I completely agree with your sentiment regarding the sacrifices which one has to make, to become a Defile-bot.
Do people actually play PvP in this game or are they sitting in deshaan crying that they lost 400 DPS which killed their character in pve although they aren't even any close to the ceiling.
Defiles and Befoul are completely broken in PvP.
1. You need to stack points into healing to survive even if there are no Defiles applied to you. A normal build that hasn't put any points into healing received will get completely nuked in every fight against decent opponents
2. Major Healing Buffs like Mending or Vitality have a pitiful uptime when compared to Defiles which have an easy 100% uptime on most good builds.
3. The opportunity costs for increased healing are huge as you lose both damage and mitigation when putting points into them while Befoul is in the green tree where you can easily spend 42 points without worrying as you already got everything you needed there
If you look at cyro a stambuild with major mending, good weapon damage, points into healing received/ given etc. Gets Vigor ticks of about 3.5k
With major Defile (no befoul) on him that gets already reduced to 2.3k.
With major and minor Defile (no befoul) he's looking at a 1.75k heal per vigor tick
If you factor in befoul in an appropriate amount he sits at a 1.3k heal
Meaning that anyone can easily outdamages the healing of the main healing ability with 2 dots or LA weaving.
No matter how bad he is.
Major defile needs to be reduced to 20% and minor to 10%. You can easily kill people without defiles and most "unkillable" builds took a huge hit with block cost increase
BroanBeast1215 wrote: »Healing/Mitigation in PVP is way too strong. Templars can purge and heal right through Duroks and loads of damage. NBs just cloak infinitely and run you out of resources. Sorcs can run circles around you or shield stack infinitely. Wardens can run circles around you and heal right through loads of damage as they pop their tree ults every 20 seconds. DKs can lock you down/immobilize you infinitely.
Every class has defensive mechanics that allow them to turtle up and require at least two people to kill them.
So really, defile by itself is not enough to kill a high skill level player. It takes executing a series of combos that add up to enough total pressure to earn the kill.
We really need to focus on how tanky players have gotten. Time to kill is way up, and if you don't have enough burst damage, then the fight resets and you start your combo progression all over again. The tanky meta is why it is so much harder to 1vX now.
It's important to have anti-tank sets in the game, or anti-tank mechanics or options in general. Be careful with what kind of nerfs as a community we ask for.
Wizards Riposte, in contrast, makes players super tanks because they take so much less damage, while Duroks tries to make players more killable.
This entire thread is an l2p issue.
I like how you come into almost every thread and try to discredit others discussions with things like "L2P" and other strawman arguments; if you cant argue your point without ad hominem attacks and other logical fallacies, just don't post? this board is meant to be constructive discussions and debates your toxicity is unwelcome.
Anyway. This is a stretch, but I say change defile and maim etc to only work for those casting it IN PvP. I.e. maim would lower a targets damage by 15% only to the caster. Thus riposte would be good for solo and not free debuffs for your group. Same with defiles. Damage that you do to them is harder to be healed. That way its effectiveness is tied to your own offense instead of being a groups debuff healbot.
Ragnarock41 wrote: »But the problem is, cloak spam, shield spam won't get any nerfs because of our heavily biased community.
BroanBeast1215 wrote: »Healing/Mitigation in PVP is way too strong. Templars can purge and heal right through Duroks and loads of damage. NBs just cloak infinitely and run you out of resources. Sorcs can run circles around you or shield stack infinitely. Wardens can run circles around you and heal right through loads of damage as they pop their tree ults every 20 seconds. DKs can lock you down/immobilize you infinitely.
Every class has defensive mechanics that allow them to turtle up and require at least two people to kill them.
So really, defile by itself is not enough to kill a high skill level player. It takes executing a series of combos that add up to enough total pressure to earn the kill.
We really need to focus on how tanky players have gotten. Time to kill is way up, and if you don't have enough burst damage, then the fight resets and you start your combo progression all over again. The tanky meta is why it is so much harder to 1vX now.
It's important to have anti-tank sets in the game, or anti-tank mechanics or options in general. Be careful with what kind of nerfs as a community we ask for.
Wizards Riposte, in contrast, makes players super tanks because they take so much less damage, while Duroks tries to make players more killable.
This entire thread is an l2p issue.
I like how you come into almost every thread and try to discredit others discussions with things like "L2P" and other strawman arguments; if you cant argue your point without ad hominem attacks and other logical fallacies, just don't post? this board is meant to be constructive discussions and debates your toxicity is unwelcome.
Hmm... Isn't that what you did in the DK thread?
Anyway. This is a stretch, but I say change defile and maim etc to only work for those casting it IN PvP. I.e. maim would lower a targets damage by 15% only to the caster. Thus riposte would be good for solo and not free debuffs for your group. Same with defiles. Damage that you do to them is harder to be healed. That way its effectiveness is tied to your own offense instead of being a groups debuff healbot.
Minor defile and major defile are multiplicative, not additive.Durok's requires sacrificing a 5 pc set for the high uptime on a important debuff. The 2-4 pc bonuses are negligible boosts even for a tank.
Befoul has diminishing returns considering there are lots of other useful Green CP trees.
It isn't hard to get an extra 33% heal debuff from Befoul however (My minor defile poisons are 20% and Major Defile is 40% heal debuff). It makes for an effective combo that people like @Lexxypwns have been pointing out for a while.
I completely agree with your sentiment regarding the sacrifices which one has to make, to become a Defile-bot.
But that claimed 33% Heal Debuff hurts my eyes. That number is impossible. Just for clarity, below are the total Defile numbers, with different setups. These numbers however, assume totally unbuffed opponent, without Mending or Healing Received bonuses, of which the latter will directly impact the relative effectiveness of befoul / defile;
Minor Defile = 15% (23,25% with Befoul 100 CP)
Major Defile = 30% (46,5% with Befoul 100 CP)
Minor Defile + Major Defile = 40,5% (58,9% with 100 CP Befoul)
So, the maximum possible Healing Reduction achievable is 58,9%, and the maximum added value by Befoul star is 18,4% Defile. That is a LOOOOOONG way from 33%.
EDIT... Ahhh. Sorry. After rereading, i just realize that the 33% was most probably referring to the percentage of Befoul star (0-55%). In that case, your post is 100% accurate, and i agree. Just for the sake of the numbers, i will however leave the numbers i took the time to quickly calculate.
Anyway. This is a stretch, but I say change defile and maim etc to only work for those casting it IN PvP. I.e. maim would lower a targets damage by 15% only to the caster. Thus riposte would be good for solo and not free debuffs for your group. Same with defiles. Damage that you do to them is harder to be healed. That way its effectiveness is tied to your own offense instead of being a groups debuff healbot.
This idea is maybe not bad if to say about MInor Maim or debuffs which protect his opponents like, but if to say about Major Defile and debuffs working similar...what is your vision?
Do people actually play PvP in this game or are they sitting in deshaan crying that they lost 400 DPS which killed their character in pve although they aren't even any close to the ceiling.
Defiles and Befoul are completely broken in PvP.
1. You need to stack points into healing to survive even if there are no Defiles applied to you. A normal build that hasn't put any points into healing received will get completely nuked in every fight against decent opponents
2. Major Healing Buffs like Mending or Vitality have a pitiful uptime when compared to Defiles which have an easy 100% uptime on most good builds.
3. The opportunity costs for increased healing are huge as you lose both damage and mitigation when putting points into them while Befoul is in the green tree where you can easily spend 42 points without worrying as you already got everything you needed there
If you look at cyro a stambuild with major mending, good weapon damage, points into healing received/ given etc. Gets Vigor ticks of about 3.5k
With major Defile (no befoul) on him that gets already reduced to 2.3k.
With major and minor Defile (no befoul) he's looking at a 1.75k heal per vigor tick
If you factor in befoul in an appropriate amount he sits at a 1.3k heal
Meaning that anyone can easily outdamages the healing of the main healing ability with 2 dots or LA weaving.
No matter how bad he is.
Major defile needs to be reduced to 20% and minor to 10%. You can easily kill people without defiles and most "unkillable" builds took a huge hit with block cost increase
IZZESparkling wrote: »Do people actually play PvP in this game or are they sitting in deshaan crying that they lost 400 DPS which killed their character in pve although they aren't even any close to the ceiling.
Defiles and Befoul are completely broken in PvP.
1. You need to stack points into healing to survive even if there are no Defiles applied to you. A normal build that hasn't put any points into healing received will get completely nuked in every fight against decent opponents
2. Major Healing Buffs like Mending or Vitality have a pitiful uptime when compared to Defiles which have an easy 100% uptime on most good builds.
3. The opportunity costs for increased healing are huge as you lose both damage and mitigation when putting points into them while Befoul is in the green tree where you can easily spend 42 points without worrying as you already got everything you needed there
If you look at cyro a stambuild with major mending, good weapon damage, points into healing received/ given etc. Gets Vigor ticks of about 3.5k
With major Defile (no befoul) on him that gets already reduced to 2.3k.
With major and minor Defile (no befoul) he's looking at a 1.75k heal per vigor tick
If you factor in befoul in an appropriate amount he sits at a 1.3k heal
Meaning that anyone can easily outdamages the healing of the main healing ability with 2 dots or LA weaving.
No matter how bad he is.
Major defile needs to be reduced to 20% and minor to 10%. You can easily kill people without defiles and most "unkillable" builds took a huge hit with block cost increase
If they had 3.5k heals per tick, then what's the problem of it getting reduced by half because that 3.5k per tick healing alone makes them virtually unkillable with great damage and sustain as is.
3.5k per tick would need a counter and people who do get 3.5k per tick also tend to have strong resistance too. So... they easily outheal the damage either after CC or after cloak. So defile is needed and should be a group component.
Usually, counter would be kill the defile bot first or kill everyone else around it and not attacking it and then kill it. It's been done before. I am sure it can be done again and this do happen.
I dont think it's fair to keep nerfing one certain aspect of the game without taking into account how the rest of the game works. We need our defiles, because options for mitigation right now are so strong.
BroanBeast1215 wrote: »Healing/Mitigation in PVP is way too strong. Templars can purge and heal right through Duroks and loads of damage. NBs just cloak infinitely and run you out of resources. Sorcs can run circles around you or shield stack infinitely. Wardens can run circles around you and heal right through loads of damage as they pop their tree ults every 20 seconds. DKs can lock you down/immobilize you infinitely.
Every class has defensive mechanics that allow them to turtle up and require at least two people to kill them.
So really, defile by itself is not enough to kill a high skill level player. It takes executing a series of combos that add up to enough total pressure to earn the kill.
We really need to focus on how tanky players have gotten. Time to kill is way up, and if you don't have enough burst damage, then the fight resets and you start your combo progression all over again. The tanky meta is why it is so much harder to 1vX now.
It's important to have anti-tank sets in the game, or anti-tank mechanics or options in general. Be careful with what kind of nerfs as a community we ask for.
Wizards Riposte, in contrast, makes players super tanks because they take so much less damage, while Duroks tries to make players more killable.
This entire thread is an l2p issue.
I like how you come into almost every thread and try to discredit others discussions with things like "L2P" and other strawman arguments; if you cant argue your point without ad hominem attacks and other logical fallacies, just don't post? this board is meant to be constructive discussions and debates your toxicity is unwelcome.
Hmm... Isn't that what you did in the DK thread?
Anyway. This is a stretch, but I say change defile and maim etc to only work for those casting it IN PvP. I.e. maim would lower a targets damage by 15% only to the caster. Thus riposte would be good for solo and not free debuffs for your group. Same with defiles. Damage that you do to them is harder to be healed. That way its effectiveness is tied to your own offense instead of being a groups debuff healbot.
Who are you guys fighting in pvp? I run across hardcore pvp'ers all the time and without defile, the enemy player can just out mitigate your damage right through the defile. I have to make sure I'm fully buffed and that I've applied a whole list of debuffs onto the enemy to soften them up before I can get the kill.
No good player dies from just a defile. They die because you've snared or immobile them, followed up by applying some dots, getting them low, then finishing them off with high burst direct damage execute along with animation canceling. You make sure to apply defile, maim, fracture so the total pressure on them is high enough so they eventually die.
And you also make sure you keep up your own self buffs to damage, healing, and resistances to counter the enemy's pressure.
Defile is not effective against shield stacking classes mag sorc, mag nightblade, mag warden because their mitigation comes from shields. Defile doesn't work that well against templars because they just cleanse it right off over and over again.
DKs that just sit there and turtle up/block and barely output enough damage to kill a squirrel get wrecked every time.
Nightblades just cloak and heal up if you do not have a counter to their stealth mechanic.
Stam sorcs are so fast that if they want to line of sight you and run off, you're not catching up to them.
I dont think it's fair to keep nerfing one certain aspect of the game without taking into account how the rest of the game works. We need our defiles, because options for mitigation right now are so strong.
Minor defile and major defile are multiplicative, not additive.Durok's requires sacrificing a 5 pc set for the high uptime on a important debuff. The 2-4 pc bonuses are negligible boosts even for a tank.
Befoul has diminishing returns considering there are lots of other useful Green CP trees.
It isn't hard to get an extra 33% heal debuff from Befoul however (My minor defile poisons are 20% and Major Defile is 40% heal debuff). It makes for an effective combo that people like @Lexxypwns have been pointing out for a while.
I completely agree with your sentiment regarding the sacrifices which one has to make, to become a Defile-bot.
But that claimed 33% Heal Debuff hurts my eyes. That number is impossible. Just for clarity, below are the total Defile numbers, with different setups. These numbers however, assume totally unbuffed opponent, without Mending or Healing Received bonuses, of which the latter will directly impact the relative effectiveness of befoul / defile;
Minor Defile = 15% (23,25% with Befoul 100 CP)
Major Defile = 30% (46,5% with Befoul 100 CP)
Minor Defile + Major Defile = 40,5% (58,9% with 100 CP Befoul)
So, the maximum possible Healing Reduction achievable is 58,9%, and the maximum added value by Befoul star is 18,4% Defile. That is a LOOOOOONG way from 33%.
EDIT... Ahhh. Sorry. After rereading, i just realize that the 33% was most probably referring to the percentage of Befoul star (0-55%). In that case, your post is 100% accurate, and i agree. Just for the sake of the numbers, i will however leave the numbers i took the time to quickly calculate.
If major is 40% and minor is 20%,
, the total debuff would be (1-(1-.4)x(1.-.2)= 52%
The problems with Durok´s Bane is:
a) The duration
b) Its cooldown
I personally think Durok´s Bane should work like a defensive version of Cyrodil´s crest.
(2 items) Adds 129 Weapon Damage
(3 items) Adds 1206 Max Health
(4 items) Adds 4% Healing Taken
(5 items) When you deal melee damage, you apply Major Defile to the enemy for 5 seconds, reducing their healing received by 30%. This effect can occur once every 5 seconds.
Durok´s Bane together with sets like Wizard´s Riposte have way to long duration. Reduce the duration and give it an increased cooldown.
Well, now you are just mixed everything together, and making assumptions that are just flat out wrong. You can easily increase healing by 70%, and your numbers for Debuff are just incorrect.
Uff, issue is absolutly not how strong is defile or healing recieved.
Issue is how Duroc's Bane works.
1 second cooldown man, on anyone who atacked durok's user...
For example, half-offencive set Cirodiil crest (which also provides major defile but on your target) even not close to this effect, it have 5 seconds cooldown, defile duration is 5 seconds and it works only on one target. U can't defile everyone. 1 target each 5 seconds. Fair, works pretty nice, i've done build on stamdk with that set to fill the gap if u want avoid using snb
But Durok's... Thats why it so op... made by Wrobel to get more "likes" idk
And It breaks nightblade's stealth if nb put a dot on duroc's user, every second which is a cherry on the piece of...let it cake.
Well, now you are just mixed everything together, and making assumptions that are just flat out wrong. You can easily increase healing by 70%, and your numbers for Debuff are just incorrect.
Uff, issue is absolutly not how strong is defile or healing recieved.
Issue is how Duroc's Bane works.
1 second cooldown man, on anyone who atacked durok's user...
For example, half-offencive set Cirodiil crest (which also provides major defile but on your target) even not close to this effect, it have 5 seconds cooldown, defile duration is 5 seconds and it works only on one target. U can't defile everyone. 1 target each 5 seconds. Fair, works pretty nice, i've done build on stamdk with that set to fill the gap if u want avoid using snb
But Durok's... Thats why it so op... made by Wrobel to get more "likes" idk
And It breaks nightblade's stealth if nb put a dot on duroc's user, every second which is a cherry on the piece of...let it cake.
I think it's ok except for the nightblade cloak bug. There are a great many sets that are complete trash, so you really can't make a good argument using another set as an example.
Ragnarock41 wrote: »I don’t get why people get so worked up over a 30% heal debuff. If you cant play with Major Defile, then you need to rework your build. There are so many sources of it. Duroks Bane is fine, since you can just avoid damaging that person if 1vX. And if you cant handle it 1v1 it is a L2P issue.
%30?
HAHAHAHAHAHAHAH
Do you even play on vivec?
Its pretty obvious that you either play no-cp or you don't even pvp at all.
Yup, NO CP all the way. But even in CP, my statement remains the exact same. Major Defile is still 30%. CP system can boost yes, but it can also boost healing to the same extent, so...
ThulsaDoomDC wrote: »Set is perfectly fine. You literally have to build as a debuff tank in order to properly use it in a group, which makes you viable. Just save the guy with Durok's for last. Play smarter. Just don't have the zerg mentality.
Escape_Mentality wrote: »Reading through this thread I got bored real fast. For me, it sounds like a bunch of whiny players who love playing sniping magblades who want to spam lethal injection and sap essence from the shadows. Whaaaaa it takes me out of stealth. Good lord. Do you even play other characters? 150 sets to choose from for you to improve your standard velidreth based build. Improve your builds or improve your skills. Just because you can't beat a set doesn't make it unbalanced.