Boss enemies can only be set Off Balance once every 15 to 20 seconds. After the first Off Balance debuff ends on a boss enemy, they will be immune to subsequent Off Balance debuffs until this immunity duration is over.
4 Second Uptime and 15 Second cooldown?! 26,6% Uptime? or did I understand that incorrectly?
Boss enemies can only be set Off Balance once every 15 to 20 seconds. After the first Off Balance debuff ends on a boss enemy, they will be immune to subsequent Off Balance debuffs until this immunity duration is over.
4 Second Uptime and 15 Second cooldown?! 26,6% Uptime? or did I understand that incorrectly?
Goodbye heavy attack builds.
Boss enemies can only be set Off Balance once every 15 to 20 seconds. After the first Off Balance debuff ends on a boss enemy, they will be immune to subsequent Off Balance debuffs until this immunity duration is over.
4 Second Uptime and 15 Second cooldown?! 26,6% Uptime? or did I understand that incorrectly?
Hamburglarjones wrote: »Boss enemies can only be set Off Balance once every 15 to 20 seconds. After the first Off Balance debuff ends on a boss enemy, they will be immune to subsequent Off Balance debuffs until this immunity duration is over.
4 Second Uptime and 15 Second cooldown?! 26,6% Uptime? or did I understand that incorrectly?
That's what I took from it aswell. Just terrible....
Hamburglarjones wrote: »Boss enemies can only be set Off Balance once every 15 to 20 seconds. After the first Off Balance debuff ends on a boss enemy, they will be immune to subsequent Off Balance debuffs until this immunity duration is over.
4 Second Uptime and 15 Second cooldown?! 26,6% Uptime? or did I understand that incorrectly?
That's what I took from it aswell. Just terrible....
Yup. RIP Trials DPS as it is now. New meta incoming for sure... but what?
EDIT: Looks like concussed status effects refresh the off-balance counter so maybe with asylum staffs this can be mitigated?
Very disappointed that my block cost will be almost quadrupled through the formula change.
When you deal Critical Damage with a single target Magicka ability, you launch a Fire, Ice, Shock, or Disease ball at your target that deals 12,900 damage and applies a status effect. This effect can occur once every 10 seconds.
Melee cast time and channeled abilities (Uppercut, Puncturing Strikes, etc.) and some ranged abilities (Rapid Fire) are still exceptions to this rule and allow you to move at full speed.
When an ability is interrupted, it is now put on a 3-second cooldown where it cannot be used.
Melee cast time and channeled abilities (Uppercut, Puncturing Strikes, etc.), Ultimate abilities (Soul Strike, Rite of Passage, etc.), and Heavy Attacks are still exceptions to this rule and cannot be interrupted.
Very disappointed that my block cost will be almost quadrupled through the formula change.
If my math is correct, with 4 sturdy, 3 block cost reduction, 75 cp into block cost, and absorb magic on the bar, I go from 202 to 421.
2160
x (1 - 16% ) // sturdy
x (1 - 24% ) // cp
x (1 - 36% ) // fortress
x (1 - 8%) // asorb magic
- 609 block cost reduction
= 202
1730
-609 = 1121 // new base with cost reduction removed
x (1 - 16% ) // sturdy
x (1 - 24% ) // cp
x (1 - 36% ) // fortress
x (1 - 8% ) //absorb magic
= 421
In other words...ewwwwww
Boss enemies can only be set Off Balance once every 15 to 20 seconds. After the first Off Balance debuff ends on a boss enemy, they will be immune to subsequent Off Balance debuffs until this immunity duration is over.
4 Second Uptime and 15 Second cooldown?! 26,6% Uptime? or did I understand that incorrectly?
ZOS_GinaBruno wrote: »Waiting for someone to notice the first line in the Combat section...
I don't know what is the logic behind it but AOE has almost no flaws.. it can't be dodged, it can't be blocked. 90% of skills used in PvP is APE for this very reason.ZOS_GinaBruno wrote: »
General
- Area of Effect abilities now deal full damage to all targets hit, instead of having a damage penalty after hitting 7 or more targets. Secondary effects from those Area of Effect abilities (snares, stuns, etc.) are still capped at 6 targets.
Developer Comment:We want to encourage more tactical group play where players are encouraged to spread out instead of stacking in a tight ball. We’re still evaluating this aspect of AoE caps, and will make adjustments in the future as necessary.
Tommy_The_Gun wrote: »ZOS_GinaBruno wrote: »Waiting for someone to notice the first line in the Combat section...I don't know what is the logic behind it but AOE has almost no flaws.. it can't be dodged, it can't be blocked. 90% of skills used in PvP is APE for this very reason.ZOS_GinaBruno wrote: »
General
- Area of Effect abilities now deal full damage to all targets hit, instead of having a damage penalty after hitting 7 or more targets. Secondary effects from those Area of Effect abilities (snares, stuns, etc.) are still capped at 6 targets.
Developer Comment:We want to encourage more tactical group play where players are encouraged to spread out instead of stacking in a tight ball. We’re still evaluating this aspect of AoE caps, and will make adjustments in the future as necessary.
ZOS - you are saying the same thing as you said a couple of patches ago when destro ulti (Elemental Storm -> Eye of the Storm morph) was introduced.Back then you said something like this:It will encouraged to spread out.
All that happened is it created this "zerg" thigh blob groups in the first place. They take full advantage of no player collision and stack 10 Eye of the Storms in one place. There is no counter for something like this if you play solo. All you can do is run. And in some cases you don't even have time to react - yes even in full heavy armour with Impenetrable trait you just die instantly. The only counter for such a "zerg" group is another "zerg" group.Now you say this:We want to encourage more tactical group play where players are encouraged to spread out instead of stacking in a tight ball. We’re still evaluating this aspect of AoE caps, and will make adjustments in the future as necessary.
Don't you get it ? Everything so far that was designed as anti - "zerg" (anti big group stacking) only makes such a strategy stronger. You really want to change PvP (player vs player) into even bigger AOE "zerg" festival ? Please. Don't make the same mistake twice.Here is my suggestion:AOE are currently a blight in Cyrodiil PvP. More buffs to it means more people using it. And as I stated above - AOE has literally no disadvantages or drawbacks. It can't be dodged or blocked. Other skill don't have any advantages like that whatsoever. Please. Think of this.
Making AOE stronger will make "stacking in a tight ball" strategy even stronger as those "zergs" use AOE skills themselves.
Here are some ideas that you can use as a base:
- If you want AOE to have no target cap you should tone down the damage way down... like about 50% - 60% down. (of course only in PvP so it would not affect PvE).
- Add a cap for "skill effect" so if you are receiving damage from an AOE - you will not receive any other damage unless it is a different skill (so if you are taking damage from 10 Eye of the Storms and the cap is 3 - you will only receive damage from 3 of them. The other AOE damage you can receive will be from different skills like Caltrops).
- Instead of encoring people to use AOE skills - try to encourage the to use "single target", non AOE type of skills. This might help a lot.
- Add some disadvantages for AOE skills. make it dodge-able or block-able.
Keep in mind this - something that has the lest amount of counters is always abused / over-used in any PvP game. Right now in eso PvP this is AOE mechanics.
Tommy_The_Gun wrote: »ZOS_GinaBruno wrote: »Waiting for someone to notice the first line in the Combat section...I don't know what is the logic behind it but AOE has almost no flaws.. it can't be dodged, it can't be blocked. 90% of skills used in PvP is APE for this very reason.ZOS_GinaBruno wrote: »
General
- Area of Effect abilities now deal full damage to all targets hit, instead of having a damage penalty after hitting 7 or more targets. Secondary effects from those Area of Effect abilities (snares, stuns, etc.) are still capped at 6 targets.
Developer Comment:We want to encourage more tactical group play where players are encouraged to spread out instead of stacking in a tight ball. We’re still evaluating this aspect of AoE caps, and will make adjustments in the future as necessary.
ZOS - you are saying the same thing as you said a couple of patches ago when destro ulti (Elemental Storm -> Eye of the Storm morph) was introduced.Back then you said something like this:It will encouraged to spread out.
All that happened is it created this "zerg" thigh blob groups in the first place. They take full advantage of no player collision and stack 10 Eye of the Storms in one place. There is no counter for something like this if you play solo. All you can do is run. And in some cases you don't even have time to react - yes even in full heavy armour with Impenetrable trait you just die instantly. The only counter for such a "zerg" group is another "zerg" group.Now you say this:We want to encourage more tactical group play where players are encouraged to spread out instead of stacking in a tight ball. We’re still evaluating this aspect of AoE caps, and will make adjustments in the future as necessary.
Don't you get it ? Everything so far that was designed as anti - "zerg" (anti big group stacking) only makes such a strategy stronger. You really want to change PvP (player vs player) into even bigger AOE "zerg" festival ? Please. Don't make the same mistake twice.Here is my suggestion:AOE are currently a blight in Cyrodiil PvP. More buffs to it means more people using it. And as I stated above - AOE has literally no disadvantages or drawbacks. It can't be dodged or blocked. Other skill don't have any advantages like that whatsoever. Please. Think of this.
Making AOE stronger will make "stacking in a tight ball" strategy even stronger as those "zergs" use AOE skills themselves.
Here are some ideas that you can use as a base:
- If you want AOE to have no target cap you should tone down the damage way down... like about 50% - 60% down. (of course only in PvP so it would not affect PvE).
- Add a cap for "skill effect" so if you are receiving damage from an AOE - you will not receive any other damage unless it is a different skill (so if you are taking damage from 10 Eye of the Storms and the cap is 3 - you will only receive damage from 3 of them. The other AOE damage you can receive will be from different skills like Caltrops).
- Instead of encoring people to use AOE skills - try to encourage the to use "single target", non AOE type of skills. This might help a lot.
- Add some disadvantages for AOE skills. make it dodge-able or block-able.
Keep in mind this - something that has the lest amount of counters is always abused / over-used in any PvP game. Right now in eso PvP this is AOE mechanics.