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Siphoner CP Passive PTS v3.2.3

  • Xsorus
    Xsorus
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    Koolio wrote: »
    Xsorus wrote: »
    Again, you're giving up your own sustain to fool with this node...Personally I won't dump 43 points into this when i can dump it in far better nodes.

    Smaller groups need their cp for their own resources.
    Large groups don't need nearly as much and can now take more from you.

    Why would a Large Group need this passive? This is not a Large Group Passive

    Large Groups don't kill players via knocking down their Sustain, they kill them with Pure Damage dumping.

  • Sharee
    Sharee
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    NBrookus wrote: »
    It also disproportionately affects templars, who can't effectively light attack weave with a channelled spammable.

    The duration of the debuff is longer than the channel, they should be fine.
  • Kilandros
    Kilandros
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    bubbygink wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Am i the only "smallscaler" that thinks this is a good change?

    Yes.

    Well i´ve always felt smarter than most of my peers :tongue:

    Well in that case feel free to enlighten us as to how this is good for small-scale PvP.

    Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.

    This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.

    If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.

    I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.

    But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Ragnaroek93
    Ragnaroek93
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    It's a VERY good change in my opinion (and I'm a duel and smallscale player).
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • Takes-No-Prisoner
    Takes-No-Prisoner
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    Xsorus wrote: »
    Koolio wrote: »
    Xsorus wrote: »
    Again, you're giving up your own sustain to fool with this node...Personally I won't dump 43 points into this when i can dump it in far better nodes.

    Smaller groups need their cp for their own resources.
    Large groups don't need nearly as much and can now take more from you.

    Why would a Large Group need this passive? This is not a Large Group Passive

    Large Groups don't kill players via knocking down their Sustain, they kill them with Pure Damage dumping.

    With the Clever Alch nerf and the EoTS nerf, question is now will EoTS trains still be able to choo choo damage dump a long their tracks? Or has it finally run out of steam?
  • Kilandros
    Kilandros
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    Xsorus wrote: »
    Koolio wrote: »
    Xsorus wrote: »
    Again, you're giving up your own sustain to fool with this node...Personally I won't dump 43 points into this when i can dump it in far better nodes.

    Smaller groups need their cp for their own resources.
    Large groups don't need nearly as much and can now take more from you.

    Why would a Large Group need this passive? This is not a Large Group Passive

    Large Groups don't kill players via knocking down their Sustain, they kill them with Pure Damage dumping.

    I feel like everytime you post something, you're just intentionally obtuse. No one is talking about large organized groups. They're talking about large unorganized blobs full of bow users who spam you with light attacks from max range.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Koolio
    Koolio
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    Xsorus wrote: »
    Koolio wrote: »
    Xsorus wrote: »
    Again, you're giving up your own sustain to fool with this node...Personally I won't dump 43 points into this when i can dump it in far better nodes.

    Smaller groups need their cp for their own resources.
    Large groups don't need nearly as much and can now take more from you.

    Why would a Large Group need this passive? This is not a Large Group Passive

    Large Groups don't kill players via knocking down their Sustain, they kill them with Pure Damage dumping.

    If that worked then why is there a DK block build pulling 10 people across the map.

    When you are able to kite 4-5 people around that means their damage isn't great. So now they will have 1 guy with resource poisons and this passive in the group at all times.
    Edited by Koolio on October 9, 2017 9:50PM
  • Xsorus
    Xsorus
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    Xsorus wrote: »
    Koolio wrote: »
    Xsorus wrote: »
    Again, you're giving up your own sustain to fool with this node...Personally I won't dump 43 points into this when i can dump it in far better nodes.

    Smaller groups need their cp for their own resources.
    Large groups don't need nearly as much and can now take more from you.

    Why would a Large Group need this passive? This is not a Large Group Passive

    Large Groups don't kill players via knocking down their Sustain, they kill them with Pure Damage dumping.

    With the Clever Alch nerf and the EoTS nerf, question is now will EoTS trains still be able to choo choo damage dump a long their tracks? Or has it finally run out of steam?

    Yes, they will still use it...A 10% damage nerf to EOTS will do nothing.

  • Xsorus
    Xsorus
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    Kilandros wrote: »
    Xsorus wrote: »
    Koolio wrote: »
    Xsorus wrote: »
    Again, you're giving up your own sustain to fool with this node...Personally I won't dump 43 points into this when i can dump it in far better nodes.

    Smaller groups need their cp for their own resources.
    Large groups don't need nearly as much and can now take more from you.

    Why would a Large Group need this passive? This is not a Large Group Passive

    Large Groups don't kill players via knocking down their Sustain, they kill them with Pure Damage dumping.

    I feel like everytime you post something, you're just intentionally obtuse. No one is talking about large organized groups. They're talking about large unorganized blobs full of bow users who spam you with light attacks from max range.

    Bow users don't spec for nodes like that, Bow Users are generally Nightblades or Medium armor users and they sure as hell aren't going to dump points in that line when you can dump points into Befoul with Lethal Arrow instead.

    Do you know who will dump points in a line like this? Maybe some Duelers..that's it...This is not going to be a Zerging node.

  • Kilandros
    Kilandros
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    Xsorus wrote: »
    Kilandros wrote: »
    Xsorus wrote: »
    Koolio wrote: »
    Xsorus wrote: »
    Again, you're giving up your own sustain to fool with this node...Personally I won't dump 43 points into this when i can dump it in far better nodes.

    Smaller groups need their cp for their own resources.
    Large groups don't need nearly as much and can now take more from you.

    Why would a Large Group need this passive? This is not a Large Group Passive

    Large Groups don't kill players via knocking down their Sustain, they kill them with Pure Damage dumping.

    I feel like everytime you post something, you're just intentionally obtuse. No one is talking about large organized groups. They're talking about large unorganized blobs full of bow users who spam you with light attacks from max range.

    Bow users don't spec for nodes like that, Bow Users are generally Nightblades or Medium armor users and they sure as hell aren't going to dump points in that line when you can dump points into Befoul with Lethal Arrow instead.

    Do you know who will dump points in a line like this? Maybe some Duelers..that's it...This is not going to be a Zerging node.

    Then why do zergers already pour points into the node? I literally have this debuff on me 100% of the time on Live.
    Edited by Kilandros on October 9, 2017 9:52PM
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Ragnaroek93
    Ragnaroek93
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    Finally a good star for builds who don't run Major Defile. And It's just fair that all kinds of sustain are affected by that, this is an indirect buff to sustain builds which is a good thing. So sick of permablocking magdks and other heavy armor builds who can sustain with 1,5k regen thanks to direct ressource returns (while I have to run 2,6k+ regen on my stamblade with some magregen on top of that).
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • Sharee
    Sharee
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    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Am i the only "smallscaler" that thinks this is a good change?

    Yes.

    Well i´ve always felt smarter than most of my peers :tongue:

    Well in that case feel free to enlighten us as to how this is good for small-scale PvP.

    Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.

    This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.

    If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.

    I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.

    But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.

    SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.
  • Kilandros
    Kilandros
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    Finally a good star for builds who don't run Major Defile. And It's just fair that all kinds of sustain are affected by that, this is an indirect buff to sustain builds which is a good thing. So sick of permablocking magdks and other heavy armor builds who can sustain with 1,5k regen thanks to direct ressource returns (while I have to run 2,6k+ regen on my stamblade with some magregen on top of that).

    And yet again, more misinformation. This will do little to curb permablock builds because Spell Wall still has nearly 100% uptime and that is the cornerstone of permablock.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Kilandros
    Kilandros
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    Sharee wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Am i the only "smallscaler" that thinks this is a good change?

    Yes.

    Well i´ve always felt smarter than most of my peers :tongue:

    Well in that case feel free to enlighten us as to how this is good for small-scale PvP.

    Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.

    This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.

    If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.

    I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.

    But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.

    SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.

    You can get it quite close to 100% uptime.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • bubbygink
    bubbygink
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    Kilandros wrote: »
    Finally a good star for builds who don't run Major Defile. And It's just fair that all kinds of sustain are affected by that, this is an indirect buff to sustain builds which is a good thing. So sick of permablocking magdks and other heavy armor builds who can sustain with 1,5k regen thanks to direct ressource returns (while I have to run 2,6k+ regen on my stamblade with some magregen on top of that).

    And yet again, more misinformation. This will do little to curb permablock builds because Spell Wall still has nearly 100% uptime and that is the cornerstone of permablock.

    Where are you getting this 100% uptime on spell wall? You talk about "misinformation" but you're the one spreading misinformation. Nobody is getting "near 100%" uptime on a 100 cost ult that lasts 7 seconds. Yea they can get great uptime and use that time to regen their stamina but when it is down they still need to permablock. And part of the reason those ult regen builds are effective is because of the stam sustain they are also getting from battle roar every time they drop a spell wall. Now that source of sustain will be reduced. So again, they will run out of stam quicker and then be killable when their spell wall drops.
  • olsborg
    olsborg
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    Zerglings dont need to think about maintaining resources. Smallscalers do. Now this passive f smallscalers, doesnt even affect zerglings. ZOS has been making the game more and more zergfriendly since patch 1.2 or so..

    PC EU
    PvP only
  • Ragnaroek93
    Ragnaroek93
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    Kilandros wrote: »
    Finally a good star for builds who don't run Major Defile. And It's just fair that all kinds of sustain are affected by that, this is an indirect buff to sustain builds which is a good thing. So sick of permablocking magdks and other heavy armor builds who can sustain with 1,5k regen thanks to direct ressource returns (while I have to run 2,6k+ regen on my stamblade with some magregen on top of that).

    And yet again, more misinformation. This will do little to curb permablock builds because Spell Wall still has nearly 100% uptime and that is the cornerstone of permablock.

    It's not only Spell Wall, in a 1v1 scenario a magdk can permablock even without that dumb ult... Also other heavy armor builds (which do really shine in duels and Xvs1) get hit by that and this is good. Otherwise we can just remove this star entirely because it's outrageous unfair for people who rely on regen as sustain mechanic.
    Edited by Ragnaroek93 on October 9, 2017 9:58PM
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • Sharee
    Sharee
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    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Am i the only "smallscaler" that thinks this is a good change?

    Yes.

    Well i´ve always felt smarter than most of my peers :tongue:

    Well in that case feel free to enlighten us as to how this is good for small-scale PvP.

    Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.

    This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.

    If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.

    I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.

    But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.

    SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.

    You can get it quite close to 100% uptime.

    Show me a video of having more than 50% uptime on SW.
  • Xsorus
    Xsorus
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    Kilandros wrote: »
    Xsorus wrote: »
    Kilandros wrote: »
    Xsorus wrote: »
    Koolio wrote: »
    Xsorus wrote: »
    Again, you're giving up your own sustain to fool with this node...Personally I won't dump 43 points into this when i can dump it in far better nodes.

    Smaller groups need their cp for their own resources.
    Large groups don't need nearly as much and can now take more from you.

    Why would a Large Group need this passive? This is not a Large Group Passive

    Large Groups don't kill players via knocking down their Sustain, they kill them with Pure Damage dumping.

    I feel like everytime you post something, you're just intentionally obtuse. No one is talking about large organized groups. They're talking about large unorganized blobs full of bow users who spam you with light attacks from max range.

    Bow users don't spec for nodes like that, Bow Users are generally Nightblades or Medium armor users and they sure as hell aren't going to dump points in that line when you can dump points into Befoul with Lethal Arrow instead.

    Do you know who will dump points in a line like this? Maybe some Duelers..that's it...This is not going to be a Zerging node.

    Then why do zergers already pour points into the node? I literally have this debuff on me 100% of the time on Live.

    They don't, they drop 1 point into it because you can purge it...It eats up debuff when you purge and protects your other dots/debuffs

  • Kilandros
    Kilandros
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    Sharee wrote: »
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Am i the only "smallscaler" that thinks this is a good change?

    Yes.

    Well i´ve always felt smarter than most of my peers :tongue:

    Well in that case feel free to enlighten us as to how this is good for small-scale PvP.

    Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.

    This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.

    If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.

    I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.

    But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.

    SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.

    You can get it quite close to 100% uptime.

    Show me a video of having more than 50% uptime on SW.

    Tavas/Dragon/Blood Spawn builds on Live. You're welcome.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Xsorus
    Xsorus
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    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Am i the only "smallscaler" that thinks this is a good change?

    Yes.

    Well i´ve always felt smarter than most of my peers :tongue:

    Well in that case feel free to enlighten us as to how this is good for small-scale PvP.

    Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.

    This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.

    If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.

    I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.

    But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.

    SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.

    You can get it quite close to 100% uptime.

    Show me a video of having more than 50% uptime on SW.

    Tavas/Dragon/Blood Spawn builds on Live. You're welcome.

    You mean Tavas, that got nerfed this patch?

  • Ragnaroek93
    Ragnaroek93
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    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Am i the only "smallscaler" that thinks this is a good change?

    Yes.

    Well i´ve always felt smarter than most of my peers :tongue:

    Well in that case feel free to enlighten us as to how this is good for small-scale PvP.

    Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.

    This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.

    If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.

    I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.

    But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.

    SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.

    You can get it quite close to 100% uptime.

    Show me a video of having more than 50% uptime on SW.

    Tavas/Dragon/Blood Spawn builds on Live. You're welcome.

    Kewl build. Good luck killing any semi competent player with that. Problem are more full damage builds with Skoria who can still block a ton of stuff.

    Edit: Tavas got "nerfed"/pushed out of the meta.
    Edited by Ragnaroek93 on October 9, 2017 10:03PM
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • Kilandros
    Kilandros
    ✭✭✭✭✭
    ✭✭✭
    Xsorus wrote: »
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Am i the only "smallscaler" that thinks this is a good change?

    Yes.

    Well i´ve always felt smarter than most of my peers :tongue:

    Well in that case feel free to enlighten us as to how this is good for small-scale PvP.

    Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.

    This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.

    If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.

    I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.

    But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.

    SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.

    You can get it quite close to 100% uptime.

    Show me a video of having more than 50% uptime on SW.

    Tavas/Dragon/Blood Spawn builds on Live. You're welcome.

    You mean Tavas, that got nerfed this patch?

    Notes on Tavas nerfed? Last time I checked Heavy Armor NBs still have access to Major Evasion.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • bubbygink
    bubbygink
    ✭✭✭✭✭
    Kilandros wrote: »
    Xsorus wrote: »
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Am i the only "smallscaler" that thinks this is a good change?

    Yes.

    Well i´ve always felt smarter than most of my peers :tongue:

    Well in that case feel free to enlighten us as to how this is good for small-scale PvP.

    Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.

    This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.

    If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.

    I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.

    But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.

    SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.

    You can get it quite close to 100% uptime.

    Show me a video of having more than 50% uptime on SW.

    Tavas/Dragon/Blood Spawn builds on Live. You're welcome.

    You mean Tavas, that got nerfed this patch?

    Notes on Tavas nerfed? Last time I checked Heavy Armor NBs still have access to Major Evasion.

    LOLOL - yea those pesky heavy armor, sword and board stamblade tanks are the worst I tell ya!
  • Sharee
    Sharee
    ✭✭✭✭✭
    ✭✭✭✭✭
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Am i the only "smallscaler" that thinks this is a good change?

    Yes.

    Well i´ve always felt smarter than most of my peers :tongue:

    Well in that case feel free to enlighten us as to how this is good for small-scale PvP.

    Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.

    This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.

    If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.

    I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.

    But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.

    SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.

    You can get it quite close to 100% uptime.

    Show me a video of having more than 50% uptime on SW.

    Tavas/Dragon/Blood Spawn builds on Live. You're welcome.

    You mean the build that won't work anymore once PTS goes live?
  • Kilandros
    Kilandros
    ✭✭✭✭✭
    ✭✭✭
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Am i the only "smallscaler" that thinks this is a good change?

    Yes.

    Well i´ve always felt smarter than most of my peers :tongue:

    Well in that case feel free to enlighten us as to how this is good for small-scale PvP.

    Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.

    This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.

    If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.

    I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.

    But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.

    SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.

    You can get it quite close to 100% uptime.

    Show me a video of having more than 50% uptime on SW.

    Tavas/Dragon/Blood Spawn builds on Live. You're welcome.

    Kewl build. Good luck killing any semi competent player with that. Problem are more full damage builds with Skoria who can still block a ton of stuff.

    Edit: Tavas got "nerfed"/pushed out of the meta.

    Are you for real? Permablock builds have never been able to kill anything. On the one hand you guys qq about permablock builds, then you qq that they cant kill anything. The fact that people still whine about the handful of permablock builds left in the game is pretty startling since you seem to acknowledge they can't actually kill anything.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Kilandros
    Kilandros
    ✭✭✭✭✭
    ✭✭✭
    Sharee wrote: »
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Am i the only "smallscaler" that thinks this is a good change?

    Yes.

    Well i´ve always felt smarter than most of my peers :tongue:

    Well in that case feel free to enlighten us as to how this is good for small-scale PvP.

    Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.

    This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.

    If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.

    I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.

    But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.

    SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.

    You can get it quite close to 100% uptime.

    Show me a video of having more than 50% uptime on SW.

    Tavas/Dragon/Blood Spawn builds on Live. You're welcome.

    You mean the build that won't work anymore once PTS goes live?

    You sure about that? Are you sure there isn't another class out there that has a magicka-base variant of Major Evasion? Take a moment, consider it.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Sharee
    Sharee
    ✭✭✭✭✭
    ✭✭✭✭✭
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Am i the only "smallscaler" that thinks this is a good change?

    Yes.

    Well i´ve always felt smarter than most of my peers :tongue:

    Well in that case feel free to enlighten us as to how this is good for small-scale PvP.

    Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.

    This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.

    If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.

    I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.

    But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.

    SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.

    You can get it quite close to 100% uptime.

    Show me a video of having more than 50% uptime on SW.

    Tavas/Dragon/Blood Spawn builds on Live. You're welcome.

    You mean the build that won't work anymore once PTS goes live?

    You sure about that? Are you sure there isn't another class out there that has a magicka-base variant of Major Evasion? Take a moment, consider it.

    You mean the class that does not have battle roar and thus didn't work with this build in the firstplace?

    Running into tons of heavy-armored nightblades nowadays, are you?
  • Kilandros
    Kilandros
    ✭✭✭✭✭
    ✭✭✭
    Sharee wrote: »
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Am i the only "smallscaler" that thinks this is a good change?

    Yes.

    Well i´ve always felt smarter than most of my peers :tongue:

    Well in that case feel free to enlighten us as to how this is good for small-scale PvP.

    Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.

    This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.

    If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.

    I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.

    But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.

    SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.

    You can get it quite close to 100% uptime.

    Show me a video of having more than 50% uptime on SW.

    Tavas/Dragon/Blood Spawn builds on Live. You're welcome.

    You mean the build that won't work anymore once PTS goes live?

    You sure about that? Are you sure there isn't another class out there that has a magicka-base variant of Major Evasion? Take a moment, consider it.

    You mean the class that does not have battle roar and thus didn't work with this build in the firstplace?

    Running into tons of heavy-armored nightblades nowadays, are you?

    Why do you need Battle Roar when you regenerate Stamina while Spell Wall is active? Did you even know that Stamina Regen continues while SW is up?. And, as a matter of fact, there are quite a few heavy armor NB tanks on PC NA who are incredibly hard to kill.

    Anyway, why do you love Spell Wall so much? Or, why do you love this new Siphoner so much?
    Edited by Kilandros on October 9, 2017 10:11PM
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Ragnaroek93
    Ragnaroek93
    ✭✭✭✭✭
    ✭✭✭
    Kilandros wrote: »
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    Sharee wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    bubbygink wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Kilandros wrote: »
    Derra wrote: »
    Am i the only "smallscaler" that thinks this is a good change?

    Yes.

    Well i´ve always felt smarter than most of my peers :tongue:

    Well in that case feel free to enlighten us as to how this is good for small-scale PvP.

    Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.

    This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.

    If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.

    I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.

    But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.

    SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.

    You can get it quite close to 100% uptime.

    Show me a video of having more than 50% uptime on SW.

    Tavas/Dragon/Blood Spawn builds on Live. You're welcome.

    Kewl build. Good luck killing any semi competent player with that. Problem are more full damage builds with Skoria who can still block a ton of stuff.

    Edit: Tavas got "nerfed"/pushed out of the meta.

    Are you for real? Permablock builds have never been able to kill anything. On the one hand you guys qq about permablock builds, then you qq that they cant kill anything. The fact that people still whine about the handful of permablock builds left in the game is pretty startling since you seem to acknowledge they can't actually kill anything.

    I complain about builds who can almost perma block while still have very high damage.

    The reason why I like the change: It indirectly nerfs almost everything in this game which I consider overperforming. But keep telling people that they are "filthy zerglings" because they disagree with your opinion.
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
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