How about we fix jabs, dots, and force pulse to count as one spell with regards to triggering this passive?
It also shouldn't apply to healing. They're already changing crit and healing behavior for next patch (supposedly) with precise strikes and elfborn.
usmcjdking wrote: »LeifErickson wrote: »NightbladeMechanics wrote: »I want to say I am completely ambivalent to this. In order for it to actually benefit you in a meaningful way, you need to be fighting outnumbered and have a lot of incoming damage. So, sure, neuter fighting outnumbered even more, it's pretty par for the course cuz like you were gonna die anyway - paraphrasing Wrobel.
Did you even watch the video? It only takes one person hitting you to achieve 100% crit across indefinite consecutive global cooldowns as long as you're blocking.
I mean it's the same thing with shuffle. Shuffle in a 1v1 is obviously very strong, but nerfing it because it's op in 1v1s means it's no longer as good of a tool for fighting outnumbered. Shuffle is one of the few mechanics in this game that gets stronger the more outnumbered you fight.
While yes this passive can proc in a 1v1, I don't really think that this passive needs to be nerfed for 1v1 scenarios. However, outnumbered this passive is fantastic and should we be nerfing things in this game that are stronger when outnumbered?
This passive should not be nerfed for any sort of PVP gameplay purposes. 1v1 Xv1 or 1vX are inconsequential to what this passive actually does towards balance. You can flat out ignore an important build choice, one that is inherent to MA/LA to make them have more reliable critical at the cost of not having the defensive mechanisms of Heavy armor.
This isn't directed at nerfing 1vX in the slightest. This is ensuring that build mechanics remain infallible instead of being completely bypassed by champion points, in this case, 30.
LeifErickson wrote: »usmcjdking wrote: »LeifErickson wrote: »NightbladeMechanics wrote: »I want to say I am completely ambivalent to this. In order for it to actually benefit you in a meaningful way, you need to be fighting outnumbered and have a lot of incoming damage. So, sure, neuter fighting outnumbered even more, it's pretty par for the course cuz like you were gonna die anyway - paraphrasing Wrobel.
Did you even watch the video? It only takes one person hitting you to achieve 100% crit across indefinite consecutive global cooldowns as long as you're blocking.
I mean it's the same thing with shuffle. Shuffle in a 1v1 is obviously very strong, but nerfing it because it's op in 1v1s means it's no longer as good of a tool for fighting outnumbered. Shuffle is one of the few mechanics in this game that gets stronger the more outnumbered you fight.
While yes this passive can proc in a 1v1, I don't really think that this passive needs to be nerfed for 1v1 scenarios. However, outnumbered this passive is fantastic and should we be nerfing things in this game that are stronger when outnumbered?
This passive should not be nerfed for any sort of PVP gameplay purposes. 1v1 Xv1 or 1vX are inconsequential to what this passive actually does towards balance. You can flat out ignore an important build choice, one that is inherent to MA/LA to make them have more reliable critical at the cost of not having the defensive mechanisms of Heavy armor.
This isn't directed at nerfing 1vX in the slightest. This is ensuring that build mechanics remain infallible instead of being completely bypassed by champion points, in this case, 30.
Okay. Then based on what you said, immov pots should be removed from this game because they allow people to flat out ignore an important build choice as well.
I think anything that "procs" or passively lets you do something should be removed from the game.
*cough*shuffle*cough*
NightbladeMechanics wrote: »LeifErickson wrote: »usmcjdking wrote: »LeifErickson wrote: »NightbladeMechanics wrote: »I want to say I am completely ambivalent to this. In order for it to actually benefit you in a meaningful way, you need to be fighting outnumbered and have a lot of incoming damage. So, sure, neuter fighting outnumbered even more, it's pretty par for the course cuz like you were gonna die anyway - paraphrasing Wrobel.
Did you even watch the video? It only takes one person hitting you to achieve 100% crit across indefinite consecutive global cooldowns as long as you're blocking.
I mean it's the same thing with shuffle. Shuffle in a 1v1 is obviously very strong, but nerfing it because it's op in 1v1s means it's no longer as good of a tool for fighting outnumbered. Shuffle is one of the few mechanics in this game that gets stronger the more outnumbered you fight.
While yes this passive can proc in a 1v1, I don't really think that this passive needs to be nerfed for 1v1 scenarios. However, outnumbered this passive is fantastic and should we be nerfing things in this game that are stronger when outnumbered?
This passive should not be nerfed for any sort of PVP gameplay purposes. 1v1 Xv1 or 1vX are inconsequential to what this passive actually does towards balance. You can flat out ignore an important build choice, one that is inherent to MA/LA to make them have more reliable critical at the cost of not having the defensive mechanisms of Heavy armor.
This isn't directed at nerfing 1vX in the slightest. This is ensuring that build mechanics remain infallible instead of being completely bypassed by champion points, in this case, 30.
Okay. Then based on what you said, immov pots should be removed from this game because they allow people to flat out ignore an important build choice as well.
Hey I agree with that.
NightbladeMechanics wrote: »LeifErickson wrote: »usmcjdking wrote: »LeifErickson wrote: »NightbladeMechanics wrote: »I want to say I am completely ambivalent to this. In order for it to actually benefit you in a meaningful way, you need to be fighting outnumbered and have a lot of incoming damage. So, sure, neuter fighting outnumbered even more, it's pretty par for the course cuz like you were gonna die anyway - paraphrasing Wrobel.
Did you even watch the video? It only takes one person hitting you to achieve 100% crit across indefinite consecutive global cooldowns as long as you're blocking.
I mean it's the same thing with shuffle. Shuffle in a 1v1 is obviously very strong, but nerfing it because it's op in 1v1s means it's no longer as good of a tool for fighting outnumbered. Shuffle is one of the few mechanics in this game that gets stronger the more outnumbered you fight.
While yes this passive can proc in a 1v1, I don't really think that this passive needs to be nerfed for 1v1 scenarios. However, outnumbered this passive is fantastic and should we be nerfing things in this game that are stronger when outnumbered?
This passive should not be nerfed for any sort of PVP gameplay purposes. 1v1 Xv1 or 1vX are inconsequential to what this passive actually does towards balance. You can flat out ignore an important build choice, one that is inherent to MA/LA to make them have more reliable critical at the cost of not having the defensive mechanisms of Heavy armor.
This isn't directed at nerfing 1vX in the slightest. This is ensuring that build mechanics remain infallible instead of being completely bypassed by champion points, in this case, 30.
Okay. Then based on what you said, immov pots should be removed from this game because they allow people to flat out ignore an important build choice as well.
Hey I agree with that.
Same. Though it would require a magicka immovable skill (since HA skill is stamina based.)
HoloYoitsu wrote: »So....the outrage is that Vengeance has been doing exactly what the tooltip says it would for the last 2 years, and nobody ever read their CP passives?
You can call it poor design, but am I missing something? And LOL @ people saying "mag builds have been exploiting this", yeah not like Unchained was completely OP for almost 2 years or something.
Because only us masochists keep rolling magicka in a stam meta. Raise your hand if you ever thought " hey maybe this magicka passive will make me better than Stam builds?!".
Should be changed if it's granting 100% crit. Unchained shouldn't have taken that long to fix either. And that was worse since most of cyro were Stam builds during those two years using the office .
IzakiBrotherSs wrote: »HoloYoitsu wrote: »So....the outrage is that Vengeance has been doing exactly what the tooltip says it would for the last 2 years, and nobody ever read their CP passives?
You can call it poor design, but am I missing something? And LOL @ people saying "mag builds have been exploiting this", yeah not like Unchained was completely OP for almost 2 years or something.
Because only us masochists keep rolling magicka in a stam meta. Raise your hand if you ever thought " hey maybe this magicka passive will make me better than Stam builds?!".
Should be changed if it's granting 100% crit. Unchained shouldn't have taken that long to fix either. And that was worse since most of cyro were Stam builds during those two years using the office .
So much salt for stam builds when magicka builds are just better...
I somehow missed this.Because only us masochists keep rolling magicka in a stam meta. Raise your hand if you ever thought " hey maybe this magicka passive will make me better than Stam builds?!".
I somehow missed this.Because only us masochists keep rolling magicka in a stam meta. Raise your hand if you ever thought " hey maybe this magicka passive will make me better than Stam builds?!".
@Minno c'mon - you know very well that mag is doing fine.
Yeah there are some issues with the game per se, but those issues affect everyone who is not in a zerg, mag or stam.
And there are imbalances with how certain classes synergise with certain builds, but that is true for both mag and stam.
Not even gonna talk about PvE cos stam is screwed when it comes to that.
Shouldn't be proc'ing at all on a an AoE, as an AoE should not be blockable in the first place.This effect seems to impact any spell, including ground-based AoEs on a per tick basis.
Or simply require blocking of different skills and/or from different people. (Blocking jabs would only count as one of the three required, for instance. Second full jabs, either consecutive or from another person at same time would count as #2)Agreed, give it a cool down and maybe only make it proc on direct attacks.
Merlin13KAGL wrote: »
NightbladeMechanics wrote: »Inb4 zos' response to this thread is to make jabs unblockable.
How about we fix jabs, dots, and force pulse to count as one spell with regards to triggering this passive?
It also shouldn't apply to healing. They're already changing crit and healing behavior for next patch (supposedly) with precise strikes and elfborn.
How about we fix jabs, dots, and force pulse to count as one spell with regards to triggering this passive?
It also shouldn't apply to healing. They're already changing crit and healing behavior for next patch (supposedly) with precise strikes and elfborn.
FYI there is an internal cooldown on block cost.