Joy_Division wrote: »A big reason stam Wardens are really strong is because ZoS hasn't had 4 years to gut the class and make all it;s abilities stale and generic.
Give it some time. Birds this last patch, Shimmering shield probably next patch, before too long it will be just as boring and frustrating to play as the other 4.
Oh and sorcs are neutered too - cfrag no longer having a stun was a HUGE buff for nightblades
Lets be honest, mag sorcs weren’t killing good stamblades without using the DBoS or streak undodgeable CC anyway.
Thankfully(lol) the Nightblade is it’s own natural predator. Just reroll mageblade, slot mark, use zaan, have 26k HP so you can’t get 1 banged, kill all of the stamblades.
Oh and sorcs are neutered too - cfrag no longer having a stun was a HUGE buff for nightblades
Lets be honest, mag sorcs weren’t killing good stamblades without using the DBoS or streak undodgeable CC anyway.
Thankfully(lol) the Nightblade is it’s own natural predator. Just reroll mageblade, slot mark, use zaan, have 26k HP so you can’t get 1 banged, kill all of the stamblades.
NB has the best zaan counter available. That wouldn't work...
It's funny that there are roughly 10 things in the game which are truly overperfoming which are easy to balance and the Devs still fail to balance them in one patch.
Poisons: 1. Remove them from PvP or give players 10 sec immunity to poisons when they get hit by them
Zaan/Skoria: Zaan gets it's range nerfed to 6m and it's duration to 10 seconds while reducing the bonus damage to 25% ~same dps.
Skorias gets a delay to work like a ground aoe
Earthgore: Duration increased to 10 seconds, healing can stay the same, radius reduced to 5m
Shieldbreaker: Deals 20% extra damage to shields
Stamnb: Remove the CC from Incap and they lose enough burst to be balanced again
Stamwarden: Remove major heroism from Shimmering and increase the cost. Split shalk damage into direct damage on cast (1/3rd) + delayed damage 2/3rd reduce range slightly
Duroks and Defiles in general: nerf major defile to 20% and minor to 10% and nerf Befoul to 30% (but make major and minor defile work additive)
Snipe spam: make snipe instant but lower the damage by 60% (same damage with LA weaving but less bursty)
Trollking: nerf by ~15% but procs at 60% again
Shieldstacking: too much to be decided by one
Destro ult: really fine atm
Ball groups: change distance deto, from being casted on you to stick to an enemy, that explodes after 4 seconds or immediately when 8 people are in its range (1.5 sec cast time)
And PvP just go a whole lot better.
IZZESparkling wrote: »RighteousBacon wrote: »IZZESparkling wrote: »Quite an uncalled for hostility thereRagnarock41 wrote: »IZZESparkling wrote: »Lol Stamwarden is the least of the worries when Earthgore running glass cannons can just live through your burst combo. Stamwarden should be placed as the least of the worries and here we are, it apparently is much more OP than Earthgore.
Oh please, amuse me a bit more with your total non sense.
''stamden is fine because earthgore exists and is more broken''
and what happens when people use it on a stamden?
And in that scope, stamden has nothing on earthgore. Also, stamden's burst is usually fairly avoidable with cc at the right time.
Unless they’re good at the game and they Time there burst with cc immunity
I never got hit by that combo and died myself even on light armor when not getting zergstomped. Maybe I just move too much. Stamden burst line up is actually harder than it looks unless you get off your only reliable cc first. S/b cc is nice and but it does not do enough damage on s/b. By the time bar is swapped and gcd passes, opponent would break free and move.
So, only real burst starter realistically would be DBoS and its stun can be blocked with significant amount of damage mitigated by block. Hardly op enough to carry players.
Now, if stamden player is better than me, then that's a different problem because I will die to them regardless of their classes they are familiar with. Unless they just make a mistake. Burst combo is nice in theory but it is difficult to time it right and it should be rewarding when they do work. I mean, by the opness of burst combo alone, msorc is much better at bursting down with their delayed proc execute. It is also easier to set up. Stamden might be one of the most played atm but is not OP enough to warrant any sort of nerf. It is nothing like earthgore in terms of carrying and opness alone. You can basically stand around the resource while someone destrobombs or tether bombs your group and earthgore proc will just outheal all that initial damage unless they were all built like potatoes with 0 crit resistances.
Ragnarock41 wrote: »It's funny that there are roughly 10 things in the game which are truly overperfoming which are easy to balance and the Devs still fail to balance them in one patch.
Poisons: 1. Remove them from PvP or give players 10 sec immunity to poisons when they get hit by them
Zaan/Skoria: Zaan gets it's range nerfed to 6m and it's duration to 10 seconds while reducing the bonus damage to 25% ~same dps.
Skorias gets a delay to work like a ground aoe
Earthgore: Duration increased to 10 seconds, healing can stay the same, radius reduced to 5m
Shieldbreaker: Deals 20% extra damage to shields
Stamnb: Remove the CC from Incap and they lose enough burst to be balanced again
Stamwarden: Remove major heroism from Shimmering and increase the cost. Split shalk damage into direct damage on cast (1/3rd) + delayed damage 2/3rd reduce range slightly
Duroks and Defiles in general: nerf major defile to 20% and minor to 10% and nerf Befoul to 30% (but make major and minor defile work additive)
Snipe spam: make snipe instant but lower the damage by 60% (same damage with LA weaving but less bursty)
Trollking: nerf by ~15% but procs at 60% again
Shieldstacking: too much to be decided by one
Destro ult: really fine atm
Ball groups: change distance deto, from being casted on you to stick to an enemy, that explodes after 4 seconds or immediately when 8 people are in its range (1.5 sec cast time)
And PvP just go a whole lot better.
troll king is so meh after the defile fix and countless nerfs, why do you want to nerf it even more?
It's funny that there are roughly 10 things in the game which are truly overperfoming which are easy to balance and the Devs still fail to balance them in one patch.
Poisons: 1. Remove them from PvP or give players 10 sec immunity to poisons when they get hit by them
Zaan/Skoria: Zaan gets it's range nerfed to 6m and it's duration to 10 seconds while reducing the bonus damage to 25% ~same dps.
Skorias gets a delay to work like a ground aoe
Earthgore: Duration increased to 10 seconds, healing can stay the same, radius reduced to 5m
Shieldbreaker: Deals 20% extra damage to shields
Stamnb: Remove the CC from Incap and they lose enough burst to be balanced again
Stamwarden: Remove major heroism from Shimmering and increase the cost. Split shalk damage into direct damage on cast (1/3rd) + delayed damage 2/3rd reduce range slightly
Duroks and Defiles in general: nerf major defile to 20% and minor to 10% and nerf Befoul to 30% (but make major and minor defile work additive)
Snipe spam: make snipe instant but lower the damage by 60% (same damage with LA weaving but less bursty)
Trollking: nerf by ~15% but procs at 60% again
Shieldstacking: too much to be decided by one
Destro ult: really fine atm
Ball groups: change distance deto, from being casted on you to stick to an enemy, that explodes after 4 seconds or immediately when 8 people are in its range (1.5 sec cast time)
And PvP just go a whole lot better.
Ragnarock41 wrote: »It's funny that there are roughly 10 things in the game which are truly overperfoming which are easy to balance and the Devs still fail to balance them in one patch.
Poisons: 1. Remove them from PvP or give players 10 sec immunity to poisons when they get hit by them
Zaan/Skoria: Zaan gets it's range nerfed to 6m and it's duration to 10 seconds while reducing the bonus damage to 25% ~same dps.
Skorias gets a delay to work like a ground aoe
Earthgore: Duration increased to 10 seconds, healing can stay the same, radius reduced to 5m
Shieldbreaker: Deals 20% extra damage to shields
Stamnb: Remove the CC from Incap and they lose enough burst to be balanced again
Stamwarden: Remove major heroism from Shimmering and increase the cost. Split shalk damage into direct damage on cast (1/3rd) + delayed damage 2/3rd reduce range slightly
Duroks and Defiles in general: nerf major defile to 20% and minor to 10% and nerf Befoul to 30% (but make major and minor defile work additive)
Snipe spam: make snipe instant but lower the damage by 60% (same damage with LA weaving but less bursty)
Trollking: nerf by ~15% but procs at 60% again
Shieldstacking: too much to be decided by one
Destro ult: really fine atm
Ball groups: change distance deto, from being casted on you to stick to an enemy, that explodes after 4 seconds or immediately when 8 people are in its range (1.5 sec cast time)
And PvP just go a whole lot better.
troll king is so meh after the defile fix and countless nerfs, why do you want to nerf it even more?
Because it's still strong? And once some of the classes which need it (stamdk / sorc) get their buffs it would be too strong
It's funny that there are roughly 10 things in the game which are truly overperfoming which are easy to balance and the Devs still fail to balance them in one patch.
Poisons: 1. Remove them from PvP or give players 10 sec immunity to poisons when they get hit by them
Zaan/Skoria: Zaan gets it's range nerfed to 6m and it's duration to 10 seconds while reducing the bonus damage to 25% ~same dps.
Skorias gets a delay to work like a ground aoe
Earthgore: Duration increased to 10 seconds, healing can stay the same, radius reduced to 5m
Shieldbreaker: Deals 20% extra damage to shields
Stamnb: Remove the CC from Incap and they lose enough burst to be balanced again
Stamwarden: Remove major heroism from Shimmering and increase the cost. Split shalk damage into direct damage on cast (1/3rd) + delayed damage 2/3rd reduce range slightly
Duroks and Defiles in general: nerf major defile to 20% and minor to 10% and nerf Befoul to 30% (but make major and minor defile work additive)
Snipe spam: make snipe instant but lower the damage by 60% (same damage with LA weaving but less bursty)
Trollking: nerf by ~15% but procs at 60% again
Shieldstacking: too much to be decided by one
Destro ult: really fine atm
Ball groups: change distance deto, from being casted on you to stick to an enemy, that explodes after 4 seconds or immediately when 8 people are in its range (1.5 sec cast time)
And PvP just go a whole lot better.
How are you going to compensate incap? With no cc, there is no reason to choose this over fdb or soul harvest
It's funny that there are roughly 10 things in the game which are truly overperfoming which are easy to balance and the Devs still fail to balance them in one patch.
Poisons: 1. Remove them from PvP or give players 10 sec immunity to poisons when they get hit by them
Zaan/Skoria: Zaan gets it's range nerfed to 6m and it's duration to 10 seconds while reducing the bonus damage to 25% ~same dps.
Skorias gets a delay to work like a ground aoe
Earthgore: Duration increased to 10 seconds, healing can stay the same, radius reduced to 5m
Shieldbreaker: Deals 20% extra damage to shields
Stamnb: Remove the CC from Incap and they lose enough burst to be balanced again
Stamwarden: Remove major heroism from Shimmering and increase the cost. Split shalk damage into direct damage on cast (1/3rd) + delayed damage 2/3rd reduce range slightly
Duroks and Defiles in general: nerf major defile to 20% and minor to 10% and nerf Befoul to 30% (but make major and minor defile work additive)
Snipe spam: make snipe instant but lower the damage by 60% (same damage with LA weaving but less bursty)
Trollking: nerf by ~15% but procs at 60% again
Shieldstacking: too much to be decided by one
Destro ult: really fine atm
Ball groups: change distance deto, from being casted on you to stick to an enemy, that explodes after 4 seconds or immediately when 8 people are in its range (1.5 sec cast time)
And PvP just go a whole lot better.
rimmidimdim wrote: »I'm voting Zaan, can easily do 20k dam, and I'm not a complete bum. If you get Foss or feared as it procs, you done. Also you can be in a fight with someone else and get hit from behind and not notice the zaan, it needs a sound cue or something
Waffennacht wrote: »rimmidimdim wrote: »I'm voting Zaan, can easily do 20k dam, and I'm not a complete bum. If you get Foss or feared as it procs, you done. Also you can be in a fight with someone else and get hit from behind and not notice the zaan, it needs a sound cue or something
As I'm on console I don't see many others using it yet, but in a BG toss up, the first two ticks almost always go unnoticed.
Then the real pain sets in, even if they heal (which is a typical response when you cannot see the beam) those few ticks drop people's health almost to zero in one tick.
I'll definitely be adjusting my build to use Zaan to it's maximum potential
rimmidimdim wrote: »I'm voting Zaan, can easily do 20k dam, and I'm not a complete bum. If you get Foss or feared as it procs, you done. Also you can be in a fight with someone else and get hit from behind and not notice the zaan, it needs a sound cue or something
Waffennacht wrote: »rimmidimdim wrote: »I'm voting Zaan, can easily do 20k dam, and I'm not a complete bum. If you get Foss or feared as it procs, you done. Also you can be in a fight with someone else and get hit from behind and not notice the zaan, it needs a sound cue or something
As I'm on console I don't see many others using it yet, but in a BG toss up, the first two ticks almost always go unnoticed.
Then the real pain sets in, even if they heal (which is a typical response when you cannot see the beam) those few ticks drop people's health almost to zero in one tick.
I'll definitely be adjusting my build to use Zaan to it's maximum potential
Spinners front bar Duroks back, 28k+ HP and stack sustain?
Wow I am surprised to see Stam wardens in first place right now.
I don’t disagree, but I’m curious... if Stam wardens are so OP, why don’t we see more of them?
Sure am, but regardless most good players will agree. Sorcs are not in a great place right now and anyone Claiming shield stacking is the number one problem right now needs to get gud.
Even if a sorc can sustain a triple stack they sure as hell aren't killing you too. If you can't out sustain active defence and CC then you got issues....
If it was 2015 id agree
After having played in 4 to 6 person groups again for a feww weeks now i have to say: Earthgore is still an idiot empowering tool without equal.
We´ve had dozens of fights by now where this sets heal was the only reason groups with double or tripple our numbers won the fight even though they got outmaneuverey and outplayed.
It´s able to completely negate coordinated play from smaller numbers and rewards stupid stack on crown gameplay.
It should loose it´s purge completely and the heal should be devided between all groupmembers affected by it.