VaranisArano wrote: »VaranisArano wrote: »Oy people. Xv1 does not mean 1vX. Really just talking about how mechanics make uneven numbers have an even greater effect than just having more numbers. Whether its 15v10 15v5 15v13. OP is clearly talking about things that make numbers greater than the sum of its parts. As someone said; you can't expect even numbers. So why make it even more damning when you run into a larger group.
The OP gave a couple of examples of things that groups with greater numbers can use to good effect to focus and kill smaller groups.
An organized raid can do the same thing with light attacks. Nerf light attack spam, it favors large groups who can hit the enemy more times and with more firepower than the small group can.
The OP gave a couple of examples of horribly designed mechanics. Your example with light attacks is not even close to what he is actually suggesting.
Its not about making cyro designed for solo or small scale. Cyro is and should be designed for large scale fights and when you are fighting outnumbered you should be in a disadvantage. But you should be in a disadvantage because you dont have the numbers, not because horribly designed mechanics start adding up leaving no room for actual counterplay.
So Purge doesn't count as counterplay for poisons?
As for the skills, whenever I'm the focus of a bunch of enemy players, I don't get worked,over the specific skill that killed me. Sooner or later, they were going to kill me with something or more likely, some combo of something. If "can be used more effectively in larger groups against smaller groups" is the standard for nerfs I'm not seeing a lot that shouldn't be nerfed.
VaranisArano wrote: »VaranisArano wrote: »Oy people. Xv1 does not mean 1vX. Really just talking about how mechanics make uneven numbers have an even greater effect than just having more numbers. Whether its 15v10 15v5 15v13. OP is clearly talking about things that make numbers greater than the sum of its parts. As someone said; you can't expect even numbers. So why make it even more damning when you run into a larger group.
The OP gave a couple of examples of things that groups with greater numbers can use to good effect to focus and kill smaller groups.
An organized raid can do the same thing with light attacks. Nerf light attack spam, it favors large groups who can hit the enemy more times and with more firepower than the small group can.
The OP gave a couple of examples of horribly designed mechanics. Your example with light attacks is not even close to what he is actually suggesting.
Its not about making cyro designed for solo or small scale. Cyro is and should be designed for large scale fights and when you are fighting outnumbered you should be in a disadvantage. But you should be in a disadvantage because you dont have the numbers, not because horribly designed mechanics start adding up leaving no room for actual counterplay.
So Purge doesn't count as counterplay for poisons?
As for the skills, whenever I'm the focus of a bunch of enemy players, I don't get worked,over the specific skill that killed me. Sooner or later, they were going to kill me with something or more likely, some combo of something. If "can be used more effectively in larger groups against smaller groups" is the standard for nerfs I'm not seeing a lot that shouldn't be nerfed.techprince wrote: »Over the past 2 years the game became more and more casual friendly, along with making zergs more powerful than ever and destroying small scale pvp almost completely.
If you look how Cyro was advertised it was not solely ment to be a zerg fest. It was made to be played successfully by groups of all sizes.
With certain changes however numbers were truly favored and small groups or solo players got the shaft.
1. Change the Poison cooldown.
Right now the poison cooldown is attacker based and not like CC immunity target based. This means if multiple people attack you with poisons you get to receive all and effects of those poisons. This also means that small groups can affect less people with their poison while big zergs can apply poison to everyone of the smaller group making the already overperfoming poisons even stronger for Xv1
-Change the Poison cooldown to a poison immunity meaning: When you got hit by a poison you have a 10 seconds immunity to get hit by another poison.
2. Remove curse stacking. Curse is a powerful burst that has no counterplay outside of purging, with 3-4 sorcs applying curse to you they can kill you without counterplay available for you as it comes in one big burst which will then kill you ----> benefits numbers more than anything else
-Introduce a Curse limit for everything in the game, in PvP the curse limit is one meaning you can be affected by 1 curse at the same time (can not be overwritten by another curse), in group dungeons the curse limit for all enemies is 4 as you can only bring 4 sorcs to them and for Trials it's 12.
3. PotL / purifying Light need to be changed to only be charged by the damage the caster itself deals and not the damage the target receives from all sources. This makes the skill too zerg friendly as it can be spammed by healers/tanks which shouldn't be able to hit you with a hit >9k only because you get already zerged by his friends.
-Change it so only the damage the caster deals is applied to the end damage and not the damage of everyone. To balance this out the stored amount would have to be increased slightly to make it possible to still get the full charge
4. Earthgore makes zerging all the more easy and is a slap into the face for small groups. With the high cooldown it's impossible to have a good uptime with a small group. A big group however can have the set ready at all times and one proc alone is enough to save every member of the zerg
- Half the radius of the proc, reduce the healing by 60% but increase the duration to 8 seconds
These changes would make it more balanced when fighting with a smaller group against zergs, this doesn't mean however that they will win every fight as the zerg still has the advantage in numbers, damage and healing
You are implying everyone runs poisons which isnt the case. However, cost poisons should be removed from the game.
Curse stacking was already present, backlash stacking was added in this patch. Both specifically counter 1 vs X and it should and it will stay the same. This is small/large scale PvP and balance is done accordingly. If you want 1 vs 1, go duel outside.
Earthgore was nerfed but its healing is still high which will need another nerf.
That being said, your disguise for "make 1 vs X easier" has been blown.
I didn't knew it was hard for some people to understand basic sententinal logic.
For the record Yeah i want 1vX / Small scale to be easier by balancing over performing things
no. 1vX is a proof that balance sucks. If you fight against people that use poisons and good abilities (meaning they're not new pve players that spam light attacks) then you should not go over 1v3.
VaranisArano wrote: »VaranisArano wrote: »Oy people. Xv1 does not mean 1vX. Really just talking about how mechanics make uneven numbers have an even greater effect than just having more numbers. Whether its 15v10 15v5 15v13. OP is clearly talking about things that make numbers greater than the sum of its parts. As someone said; you can't expect even numbers. So why make it even more damning when you run into a larger group.
The OP gave a couple of examples of things that groups with greater numbers can use to good effect to focus and kill smaller groups.
An organized raid can do the same thing with light attacks. Nerf light attack spam, it favors large groups who can hit the enemy more times and with more firepower than the small group can.
The OP gave a couple of examples of horribly designed mechanics. Your example with light attacks is not even close to what he is actually suggesting.
Its not about making cyro designed for solo or small scale. Cyro is and should be designed for large scale fights and when you are fighting outnumbered you should be in a disadvantage. But you should be in a disadvantage because you dont have the numbers, not because horribly designed mechanics start adding up leaving no room for actual counterplay.
So Purge doesn't count as counterplay for poisons?
As for the skills, whenever I'm the focus of a bunch of enemy players, I don't get worked,over the specific skill that killed me. Sooner or later, they were going to kill me with something or more likely, some combo of something. If "can be used more effectively in larger groups against smaller groups" is the standard for nerfs I'm not seeing a lot that shouldn't be nerfed.techprince wrote: »Over the past 2 years the game became more and more casual friendly, along with making zergs more powerful than ever and destroying small scale pvp almost completely.
If you look how Cyro was advertised it was not solely ment to be a zerg fest. It was made to be played successfully by groups of all sizes.
With certain changes however numbers were truly favored and small groups or solo players got the shaft.
1. Change the Poison cooldown.
Right now the poison cooldown is attacker based and not like CC immunity target based. This means if multiple people attack you with poisons you get to receive all and effects of those poisons. This also means that small groups can affect less people with their poison while big zergs can apply poison to everyone of the smaller group making the already overperfoming poisons even stronger for Xv1
-Change the Poison cooldown to a poison immunity meaning: When you got hit by a poison you have a 10 seconds immunity to get hit by another poison.
2. Remove curse stacking. Curse is a powerful burst that has no counterplay outside of purging, with 3-4 sorcs applying curse to you they can kill you without counterplay available for you as it comes in one big burst which will then kill you ----> benefits numbers more than anything else
-Introduce a Curse limit for everything in the game, in PvP the curse limit is one meaning you can be affected by 1 curse at the same time (can not be overwritten by another curse), in group dungeons the curse limit for all enemies is 4 as you can only bring 4 sorcs to them and for Trials it's 12.
3. PotL / purifying Light need to be changed to only be charged by the damage the caster itself deals and not the damage the target receives from all sources. This makes the skill too zerg friendly as it can be spammed by healers/tanks which shouldn't be able to hit you with a hit >9k only because you get already zerged by his friends.
-Change it so only the damage the caster deals is applied to the end damage and not the damage of everyone. To balance this out the stored amount would have to be increased slightly to make it possible to still get the full charge
4. Earthgore makes zerging all the more easy and is a slap into the face for small groups. With the high cooldown it's impossible to have a good uptime with a small group. A big group however can have the set ready at all times and one proc alone is enough to save every member of the zerg
- Half the radius of the proc, reduce the healing by 60% but increase the duration to 8 seconds
These changes would make it more balanced when fighting with a smaller group against zergs, this doesn't mean however that they will win every fight as the zerg still has the advantage in numbers, damage and healing
You are implying everyone runs poisons which isnt the case. However, cost poisons should be removed from the game.
Curse stacking was already present, backlash stacking was added in this patch. Both specifically counter 1 vs X and it should and it will stay the same. This is small/large scale PvP and balance is done accordingly. If you want 1 vs 1, go duel outside.
Earthgore was nerfed but its healing is still high which will need another nerf.
That being said, your disguise for "make 1 vs X easier" has been blown.
I didn't knew it was hard for some people to understand basic sententinal logic.
For the record Yeah i want 1vX / Small scale to be easier by balancing over performing things
VaranisArano wrote: »VaranisArano wrote: »Oy people. Xv1 does not mean 1vX. Really just talking about how mechanics make uneven numbers have an even greater effect than just having more numbers. Whether its 15v10 15v5 15v13. OP is clearly talking about things that make numbers greater than the sum of its parts. As someone said; you can't expect even numbers. So why make it even more damning when you run into a larger group.
The OP gave a couple of examples of things that groups with greater numbers can use to good effect to focus and kill smaller groups.
An organized raid can do the same thing with light attacks. Nerf light attack spam, it favors large groups who can hit the enemy more times and with more firepower than the small group can.
The OP gave a couple of examples of horribly designed mechanics. Your example with light attacks is not even close to what he is actually suggesting.
Its not about making cyro designed for solo or small scale. Cyro is and should be designed for large scale fights and when you are fighting outnumbered you should be in a disadvantage. But you should be in a disadvantage because you dont have the numbers, not because horribly designed mechanics start adding up leaving no room for actual counterplay.
So Purge doesn't count as counterplay for poisons?
As for the skills, whenever I'm the focus of a bunch of enemy players, I don't get worked,over the specific skill that killed me. Sooner or later, they were going to kill me with something or more likely, some combo of something. If "can be used more effectively in larger groups against smaller groups" is the standard for nerfs I'm not seeing a lot that shouldn't be nerfed.techprince wrote: »Over the past 2 years the game became more and more casual friendly, along with making zergs more powerful than ever and destroying small scale pvp almost completely.
If you look how Cyro was advertised it was not solely ment to be a zerg fest. It was made to be played successfully by groups of all sizes.
With certain changes however numbers were truly favored and small groups or solo players got the shaft.
1. Change the Poison cooldown.
Right now the poison cooldown is attacker based and not like CC immunity target based. This means if multiple people attack you with poisons you get to receive all and effects of those poisons. This also means that small groups can affect less people with their poison while big zergs can apply poison to everyone of the smaller group making the already overperfoming poisons even stronger for Xv1
-Change the Poison cooldown to a poison immunity meaning: When you got hit by a poison you have a 10 seconds immunity to get hit by another poison.
2. Remove curse stacking. Curse is a powerful burst that has no counterplay outside of purging, with 3-4 sorcs applying curse to you they can kill you without counterplay available for you as it comes in one big burst which will then kill you ----> benefits numbers more than anything else
-Introduce a Curse limit for everything in the game, in PvP the curse limit is one meaning you can be affected by 1 curse at the same time (can not be overwritten by another curse), in group dungeons the curse limit for all enemies is 4 as you can only bring 4 sorcs to them and for Trials it's 12.
3. PotL / purifying Light need to be changed to only be charged by the damage the caster itself deals and not the damage the target receives from all sources. This makes the skill too zerg friendly as it can be spammed by healers/tanks which shouldn't be able to hit you with a hit >9k only because you get already zerged by his friends.
-Change it so only the damage the caster deals is applied to the end damage and not the damage of everyone. To balance this out the stored amount would have to be increased slightly to make it possible to still get the full charge
4. Earthgore makes zerging all the more easy and is a slap into the face for small groups. With the high cooldown it's impossible to have a good uptime with a small group. A big group however can have the set ready at all times and one proc alone is enough to save every member of the zerg
- Half the radius of the proc, reduce the healing by 60% but increase the duration to 8 seconds
These changes would make it more balanced when fighting with a smaller group against zergs, this doesn't mean however that they will win every fight as the zerg still has the advantage in numbers, damage and healing
You are implying everyone runs poisons which isnt the case. However, cost poisons should be removed from the game.
Curse stacking was already present, backlash stacking was added in this patch. Both specifically counter 1 vs X and it should and it will stay the same. This is small/large scale PvP and balance is done accordingly. If you want 1 vs 1, go duel outside.
Earthgore was nerfed but its healing is still high which will need another nerf.
That being said, your disguise for "make 1 vs X easier" has been blown.
I didn't knew it was hard for some people to understand basic sententinal logic.
For the record Yeah i want 1vX / Small scale to be easier by balancing over performing things
Over the past 2 years the game became more and more casual friendly, along with making zergs more powerful than ever and destroying small scale pvp almost completely.
If you look how Cyro was advertised it was not solely ment to be a zerg fest. It was made to be played successfully by groups of all sizes.
With certain changes however numbers were truly favored and small groups or solo players got the shaft.
1. Change the Poison cooldown.
Right now the poison cooldown is attacker based and not like CC immunity target based. This means if multiple people attack you with poisons you get to receive all and effects of those poisons. This also means that small groups can affect less people with their poison while big zergs can apply poison to everyone of the smaller group making the already overperfoming poisons even stronger for Xv1
-Change the Poison cooldown to a poison immunity meaning: When you got hit by a poison you have a 10 seconds immunity to get hit by another poison.
2. Remove curse stacking. Curse is a powerful burst that has no counterplay outside of purging, with 3-4 sorcs applying curse to you they can kill you without counterplay available for you as it comes in one big burst which will then kill you ----> benefits numbers more than anything else
-Introduce a Curse limit for everything in the game, in PvP the curse limit is one meaning you can be affected by 1 curse at the same time (can not be overwritten by another curse), in group dungeons the curse limit for all enemies is 4 as you can only bring 4 sorcs to them and for Trials it's 12.
3. PotL / purifying Light need to be changed to only be charged by the damage the caster itself deals and not the damage the target receives from all sources. This makes the skill too zerg friendly as it can be spammed by healers/tanks which shouldn't be able to hit you with a hit >9k only because you get already zerged by his friends.
-Change it so only the damage the caster deals is applied to the end damage and not the damage of everyone. To balance this out the stored amount would have to be increased slightly to make it possible to still get the full charge
4. Earthgore makes zerging all the more easy and is a slap into the face for small groups. With the high cooldown it's impossible to have a good uptime with a small group. A big group however can have the set ready at all times and one proc alone is enough to save every member of the zerg
- Half the radius of the proc, reduce the healing by 60% but increase the duration to 8 seconds
These changes would make it more balanced when fighting with a smaller group against zergs, this doesn't mean however that they will win every fight as the zerg still has the advantage in numbers, damage and healing