You know you can still sidestep dawnbreaker it's a Cone AOEThat's called counterplay young one something you need in a healthy game.Drummerx04 wrote: »For anyone saying that dawnbreaker should be magicka based again no. Each class has 0-2 ults which scale with stamina.
DK: Leap and Corrosive Armor
Templar: Crescent Sweep
Sorc: None
NB: Incap
Warden: Bear
+ 6 weapon ults and 2 morphs of dawnbreaker, 2x WW
Against:
Bat swarm (2x), DK ults (4x), Sorc (6x) NB 4x (not counting bolstering darkness), Templar 5x, Warden 5x
4 weapon ults, 2x Soulassault, 2x Meteor.
Not counting Barrier, War Horn, 1h&s ult, Bolstering Darkness as they do not scale with stam and mag
So let's do the math: 15 stamina vs 34 magicka based ults.
Stamina has the cheaper offensive ults to break the better healing survivability in open combat while magicka has the more powerful more expensive ults to wreck stam players in one attempt.
Giving magicka a full damage dawnbreaker would give them the best defensive ults while having a cheap ult that goes through all defences stamina classes have.
On the topic of Soulassault, it's too easy to get kills with it. Find a stamchar that's not a warden, use you dots stun them and then use SA and get the kill if they are outnumbered skip 1&2 and get the easy kill.
SA needs it's cost increased by 15%, changed to be interrupteable again and lowering the snare to 30%.
Along with nerfs to incap and 2 of the most op / powerful ults in the game would come back to a balanced point
I'm a little tired of seeing that opinion tbh. You want SA to be interruptible, but it's designed to be used against dodge rollers who are invariably stam builds who will be in a position to bash pretty much always in a 1v1.
You want it to only be useful in Xv1? Yeah, that's the way to do it.
Drummerx04 wrote: »You know you can still sidestep dawnbreaker it's a Cone AOEThat's called counterplay young one something you need in a healthy game.Drummerx04 wrote: »For anyone saying that dawnbreaker should be magicka based again no. Each class has 0-2 ults which scale with stamina.
DK: Leap and Corrosive Armor
Templar: Crescent Sweep
Sorc: None
NB: Incap
Warden: Bear
+ 6 weapon ults and 2 morphs of dawnbreaker, 2x WW
Against:
Bat swarm (2x), DK ults (4x), Sorc (6x) NB 4x (not counting bolstering darkness), Templar 5x, Warden 5x
4 weapon ults, 2x Soulassault, 2x Meteor.
Not counting Barrier, War Horn, 1h&s ult, Bolstering Darkness as they do not scale with stam and mag
So let's do the math: 15 stamina vs 34 magicka based ults.
Stamina has the cheaper offensive ults to break the better healing survivability in open combat while magicka has the more powerful more expensive ults to wreck stam players in one attempt.
Giving magicka a full damage dawnbreaker would give them the best defensive ults while having a cheap ult that goes through all defences stamina classes have.
On the topic of Soulassault, it's too easy to get kills with it. Find a stamchar that's not a warden, use you dots stun them and then use SA and get the kill if they are outnumbered skip 1&2 and get the easy kill.
SA needs it's cost increased by 15%, changed to be interrupteable again and lowering the snare to 30%.
Along with nerfs to incap and 2 of the most op / powerful ults in the game would come back to a balanced point
I'm a little tired of seeing that opinion tbh. You want SA to be interruptible, but it's designed to be used against dodge rollers who are invariably stam builds who will be in a position to bash pretty much always in a 1v1.
You want it to only be useful in Xv1? Yeah, that's the way to do it.
That's called, "my ultimate cannot be used reliably against the targets for which it was designed to kill"
Think about it. Bashing an ultimate. A one-cast-every-30-seconds skill completely negated by a move on it's own independent cooldown. That's the counter equivalent of every character in cyrodiil having shieldbreaker as a base effect of all light attacks and they claiming, "it's not like shields don't work any more"
You mean like Soulassault that hardcounters dodge roll and has removed the gameplay completely from cyro? There are maybe 2-3 players on pc EU who still rely on dodge roll.
Bow ult is balanced: interuptable,blockable , los-able, reflectable, no snare but very high damage and great range.
That's how it should be balanced with ranged ults that deal high damage.
You want to use the ult safely from behind a zerg? Then your enemy has to have access to a variety of counterplay that involves a risk & reward mechanic (bashable)
Drummerx04 wrote: »You mean like Soulassault that hardcounters dodge roll and has removed the gameplay completely from cyro? There are maybe 2-3 players on pc EU who still rely on dodge roll.
Bow ult is balanced: interuptable,blockable , los-able, reflectable, no snare but very high damage and great range.
That's how it should be balanced with ranged ults that deal high damage.
You want to use the ult safely from behind a zerg? Then your enemy has to have access to a variety of counterplay that involves a risk & reward mechanic (bashable)
See now you are getting some things messed up, if I'm using it safely from the back of a zerg, then how does making it bashable help you? My point was that making the skill bashable pretty much limits its usefulness to zerging, and thus removes it as a counter to dodge roll.
I say remove the snare on target and make the full duration uncloakable. That would be enough to balance the skill out quite a bit.
Drummerx04 wrote: »You mean like Soulassault that hardcounters dodge roll and has removed the gameplay completely from cyro? There are maybe 2-3 players on pc EU who still rely on dodge roll.
Bow ult is balanced: interuptable,blockable , los-able, reflectable, no snare but very high damage and great range.
That's how it should be balanced with ranged ults that deal high damage.
You want to use the ult safely from behind a zerg? Then your enemy has to have access to a variety of counterplay that involves a risk & reward mechanic (bashable)
See now you are getting some things messed up, if I'm using it safely from the back of a zerg, then how does making it bashable help you? My point was that making the skill bashable pretty much limits its usefulness to zerging, and thus removes it as a counter to dodge roll.
I say remove the snare on target and make the full duration uncloakable. That would be enough to balance the skill out quite a bit.
Making it cloakable only helps stamnb which doesn't need any buffs atm.
A gapcloser + bash solves this and it could come from any ally you have.
When the skill was bashable you had to be at range to use it and when you are at range i can either get out of the range or get to you and bash you right now no matter how close people are they will eat the damage and die simply because they pressed one Button
Drummerx04 wrote: »You mean like Soulassault that hardcounters dodge roll and has removed the gameplay completely from cyro? There are maybe 2-3 players on pc EU who still rely on dodge roll.
Bow ult is balanced: interuptable,blockable , los-able, reflectable, no snare but very high damage and great range.
That's how it should be balanced with ranged ults that deal high damage.
You want to use the ult safely from behind a zerg? Then your enemy has to have access to a variety of counterplay that involves a risk & reward mechanic (bashable)
See now you are getting some things messed up, if I'm using it safely from the back of a zerg, then how does making it bashable help you? My point was that making the skill bashable pretty much limits its usefulness to zerging, and thus removes it as a counter to dodge roll.
I say remove the snare on target and make the full duration uncloakable. That would be enough to balance the skill out quite a bit.