Please Re-Examine the Presence of Immovable Pots in PVP

  • Gilliamtherogue
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    Perhaps if the CC immunity granted by the potions actually worked. Nothing like downing an Immov pot to immediately be CCed right after.

    Furthermore, 15.7 seconds of Immunity on a 45s ICD is hardly over performing. Even if you opt to run 3 legendary potion cost reduction glyphs, that's 15.7s on a 30s ICD, barely over 50% uptime. That's not even mentioning that HUGE resource or power loss from Weapon/Spell damage glyphs or Regen/Cost reductions.
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  • Chilly-McFreeze
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    Wait there's 100 percent uptime immovables ? Or am I missing something because that can be broken in areas like BGs where you can sacrifice damage

    Don't know how that should happen. Potion speed reduces cooldown by 5 seconds, leaves 14-15 second of no cc immunity. Potion speed increases by 3.6 seconds, means 26.5s uptime and 18.5s without immunity. I'm honestly interested in either how 100% uptime can be achieved or why someone simply states untrue facts to push his agenda.
  • CyrusArya
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    Your opinion represents an isolated personal experience that is not a fact. Looks like we're at a stalemate.

    My anecdote wasn't an opinion. It was an example of a situation in which immov pots were less valuable, as part of my larger claim that there are many instances where immov pots aren't the optimal choice. As opposed to your insistence that immov pots are always the best possible choice in any scenario.

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  • CatchMeTrolling
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    Wait there's 100 percent uptime immovables ? Or am I missing something because that can be broken in areas like BGs where you can sacrifice damage

    Don't know how that should happen. Potion speed reduces cooldown by 5 seconds, leaves 14-15 second of no cc immunity. Potion speed increases by 3.6 seconds, means 26.5s uptime and 18.5s without immunity. I'm honestly interested in either how 100% uptime can be achieved or why someone simply states untrue facts to push his agenda.

    Yeah that's what I was thinking , unless they're talking about the uptime of things like health recovery and magicka recovery.
    Edited by CatchMeTrolling on September 6, 2017 7:32PM
  • Brutusmax1mus
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    Nemeliom wrote: »
    That's the way it works. You have your advantages and disadvantages of using THAT potion instead of other.
    You have to choose between that one or a bursting one, or detect, etc depending on the situation, and it's available for every party, so it's not a disadvantage.

    I understand what your point is, but there isn't balanced value between potions. For example, an immovable potion has more overall use to more builds than a detect potion, which in my experience is more situational. Only Nightblades can easily re-enter stealth once they are engaged in combat, so what is a detect potion going to do for you against a Templar? I'd much rather use immovable 90% of the time.

    Yes, everyone has access to immovable pots, but the point is that I think they are too strong in their current state. For example, there are people mentioning lingering health. I'd much rather fight against someone using lingering health, because it's easier to counter. Immovable is much harder to counter than other pots, which is why I think it needs to be re-evaluated.

    You're not limited to 1 pot..
  • caeliusstarbreaker
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    Simply based off the amount of secondary and tertiary effects of any attack in this game, and the lack of cool downs on abilities, and even just the resto ulti and shield ulti, immov pots are fine where they are.
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  • Lexxypwns
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    Lexxypwns wrote: »
    SanTii.92 wrote: »
    Solariken wrote: »
    My (un)favorite are the guys who use Immovable potions and 3x potion boost glyphs. 99.9% uptime on CC immunity. How is that not OP?
    Maybe cause you are giving up 500 or so spell/weapon dmge, or rgen?

    With buffs 3x damage glyphs is over 600 damage with 100% uptime. That's more than any set in the game offers. But nah, its OP to have to give that up so that you can't be CC'ed. Either you can't be CC'ed or you can have the damage to kill someone, seems balanced.

    @GrumpyDuckling immovable is not more valuable than major sorcery/brutality and its not even remotely close.

    Immovable is WAY more valuable on potions for the simple fact that it's harder to get. Major Sorcery/Brutality is widely available in the game. Most builds can get it without potions.

    No, it simply isn't and it's really not close. Particularly since major sorc/brut is typically paired with major prophecy/savagery. For builds that don't get these things without extra skill slots this frees up 2/10 skill slots! 20% of your skill slots and access to 2 buffs which are both stronger than immovable on any build that has to kill someone. these buffs also increase your healing since it scales with your damage and critical stats.

    Again, immovable is strong but I can give examples all day of how freeing up 2 skill slots adds more to a build than immovable pots could ever hope.
  • montiferus
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    I am beginning to think anytime someone gets the beat down in PVP said person who gets beat down comes to the forums crying for a nerf on whatever they perceive is the cause of the beat down.

    As stated by others immovable pots do NOT need a nerf. It would be one more advantage to larger groups that they do NOT need to have.
  • Bam_Bam
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    Very, very slight feeling that the OP is a destro staff ulti zergling ;)
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  • GrumpyDuckling
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    Baranthus wrote: »
    Very, very slight feeling that the OP is a destro staff ulti zergling ;)

    The only character I have destro staff ultimate unlocked on is my PVE Sorcerer. Sorry to disappoint ;)
  • Synozeer
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    Potions... say it slowly.... p.o.t.i.o.n.s

    A pot is something to put a plant in , or maybe cutlery, what you are using is a POTION!!!!!

    Pot
    (abrv.) (n.) short for Potion. Used for all types of potions.

    https://ffxiv.gamerescape.com/wiki/Dictionary_of_Terms_and_Slang#P
    http://en.uesp.net/wiki/Online:Abbreviations_and_Terms

    By the time you type out "potion" you're dead. But "pot" gives you three extra key presses - time enough to drink and fight your way to victory!
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  • Gilvoth
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    i need longer duration to protect self from constant CC spaming.
    so if you want a change to the imovable pots, add more time to them and greater CC protection is my vote.
  • Rohamad_Ali
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    Immovable pots aren't even working for their full duration . Sometimes not at all . Why would you nerf what's broken .
  • Juhasow
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    Lets be honest every crafted pot gives adventage over players using trash ones so I dont know why only Immovable one is mentioned. Looks like some nb cant kill people every time after using Incap.
    Edited by Juhasow on September 7, 2017 5:23AM
  • Mazbt
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    If i'm standing my ground in a tower against some enemies I prefer to use lingering health/vitality pots over immovable. They are still very strong. Immovable is better for escaping. If you cc break you can get immunity from that anyways. I don't think immovable pots are op at all.
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  • Wrecking_Blow_Spam
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    Synozeer wrote: »
    Potions... say it slowly.... p.o.t.i.o.n.s

    A pot is something to put a plant in , or maybe cutlery, what you are using is a POTION!!!!!

    Pot
    (abrv.) (n.) short for Potion. Used for all types of potions.

    https://ffxiv.gamerescape.com/wiki/Dictionary_of_Terms_and_Slang#P
    http://en.uesp.net/wiki/Online:Abbreviations_and_Terms

    By the time you type out "potion" you're dead. But "pot" gives you three extra key presses - time enough to drink and fight your way to victory!

    Thank you, glad someone said this to the other comment.
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  • Sharee
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    Overabundance of CC in this game is the problem, not the potion that protects from it.
  • Beardimus
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    These really aren't a problem as others have said you are giving up more utility, more powerful potions in order to run one. So there's balance.
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  • Thogard
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    Lexxypwns wrote: »
    Thogard wrote: »
    Lexxypwns wrote: »
    Immovable pots aren't even the best pot. Speed+Lingering health is flat out better, damage+crit+resource is better on builds that don't have native buffs or have competitive bars, and that's not mentioning situational things like invis or detect pots.
    I run speed + lingering health, but there's no denying that immov pots are better for 1v1 situations, especially when paired with clever alchemist. The burst potential is just too high with no way to mitigate.

    Alchemist only gives you more damage than a spell power pot if you have under 3k spell damage, otherwise you need a bar slot for major sorcery. Then you need to account for major prophecy or use a bar slot for it. For some classes, with easy native access to these buffs or bar space for toggles, immovable pots can shine.

    However, I think a build that's getting 2 skill slots free'd up from sorcery/prophecy and using those slots for good utility can present similar challenges. I could run immovable pots on my mageblade but then I lose a skill slot to get major sorcery and I lose out in 10% crit or a second skill slot I use one of those slots for ele drain which covers enough of my sustain that I drop witchmother for tri-food, being CC immune isn't more beneficial than that sort of utility to a LOT of builds.
    Strongly disagree. Against a good (or even average) player, you're going to get hard CCd as soon as immunity expires. Break free counts as an action on the global cool down. Running immov pots will therefore free up 1/6 of your attacks per cycle that you would otherwise spend breaking free. That translates into 16% more DPS, but also gets past any CC interuptions in a burst combo.

    It might mean you have to add a skill to your bar (Stam doesn't tho) but it also negates a skill on the enemy's bar and makes them waste a GCD if they don't notice you popped the pot.

    PvP isn't about hard numbers though. It's about sustaining until you can burst. And an immov pot is just too powerful because it allows you to know that you won't have a hard CC interupt your burst combo. Playing to to sustain and survive the other 30s while it's on cooldown is easy.

    If I had to choose which is cheesier in duels - resource poisons or immov pots - I would say immov pots by a long shot for most players.
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  • Sharee
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    Thogard wrote: »
    Lexxypwns wrote: »
    Thogard wrote: »
    Lexxypwns wrote: »
    Immovable pots aren't even the best pot. Speed+Lingering health is flat out better, damage+crit+resource is better on builds that don't have native buffs or have competitive bars, and that's not mentioning situational things like invis or detect pots.
    I run speed + lingering health, but there's no denying that immov pots are better for 1v1 situations, especially when paired with clever alchemist. The burst potential is just too high with no way to mitigate.

    Alchemist only gives you more damage than a spell power pot if you have under 3k spell damage, otherwise you need a bar slot for major sorcery. Then you need to account for major prophecy or use a bar slot for it. For some classes, with easy native access to these buffs or bar space for toggles, immovable pots can shine.

    However, I think a build that's getting 2 skill slots free'd up from sorcery/prophecy and using those slots for good utility can present similar challenges. I could run immovable pots on my mageblade but then I lose a skill slot to get major sorcery and I lose out in 10% crit or a second skill slot I use one of those slots for ele drain which covers enough of my sustain that I drop witchmother for tri-food, being CC immune isn't more beneficial than that sort of utility to a LOT of builds.

    Strongly disagree. Against a good (or even average) player, you're going to get hard CCd as soon as immunity expires. Break free counts as an action on the global cool down. Running immov pots will therefore free up 1/6 of your attacks per cycle that you would otherwise spend breaking free. That translates into 16% more DPS,

    Warning: chainsaw math follows :smirk:

    I take it you meant the above as "without potion every 6th action will have to be a break free". With potion, replacing the 6th action with an attack (because you dont have to break free) will indeed translate into roughly 16% more DPS - but only if you are CC immune for the entire duration of the fight.

    Otherwise you have to account for potion immunity only having a 33% uptime (15 out of every 45 seconds). So in a very long fight, the DPS boost will only be 1/3 of the 16%.
  • Reverb
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    This is a "be careful what you wish for" situation. If Immovable pots are nerfed for PvP, i will make room on my bar for Unstoppable instead, and slot potions that will help me kill you faster.
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  • Rohaus
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    Until they fix CC issues... no to nerfing immovable pots.
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  • Lexxypwns
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    Thogard wrote: »
    Lexxypwns wrote: »
    Thogard wrote: »
    Lexxypwns wrote: »
    Immovable pots aren't even the best pot. Speed+Lingering health is flat out better, damage+crit+resource is better on builds that don't have native buffs or have competitive bars, and that's not mentioning situational things like invis or detect pots.
    I run speed + lingering health, but there's no denying that immov pots are better for 1v1 situations, especially when paired with clever alchemist. The burst potential is just too high with no way to mitigate.

    Alchemist only gives you more damage than a spell power pot if you have under 3k spell damage, otherwise you need a bar slot for major sorcery. Then you need to account for major prophecy or use a bar slot for it. For some classes, with easy native access to these buffs or bar space for toggles, immovable pots can shine.

    However, I think a build that's getting 2 skill slots free'd up from sorcery/prophecy and using those slots for good utility can present similar challenges. I could run immovable pots on my mageblade but then I lose a skill slot to get major sorcery and I lose out in 10% crit or a second skill slot I use one of those slots for ele drain which covers enough of my sustain that I drop witchmother for tri-food, being CC immune isn't more beneficial than that sort of utility to a LOT of builds.
    Strongly disagree. Against a good (or even average) player, you're going to get hard CCd as soon as immunity expires. Break free counts as an action on the global cool down. Running immov pots will therefore free up 1/6 of your attacks per cycle that you would otherwise spend breaking free. That translates into 16% more DPS, but also gets past any CC interuptions in a burst combo.

    It might mean you have to add a skill to your bar (Stam doesn't tho) but it also negates a skill on the enemy's bar and makes them waste a GCD if they don't notice you popped the pot.

    PvP isn't about hard numbers though. It's about sustaining until you can burst. And an immov pot is just too powerful because it allows you to know that you won't have a hard CC interupt your burst combo. Playing to to sustain and survive the other 30s while it's on cooldown is easy.

    If I had to choose which is cheesier in duels - resource poisons or immov pots - I would say immov pots by a long shot for most players.

    Agree to disagree, but I never have a problem dealing with CC from a standpoint of setting up my own burst. A CC during a burst cycle at worst causes you to reset it and at best guarantees your next burst gets off uninterrupted.

    Let me put it this way, by your numbers, you spend 5/6 of a fight CC immune so immovable pots only give a 16% maximum possible uptime on their effect. Add to this that unless you're giving up jewelry glyphs then you've got 1/3 uptime on said potion and this means you get the benefits of an immovable pot for only 5.33% of a fight, or less than 4 seconds of a 1 minute fight. For major damage+major crit+resource pots you get 100% uptime and 2 skill slots freed up. Your argument of getting CC'ed on cooldown is actually an argument against immovable pots best I can see as their value increases the lower your uptime on CC immunity would natively be without them.

    Furthermore, immovable pots only prevent 2 CC breaks so they do less for your stamina sustain than a regular trash stam pot.

    Even if the immovable effect is stronger, the opportunity cost is very high and that renders it less useful in most situations. If you want to continue to construct these strawmen from cherry picked situations you can, but immovable pots give an effect that you already have a VERY high uptime on and come at the opportunity cost of other potions which can effectively free up skill slots and lead to a much more effective build.

    I know you're a good player, but my math and personal experience have gotten me to switch from immovable pots to spell power pots on all my magika builds and the extra utility from 1-2 skill slots has given me extra utility that I swear by over a slightly increased burst window. If I can drop entropy and add ele drain then I've increased my damage by ~6% and increased my sustain enough that I can run tri-food over witchmothers, this eliminates any concerns about stam sustain as well(and therefore the need for tri-pots or immovables). As you know, there's a big chain reaction that comes from freeing up these skill slots that allows for a much more well rounded and complete build, I assume this is why you run speed+lingering health over immovables.
    Edited by Lexxypwns on September 7, 2017 3:25PM
  • Drdeath20
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    Potions in general have no downside and do too much. You should lose spell/weapin damage while ur have immovable potion active. Makes investing in snakeblood worthwhile
  • Drdeath20
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    Same thing with all potions. Invisiblity and speed potion no negative effects. Etc. This potions should have a downside other than that you cant use another OP potion
  • Drdeath20
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    Potions in general do too much and everyone of them are too strong with no downside.

    Actually people on here make an argument that the only downside to using a certain potion is that you lose out on using another OP potion.

    This is a problem
  • Thogard
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    Lexxypwns wrote: »
    Thogard wrote: »
    Lexxypwns wrote: »
    Thogard wrote: »
    Lexxypwns wrote: »
    Immovable pots aren't even the best pot. Speed+Lingering health is flat out better, damage+crit+resource is better on builds that don't have native buffs or have competitive bars, and that's not mentioning situational things like invis or detect pots.
    I run speed + lingering health, but there's no denying that immov pots are better for 1v1 situations, especially when paired with clever alchemist. The burst potential is just too high with no way to mitigate.

    Alchemist only gives you more damage than a spell power pot if you have under 3k spell damage, otherwise you need a bar slot for major sorcery. Then you need to account for major prophecy or use a bar slot for it. For some classes, with easy native access to these buffs or bar space for toggles, immovable pots can shine.

    However, I think a build that's getting 2 skill slots free'd up from sorcery/prophecy and using those slots for good utility can present similar challenges. I could run immovable pots on my mageblade but then I lose a skill slot to get major sorcery and I lose out in 10% crit or a second skill slot I use one of those slots for ele drain which covers enough of my sustain that I drop witchmother for tri-food, being CC immune isn't more beneficial than that sort of utility to a LOT of builds.
    Strongly disagree. Against a good (or even average) player, you're going to get hard CCd as soon as immunity expires. Break free counts as an action on the global cool down. Running immov pots will therefore free up 1/6 of your attacks per cycle that you would otherwise spend breaking free. That translates into 16% more DPS, but also gets past any CC interuptions in a burst combo.

    It might mean you have to add a skill to your bar (Stam doesn't tho) but it also negates a skill on the enemy's bar and makes them waste a GCD if they don't notice you popped the pot.

    PvP isn't about hard numbers though. It's about sustaining until you can burst. And an immov pot is just too powerful because it allows you to know that you won't have a hard CC interupt your burst combo. Playing to to sustain and survive the other 30s while it's on cooldown is easy.

    If I had to choose which is cheesier in duels - resource poisons or immov pots - I would say immov pots by a long shot for most players.

    Agree to disagree, but I never have a problem dealing with CC from a standpoint of setting up my own burst. A CC during a burst cycle at worst causes you to reset it and at best guarantees your next burst gets off uninterrupted.

    Let me put it this way, by your numbers, you spend 5/6 of a fight CC immune so immovable pots only give a 16% maximum possible uptime on their effect. Add to this that unless you're giving up jewelry glyphs then you've got 1/3 uptime on said potion and this means you get the benefits of an immovable pot for only 5.33% of a fight, or less than 4 seconds of a 1 minute fight. For major damage+major crit+resource pots you get 100% uptime and 2 skill slots freed up. Your argument of getting CC'ed on cooldown is actually an argument against immovable pots best I can see as their value increases the lower your uptime on CC immunity would natively be without them.

    Furthermore, immovable pots only prevent 2 CC breaks so they do less for your stamina sustain than a regular trash stam pot.

    Even if the immovable effect is stronger, the opportunity cost is very high and that renders it less useful in most situations. If you want to continue to construct these strawmen from cherry picked situations you can, but immovable pots give an effect that you already have a VERY high uptime on and come at the opportunity cost of other potions which can effectively free up skill slots and lead to a much more effective build.

    I know you're a good player, but my math and personal experience have gotten me to switch from immovable pots to spell power pots on all my magika builds and the extra utility from 1-2 skill slots has given me extra utility that I swear by over a slightly increased burst window. If I can drop entropy and add ele drain then I've increased my damage by ~6% and increased my sustain enough that I can run tri-food over witchmothers, this eliminates any concerns about stam sustain as well(and therefore the need for tri-pots or immovables). As you know, there's a big chain reaction that comes from freeing up these skill slots that allows for a much more well rounded and complete build, I assume this is why you run speed+lingering health over immovables.

    OK agree to disagree. I definitely respect your opinion and haven't found a reason to argue with you yet despite my propensity towards [snip] lol.

    I think the effectiveness of immovables really depends on the players. There are some Mag NBs and stam templars, and especially wardens that can use them to devastating effect to ensure their burst doesn't get interrupted... (for example making sure the scorch hits at the same time as the bird and the poison injection) really any build that can really line up a burst. That's why in the most recent dueling tourney on PC NA (that never actually happened) immov pots were the only pots banned.

    But if we really want to dig into the nitty gritty numbers, here are some things to consider:

    Let's look at a 6s window in between stuns. Let's assume you're a Stam melee player. (And let's oversimplify lol)
    You'll probably use at least one buff
    You'll probably use at least one heal (vigor)
    You'll probably use your own CC at least once, or a debuff
    And then there's two attacks and one breakfree, or three attacks..
    So for two rounds of CC immunity, it's not a 16% dmg increase, its potentially a 50% dmg increase

    Now let's assume I'm fighting this player on my DK, which has petrify slotted. Fighting me, it removes not just a break free but also a rolldodge. Which means, using the rotation above, they go from having one spare attack per cycle to three spare attacks, which is a 200% increase!

    But I actually feel the pain even more noticeable on my sorc. That crystal Frags knockdown is when I can pivot from defense / shield spam to offense. Timing the knockdown with the moment right before haunting curse hits, I can then use that second of no dmg to throw an execute and crushing shock, which can often times kill someone. Without the knockdown, i can't do that because I'll still be taking damage and will die if I don't cast shield instead of the execute or c shock.

    [Edited to remove profanity]
    Edited by ZOS_KatP on September 27, 2017 2:39PM
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  • montjie
    montjie
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    Drdeath20 wrote: »
    Potions in general do too much and everyone of them are too strong with no downside.

    Actually people on here make an argument that the only downside to using a certain potion is that you lose out on using another OP potion.

    This is a problem

    You gotta be kidding me right?
    - easy farmable saltbucket -
    - retired QQ king of Daggerfall Covenant PC-EU Azura's Star/Sotha Sil/weird dragon name/Ravenwatch zone chat -
  • Lexxypwns
    Lexxypwns
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    Thogard wrote: »
    Lexxypwns wrote: »
    Thogard wrote: »
    Lexxypwns wrote: »
    Thogard wrote: »
    Lexxypwns wrote: »
    Immovable pots aren't even the best pot. Speed+Lingering health is flat out better, damage+crit+resource is better on builds that don't have native buffs or have competitive bars, and that's not mentioning situational things like invis or detect pots.
    I run speed + lingering health, but there's no denying that immov pots are better for 1v1 situations, especially when paired with clever alchemist. The burst potential is just too high with no way to mitigate.

    Alchemist only gives you more damage than a spell power pot if you have under 3k spell damage, otherwise you need a bar slot for major sorcery. Then you need to account for major prophecy or use a bar slot for it. For some classes, with easy native access to these buffs or bar space for toggles, immovable pots can shine.

    However, I think a build that's getting 2 skill slots free'd up from sorcery/prophecy and using those slots for good utility can present similar challenges. I could run immovable pots on my mageblade but then I lose a skill slot to get major sorcery and I lose out in 10% crit or a second skill slot I use one of those slots for ele drain which covers enough of my sustain that I drop witchmother for tri-food, being CC immune isn't more beneficial than that sort of utility to a LOT of builds.
    Strongly disagree. Against a good (or even average) player, you're going to get hard CCd as soon as immunity expires. Break free counts as an action on the global cool down. Running immov pots will therefore free up 1/6 of your attacks per cycle that you would otherwise spend breaking free. That translates into 16% more DPS, but also gets past any CC interuptions in a burst combo.

    It might mean you have to add a skill to your bar (Stam doesn't tho) but it also negates a skill on the enemy's bar and makes them waste a GCD if they don't notice you popped the pot.

    PvP isn't about hard numbers though. It's about sustaining until you can burst. And an immov pot is just too powerful because it allows you to know that you won't have a hard CC interupt your burst combo. Playing to to sustain and survive the other 30s while it's on cooldown is easy.

    If I had to choose which is cheesier in duels - resource poisons or immov pots - I would say immov pots by a long shot for most players.

    Agree to disagree, but I never have a problem dealing with CC from a standpoint of setting up my own burst. A CC during a burst cycle at worst causes you to reset it and at best guarantees your next burst gets off uninterrupted.

    Let me put it this way, by your numbers, you spend 5/6 of a fight CC immune so immovable pots only give a 16% maximum possible uptime on their effect. Add to this that unless you're giving up jewelry glyphs then you've got 1/3 uptime on said potion and this means you get the benefits of an immovable pot for only 5.33% of a fight, or less than 4 seconds of a 1 minute fight. For major damage+major crit+resource pots you get 100% uptime and 2 skill slots freed up. Your argument of getting CC'ed on cooldown is actually an argument against immovable pots best I can see as their value increases the lower your uptime on CC immunity would natively be without them.

    Furthermore, immovable pots only prevent 2 CC breaks so they do less for your stamina sustain than a regular trash stam pot.

    Even if the immovable effect is stronger, the opportunity cost is very high and that renders it less useful in most situations. If you want to continue to construct these strawmen from cherry picked situations you can, but immovable pots give an effect that you already have a VERY high uptime on and come at the opportunity cost of other potions which can effectively free up skill slots and lead to a much more effective build.

    I know you're a good player, but my math and personal experience have gotten me to switch from immovable pots to spell power pots on all my magika builds and the extra utility from 1-2 skill slots has given me extra utility that I swear by over a slightly increased burst window. If I can drop entropy and add ele drain then I've increased my damage by ~6% and increased my sustain enough that I can run tri-food over witchmothers, this eliminates any concerns about stam sustain as well(and therefore the need for tri-pots or immovables). As you know, there's a big chain reaction that comes from freeing up these skill slots that allows for a much more well rounded and complete build, I assume this is why you run speed+lingering health over immovables.

    OK agree to disagree. I definitely respect your opinion and haven't found a reason to argue with you yet despite my propensity towards [snip] lol.

    I think the effectiveness of immovables really depends on the players. There are some Mag NBs and stam templars, and especially wardens that can use them to devastating effect to ensure their burst doesn't get interrupted... (for example making sure the scorch hits at the same time as the bird and the poison injection) really any build that can really line up a burst. That's why in the most recent dueling tourney on PC NA (that never actually happened) immov pots were the only pots banned.

    But if we really want to dig into the nitty gritty numbers, here are some things to consider:

    Let's look at a 6s window in between stuns. Let's assume you're a Stam melee player. (And let's oversimplify lol)
    You'll probably use at least one buff
    You'll probably use at least one heal (vigor)
    You'll probably use your own CC at least once, or a debuff
    And then there's two attacks and one breakfree, or three attacks..
    So for two rounds of CC immunity, it's not a 16% dmg increase, its potentially a 50% dmg increase

    Now let's assume I'm fighting this player on my DK, which has petrify slotted. Fighting me, it removes not just a break free but also a rolldodge. Which means, using the rotation above, they go from having one spare attack per cycle to three spare attacks, which is a 200% increase!

    But I actually feel the pain even more noticeable on my sorc. That crystal Frags knockdown is when I can pivot from defense / shield spam to offense. Timing the knockdown with the moment right before haunting curse hits, I can then use that second of no dmg to throw an execute and crushing shock, which can often times kill someone. Without the knockdown, i can't do that because I'll still be taking damage and will die if I don't cast shield instead of the execute or c shock.

    No doubt immovable is a strong effect. I just think you have such a high uptime already and the opportunity cost of the potion is also high and I'm suggesting that is adequate counterplay. I can totally agree that in some situations it's "broken" strong. But those situations often tie immovable pots in with other iffy mechanics.


    [Edited for quote]
    Edited by ZOS_KatP on September 27, 2017 2:40PM
  • IcyDeadPeople
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    Being able to entirely negate CC and break free for an extended period of time in a game that often requires players to CC and then burst enemies down creates too much imbalance when one party is using an immovable pot and the other party is not.

    The presence and usage of immovable pots replaces defensive tactics such as timely blocking to prevent CC, timely defensive-to-offensive counter attacks, and smart/timely reapplication of buffs during combat. This whole "pop immovable and you're good to do whatever you want for 15+ seconds" thing tips the scales too far in favor of the person using the pot.

    Exploring and expanding the pro/con usage of immovable pots might prove beneficial. Changes don't have to be drastic, but they are necessary. Example: Maybe using an immovable pot also slows characters movement speed by [x]%.

    I understand where you're coming from, but without immovable pots / ability / block casting, how do you avoid PVP turning into Elder Dizzying Swing Online?


    Edited by IcyDeadPeople on September 7, 2017 8:18PM
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