I don't see 7 out of 10 using this set?
    1i4x9r.jpg
  • pieratsos
    pieratsos
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    Kneighbors wrote: »
    As a PvE player this set is the only damage (and very small) I can cause to any boss. Why do you want no nerf my tank so it won't be able to cause ANY damage at all? And I don't see many people using it in PvP. Maybe 1 out of 10 people at best. But 7 out of 10 using DK+Two Handed in PvP. So start by nerfing 2H and DK please, why go for minorities? If it's so powerful why I don't see 7 out of 10 using this set?

    Since when do snares do dmg in PVE?
  • Rikumaru
    Rikumaru
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    70% snare with a 100% uptime is just... well, what can I say; OP. It should be reduced to a 30% snare with a 2 sec duration so it has a 50% uptime and is counterable with major expedition. This would still make it a good set while removing the ability to stop a player from moving 1 cm.
    Overload rework. Power Overload now does physical damage and grants you the power of a tornado: You throw a brick at the target with a light attack, and you hammer your head into that brick with every heavy attack. We have decreased its Ultimate cost, but increased the chance that you get stuck in the animation.
  • NightbladeMechanics
    NightbladeMechanics
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    Minalan wrote: »
    This isn't the only terrible set out there.

    Block tanks with Meridias are almost as bad.

    Seriously. A proc set that leaves you missing every attack for 50% of the time? Five out of every ten seconds?

    Who at ZOS came up with this and why do they still have a job?!

    Meridia's only dodges one opponent's damage at a time. Not a practical pvp set either, unless you're dueling, in which it's op. But duels are irrelevant.

    Kneighbors wrote: »
    As a PvE player this set is the only damage (and very small) I can cause to any boss. Why do you want no nerf my tank so it won't be able to cause ANY damage at all? And I don't see many people using it in PvP. Maybe 1 out of 10 people at best. But 7 out of 10 using DK+Two Handed in PvP. So start by nerfing 2H and DK please, why go for minorities? If it's so powerful why I don't see 7 out of 10 using this set?

    Apologies, but you are mistaken. Your tank would deal more damage indirectly by stacking some ulti get and popping warhorn more often, buffing your group, or by using higher damage 5pc sets like 7th Legion and a tankier 2pc like Bloodspawn or Malubeth to increase survival.

    I assume this is for 4 man content, as trial tank builds are more demanding and wouldn't run tremor to begin with. 4 man content is honestly way easier, and you'll be able to tank it and deal damage in just about any heavy armor body set, jewelry+ snb damage set, and tankyish Undaunted set you want.

    If you divide the average damage of your tremor procs by 4-5 to get your damage per second with the set, you'll see that it doesn't contribute a terrible lot compared to a larger base damage 5pc or to giving your actual dps group members a big crit damage buff more often.
    Kena
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  • kadar
    kadar
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    Riggsy wrote: »
    RoyJade wrote: »
    70% is one of the most powerful snare in the entire game. It's duration is also one of the longest. It's damage is still 91% of viper's one, with the same cooldown. And all of that is given to one of (if not the) best spammable in the entire game, who have one of the cheapest cost, good damage, great passives, some other great stuff synergies, one of the best debuff and a good buff.
    No, seriously, it's too much. The set itself is really powerful, and it's applied by one of the most powerful gameplay in pvp. in my opinion, ransack's damage should be toned down, and the snare should be greatly reduced, at least it's duration (or the damage, if ZOS want tremor to be a tank utility set).

    So much wrong with this, now you also want Ransack nerfed - you people never stop. Last time I checked if you're snared you can still block or do damage back (or cast a purge), therefore Im guessing 90% of the people complaining here do ranged damage and dont like having to get into it close range. The purpose of the snare is to force close fighting for the players who are not ranged based, its effective counterplay to many of the other playstyles. Comparing it to Viper is laughable considering viper procs 100% of the time off any melee attack and did not get a 10% damage debuff.

    We all know that lack of mobility is a death sentence for every player who's not a malu/perma-block tank. It has nothing to do with range vs. melee. The issue is that Tremor (1 set) can effectively lock a player down with the duration and lack of CD on it's stun. Being permanently snared by 70% means being targeted and rolled over by every nearby enemy player with little to no counterplay available (again because of it's duration and lack of CD).
  • cschwingeb14_ESO
    cschwingeb14_ESO
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    Tremorscale snare does exactly 1 thing, keeps people from having to use heroic slash for the snare. That frees up bar space for reverb or some other utility.

    Ransack? No one (almost no one?) ever used ransack in PvP before master sword or Tremorscale, of they had an option (sorcs don't). It does 20%less damage than surprise attack with equivalent WD.

    The no crit nerf and the 10% damage reduction combine to make about 25% damage reduction for Tremorscale when used by a tanky HA attacker, and it's even worse when you consider it from a burst perspective due to no crits. It's a significant nerf
    Edited by cschwingeb14_ESO on January 22, 2017 9:26PM
  • BohnT
    BohnT
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    Do people who defend this set actually play pvp? 70% snare is way too much with a 50% proc chance and a duration that is 2x the cooldown. you can't do anything against it. Use shuffle? every 4 seconds doesn't help you as most builds can't sustain it. Spam defensive maneuver? Right good luck with this say goodbye to your stamina. Run a set that decreases snares? I'm sorry this would be the most stupid thing, having to give up 1 set just to stand a small chance against 1 2pc set.
    This set needs to be changed. just change it with sellestrix set. Give it a 2 second build up time + 3 second snare and a 5 second cooldown and the set is fine. sellestrix would be viable too under these circumstances. With 10% chance to deal small dmg and cc your opponent for 3 sec with a 4 second cooldown
  • cschwingeb14_ESO
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    Stampede, lotus fan, jabs, low slash/morphs, etc, etc, etc. Perma snared is a condition of PvP unless you build against it.

    Are snares too prevalent in PvP? Maybe, but it's the only way to deal with people fighting with near-permanent major expedition.

    Are 70% snares to close to a perma root that can't be dodge rolled? Probably, but that not just a Tremorscale issue.
  • Own
    Own
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    ku5h wrote: »
    ZoS pls consider adjusting Tremorscale set this balance patch. I know it got nerfed on dmg portion by reducing dmg by 10% and its uncritable. It's a good change since it did very high dmg for a tanking set. Unfortunately that wasnt the biggest issue i have with it. It's the 70% snare for 8 sec on ability that have 4 sec cooldown. Let me say it again 70% snare for 8 sec with 4 sec cooldown. In PvP that is way to powerful. In my opinion duration should never be over 4 sec, but if its up to me i would make it 2 sec snare.
    Im pleading to you Zos to take another look at this set and do something about that Godlike snare.
    Ty!

    perma snare on a magbuild, even after trying to get out of ransack range. 4 second snare/4 seconds cooldown makes sense. nice observation!
  • bubbygink
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    Tremorscale is the most broken set in the game in my opinion, especially when used in conjunction with viper and/or black rose. It allows for almost godlike builds with insane tankiness (heavy armor + sword and board), big time damage (when viper + tremor go off together, which is frequent), crazy snares / CC (the ridiculous tremor scale snare + reverb bash), unlimited sustain (ransack is really cheap + black rose), etc.

    Other builds simply cannot compete with these type of tremor potato builds. Tremorscale takes an extremely tanky / high sustain setup (which by itself is ok in my opinion) and gives it big burst damage and crazy lock down capabilities. Anyone in their right mind can see this is over the top. As somebody said earlier in this thread, people should have to choose between tankiness, sustain, damage, utility, etc. Tremor scale simply allows for people to ignore this choice and have it all.

    Worst of all, the point behind this set doesn't even make sense. The set is terrible for actual PvE tanks (despite what some of these potatoes claim) so it is really only utilized in PvP. Surely this was not the point of the set? I agree with what other posters have suggested about taunting players: ZoS should make it so that you cannot actually "taunt" real players since, you know, you literally cannot actually "taunt" real players...
  • ku5h
    ku5h
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    Well I guess we wont see any changes this patch. Good thing tho, magicka got some nice buffs and stamina got nerfed, so i expect to see a lot more magicka builds next patch. Which means a lot less Tremorscale cheese.
  • OldGamerESO
    OldGamerESO
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    I don't know how much of ESO customers participate in PvP, but they seem very vocal on these forums. Maybe forum yelling is a form of PvP?

    Anyway, Tremorscale is a great PvE tanking set and I very much enjoy the help it provides managing pulls. The damage is nice, but the real value is the high proc chance on taunt and the resulting AOE snare. I would prefer to see it unchanged for PvE. I am sorry it gets abused in PvP, but I have long thought that trying to mix the two systems together is an unsolvable problem.
  • tossop
    tossop
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    As a stamina pvp, no more using tremor, 60% snare from low lash + minor maim is 10xbetter. I using tremor only for burst+snare, but with nerf no more using it. Even on live, there are betters monster sets then tremor. Slimecraw + heroic slash is better combo for 1h+s.
  • SanTii.92
    SanTii.92
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    Agreed
    Rikumaru wrote: »
    70% snare with a 100% uptime is just... well, what can I say; OP. It should be reduced to a 30% snare with a 2 sec duration so it has a 50% uptime and is counterable with major expedition. This would still make it a good set while removing the ability to stop a player from moving 1 cm.

    this would be great
    When the snows fall and the white winds blow,
    the lone wolf dies, but the pack survives.

    Arg | Pc Na | Factionless Mag Warden.
  • pieratsos
    pieratsos
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    tsopoci wrote: »
    As a stamina pvp, no more using tremor, 60% snare from low lash + minor maim is 10xbetter. I using tremor only for burst+snare, but with nerf no more using it. Even on live, there are betters monster sets then tremor. Slimecraw + heroic slash is better combo for 1h+s.

    The snare from low slash is also broken. You are basically comparing two equally broken mechanics.
  • Ocelot9x
    Ocelot9x
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    Stop blaming sets if it's a l2p problem. I dont run tremorscale but it feel so good to kill some viper/tremorscale user. And dont worry because next patch no one will play stamina so a nerf is no needed
  • Chrlynsch
    Chrlynsch
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    Introduce Major/Minor Snare.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
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