Necrotic Orb speed needs to be reduced

  • Lum1on
    Lum1on
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    techprince wrote: »
    Lum1on wrote: »
    Not sure how much some know these things but here are few facts about synergies:
    • There can only be one player able to use the synergy. So if you're seeing the synergy pop-up it means no one else can use it.
    • For example Sorc's pets also fall into the category who can "steal" the synergy - but they are not able to use it, naturally.

    But if you mean like there's only you (casting Orbs) and one other (trying to catch them) there's basically nothing else I can say except what already has been discussed here; adapt to situations and try to catch it.

    "Try to catch it".
    "I don't really understand why they should move slower".
    You just answered your own question.

    I don't understand?

    By "try to catch it" I meant in a trial environment when there are multiple people trying to use the synergy. Making it move slower does not help because only one player is able to use (and see) the synergy.

    If you're in a pledge with four people and someone says he or she is not able to catch it... Well, that's not because it would move too fast. No. It's because your reaction is too slow.
    PC EU: @Lum1on
  • WalksonGraves
    WalksonGraves
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    On xbox the prompt appears after the orb has passed for a split second and is hard to trigger even when you are waiting for it. Half the time I end up triggering the wrong synergy.
  • techprince
    techprince
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    Lum1on wrote: »
    techprince wrote: »
    Lum1on wrote: »
    Not sure how much some know these things but here are few facts about synergies:
    • There can only be one player able to use the synergy. So if you're seeing the synergy pop-up it means no one else can use it.
    • For example Sorc's pets also fall into the category who can "steal" the synergy - but they are not able to use it, naturally.

    But if you mean like there's only you (casting Orbs) and one other (trying to catch them) there's basically nothing else I can say except what already has been discussed here; adapt to situations and try to catch it.

    "Try to catch it".
    "I don't really understand why they should move slower".
    You just answered your own question.

    I don't understand?

    By "try to catch it" I meant in a trial environment when there are multiple people trying to use the synergy. Making it move slower does not help because only one player is able to use (and see) the synergy.

    If you're in a pledge with four people and someone says he or she is not able to catch it... Well, that's not because it would move too fast. No. It's because your reaction is too slow.

    In a trial, healers use multiple orbs, not one or two so explain how "making it slower" doesn't help? Slower orbs actually helps them as the synergy window will be open for longer resulting in less orbs required in total, healing/damage will increase.
    Edited by techprince on June 10, 2017 3:23PM
  • Flowersquisher
    Flowersquisher
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    ArchMikem wrote: »
    Just because you're having a problem with something doesn't mean it needs nerfed.

    It's Fine [snip]

    Adapt and Overcome

    [Edit to remove bait.]

    Not only does the L2P excuse not apply here, it's also getting real old. OP isn't the only one who thinks Orbs travel just a bit too quickly. There have been numerous times where I've missed a Synergy cause the Orb passes by a bit too fast during a heated Boss Fight.

    In fact it'd be much better if the Orb was just stationary completely. That way, it's DoT is made full use of and no one could ever miss using the Synergy.

    This is a great idea. Caster can place orb where needed, players can activate synergy when needed. Once "popped" caster can place another in an area where someone else can activate. It may never happen, but this seems like the best solution.
    Edited by ZOS_GregoryV on June 11, 2017 1:29AM
  • Kildayen
    Kildayen
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    Please make the orbs move faster.

    kk, thx.
  • Lum1on
    Lum1on
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    techprince wrote: »
    In a trial, healers use multiple orbs, not one or two so explain how "making it slower" doesn't help? Slower orbs actually helps them as the synergy window will be open for longer resulting in less orbs required in total, healing/damage will increase.

    Yes they use, but the reason why they use multiple Orbs might be different than what you think.
    Lum1on wrote: »
    There can only be one player able to use the synergy. So if you're seeing the synergy pop-up it means no one else can use it.

    The thing is, I don't know how it's determined who can see the synergy but I know for sure there can only be one (and pets count to this as well, no matter they are not able to use it). So by making them moving slower does not help with this issue you can only see the synergy available for a split second. If Orbs would move slower the synergy still acts like a ping pong between all those players.

    Do you understand now?
    PC EU: @Lum1on
  • Rinmaethodain
    Rinmaethodain
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    No thanks, no need to nerfs orbs more.

    I use damaging orbs to gain initial aggro of trash mobs, i can throw one floating ahead of me and everything it tags will attack me as long as DPS didnt drop any AOE yet. Making them slower will make orbs waste my time.

    In other situations healers throw me healing orbs just so i can use synergy and restore some ult/resource from synergiser/undaunted. If i need resouces now, the faster orb floats to me the better and sometimes healer cant stand next to me (vAA HM axes, black hole blocking way or healer needs to heal group and will just occasionally throw me orb).

    So yeah, your idea would be a yet another nerf to orbs. Before posting suggestion like this people should use their imagination or do research how different group of players use orbs.

    At the same time, as many people mentioned before me, if anything i would love to see orbs move even faster than they are now.

    I do admit, there is an issue with orbs synergy, there is a reason why people use them in bursts of 2/3. The real solution would be to increase radius of synergy or do other internal tweaks.
    Edited by Rinmaethodain on June 10, 2017 3:37PM
  • Flowersquisher
    Flowersquisher
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    techprince wrote: »
    Lum1on wrote: »
    techprince wrote: »
    Lum1on wrote: »
    Not sure how much some know these things but here are few facts about synergies:
    • There can only be one player able to use the synergy. So if you're seeing the synergy pop-up it means no one else can use it.
    • For example Sorc's pets also fall into the category who can "steal" the synergy - but they are not able to use it, naturally.

    But if you mean like there's only you (casting Orbs) and one other (trying to catch them) there's basically nothing else I can say except what already has been discussed here; adapt to situations and try to catch it.

    "Try to catch it".
    "I don't really understand why they should move slower".
    You just answered your own question.

    I don't understand?

    By "try to catch it" I meant in a trial environment when there are multiple people trying to use the synergy. Making it move slower does not help because only one player is able to use (and see) the synergy.

    If you're in a pledge with four people and someone says he or she is not able to catch it... Well, that's not because it would move too fast. No. It's because your reaction is too slow.

    In a trial, healers use multiple orbs, not one or two so explain how "making it slower" doesn't help? Slower orbs actually helps them as the synergy window will be open for longer resulting in less orbs required in total, healing/damage will increase.

    Agreed, orbs are a trial spell, if you are using them in a pledge, well.....omg
  • Drummerx04
    Drummerx04
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    Orb synergies suck royally. I'm not sure whether making them move more slowly would help. The main problem I have is trying to break my rotation to hit the synergy. I go through this annoying loop where I can't hit the synergy (no option appears), so I cast a skill in my rotation, the option shows up for half a second (but I'm casting a skill already), so I can't hit the synergy, repeat until orb vanishes.

    I think a fairly simple and fair synergy fix is to just make any synergy option that appears, stay usable for 2 seconds before disappearing or cycling to the next synergy. That is plenty of time to stop casting skills, take the synergy, and move on with my life.
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  • Flowersquisher
    Flowersquisher
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    No thanks, no need to nerfs orbs more.

    I use damaging orbs to gain initial aggro of trash mobs, i can throw one floating ahead of me and everything it tags will attack me as long as DPS didnt drop any AOE yet. Making them slower will make orbs waste my time.

    In other situations healers throw me healing orbs just so i can use synergy and restore some ult/resource from synergiser/undaunted. If i need resouces now, the faster orb floats to me the better and sometimes healer cant stand next to me (vAA HM axes, black hole blocking way or healer needs to heal group and will just occasionally throw me orb).

    So yeah, your idea would be a yet another nerf to orbs. Before posting suggestion like this people should use their imagination or do research how different group of players use orbs.

    At the same time, as many people mentioned before me, if anything i would love to see orbs move even faster than they are now.

    I do admit, there is an issue with orbs synergy, there is a reason why people use them in bursts of 2/3. The real solution would be to increase radius of synergy or do other internal tweaks.

    I get that some tanks would love an AOE taunt, but using orbs for this and is not the answer. I don't think speed is the issue though, synergy radius or as someone else pointed out, placing them stationary seem like good solutions. I really like the placement option, it would solve sooooo many issues with the spell, and as a healer this would open up a lot of options and give heals a HOT from a depleted healing pool
  • techprince
    techprince
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    No thanks, no need to nerfs orbs more.

    I use damaging orbs to gain initial aggro of trash mobs, i can throw one floating ahead of me and everything it tags will attack me as long as DPS didnt drop any AOE yet. Making them slower will make orbs waste my time.

    In other situations healers throw me healing orbs just so i can use synergy and restore some ult/resource from synergiser/undaunted. If i need resouces now, the faster orb floats to me the better and sometimes healer cant stand next to me (vAA HM axes, black hole blocking way or healer needs to heal group and will just occasionally throw me orb).

    So yeah, your idea would be a yet another nerf to orbs. Before posting suggestion like this people should use their imagination or do research how different group of players use orbs.

    At the same time, as many people mentioned before me, if anything i would love to see orbs move even faster than they are now.

    I do admit, there is an issue with orbs synergy, there is a reason why people use them in bursts of 2/3. The real solution would be to increase radius of synergy or do other internal tweaks.


    Whelp, like ZOS instantly listens to everyone right? Its a "discussion" for a reason. We found a problem, we offered a solution. If you have another then great !
  • Shad0wfire99
    Shad0wfire99
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    techprince wrote: »
    Just because you're having a problem with something doesn't mean it needs nerfed.

    It's Fine [snip]

    Adapt and Overcome

    [Edit to remove bait.]

    Its not just me, its MOST of the players. And how is that a nerf? its a god damn buff.... slow moving orbs = more damage / more heals / easier synergies. Learn 2 Read.

    He's a clown. Don't waste your time responding to him.
    Edited by ZOS_GregoryV on June 11, 2017 1:32AM


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  • Coilbox
    Coilbox
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    I want the orbs to jump from one side to another like crazy... like these small rubber balls you cant predict :smile:
    Comrade, a word...
  • Lavennin
    Lavennin
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    The thing is, the caster can't L2P to make the synergy work better. I have a friend who's not a very good player, and in her case she can't L2P due to health issues. She can DPS well and avoid most AOEs, so she isn't too bad either. I simply assume she's about average or a little below average.

    Last night we did some tests. She couldn't catch the orbs at least 1 time out of 5 while DPSing. It's not she wasn't paying attention; she tried to spam X while the orb moved past her and still did not trigger synergy. I can only imagine that in a heated battle things become even harder.

    And I don't know how to help her or players like her by L2P. I can only control the direction and the timing of the orb, but if spamming synergy button doesn't help, what would?

    This is an MMO. The majority of players aren't Souls veterans (and to be fair, Souls have a far tighter and much more superior combat system, so most of the time when you die it's really just a L2P issue). People that post on these forums tend to be more experienced than the average. There is a large, silent group of people that have problems one way or another, and the game is for you as much as for them. Not to mention that in PVE, it doesn't hurt that things work a bit smoother for everyone, as it's not a mindless competition, but team work.

    So why can't we just make the orb stationary? Or at least increase the synergy radius?
    Edited by Lavennin on June 10, 2017 9:31PM
  • F7sus4
    F7sus4
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    Orbs are slow af.
  • Smmokkee
    Smmokkee
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    Just because you're having a problem with something doesn't mean it needs nerfed.

    It's Fine [snip]

    Adapt and Overcome

    [Edit to remove bait.]

    What is with this guy? Why are you even on the forums if you can't post anything other then that? Have a discussion, don't be a clown.

    OP makes a very good point.
    Edited by ZOS_GregoryV on June 11, 2017 1:34AM
  • timidobserver
    timidobserver
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    They should just make the synergy more reliable.
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  • alexkdd99
    alexkdd99
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    techprince wrote: »
    Just because you're having a problem with something doesn't mean it needs nerfed.

    It's Fine [snip]

    Adapt and Overcome

    [Edit to remove bait.]

    Its not just me, its MOST of the players. And how is that a nerf? its a god damn buff.... slow moving orbs = more damage / more heals / easier synergies. Learn 2 Read.

    Same diff

    It's fine as is, no change is needed.

    This is a non-issue.

    A person that always goes to the forums and asks the developers to make the game easier for them will never improve as a player. ;)

    Lol a nerf is the same as a buff? Sorry but no. You were just quick to put op down without paying attention to what was being said.

    Not sure how this equates to being a "better" player. Things not working as they should, should be fixed. When the bubble is healing me or is touching me I should be able to use the synergy and it go off when I use it. People shouldn't be having to chase down bubbles to use them.

    It's obvious by your first post you were just quick to throw out the tiring l2p. Really l2p? Maybe l2r(learn 2 read)
    Edited by ZOS_GregoryV on June 11, 2017 1:38AM
  • SilverWF
    SilverWF
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    I can't agree with lowering traveling speed.
    It would make a too powerful dmg or healing effect. Healing is already just crazy, really. So they would need to tone down damage and healing, it wouldn't a good option, really.

    But, as someone suggested, increasing synergy radius would be awesome.

    As a healer and a tank I know a diff between shards and orbs (even if they the same on tooltip now). While as healer it's better to throw orbs - for extra healing - as a tank I would prefer shards, because it remains at place for much longer.
    Tanks are usually doing some things: blocking, using skills, etc. A half of second pause and orb are flied away. Even if you are ready to it and waiting for it - at the time when it comes to you - boom and Liquid Lightning synergy overrides it. So, shards are better for tanks, because it stays at place.
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