Something Needs To Be Done About Defile

LeifErickson
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Right now on live, defile is way too strong. Almost everywhere you go in Cyrodiil you will get defiled so bad you have no chance to recover.

The amount of defile you can achieve with the cp star is crazy and needs to be toned down a ton. In addition, you can get sniped or dark flared from 30 meters away and now have to deal with a huge defile. If you are going to apply one of the strongest debuffs in the game to someone, you should at least have some risk involved. This doesn't even include sets like Duroks that if you are an aoe centered class you have no way to prevent.

I even started playing my mag sorc again recently so I wouldn't have to deal with how bad defiles are right now. If nothing is changed in regards to this next patch, many classes are going to struggle hard and might even lead to mag sorc dominance (plus all the other classes that can get by with defiles on them, mag sorc was just the one that came to mind).
  • BohnT
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    Absolutely Defiles and befoul CP are overtuned right now and need to be nerfed.

    https://forums.elderscrollsonline.com/en/discussion/407226/defiles-and-balance#latest

    That is one post where some ideas for changes were made as well as more reasons as to why defile is overtuned.
    Hopefully we can get the Devs to look into this problem and balance it
  • dotme
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    If defile is so strong, how come there are still unkillable tanks and other builds? The grass is always greener on the other side, but if I might make a suggestion, go make a defile build and see how you do. You might be surprised at how many players you still can't take down.
    PS4NA
  • LeifErickson
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    BohnT wrote: »
    Absolutely Defiles and befoul CP are overtuned right now and need to be nerfed.

    https://forums.elderscrollsonline.com/en/discussion/407226/defiles-and-balance#latest

    That is one post where some ideas for changes were made as well as more reasons as to why defile is overtuned.
    Hopefully we can get the Devs to look into this problem and balance it

    I'm surprised that post isn't farther up. I didn't even see it. Looks like a lot of good things in there. Hopefully we are able to get dev attention for this.
  • olsborg
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    Right now on live, defile is way too strong. Almost everywhere you go in Cyrodiil you will get defiled so bad you have no chance to recover.

    The amount of defile you can achieve with the cp star is crazy and needs to be toned down a ton. In addition, you can get sniped or dark flared from 30 meters away and now have to deal with a huge defile. If you are going to apply one of the strongest debuffs in the game to someone, you should at least have some risk involved. This doesn't even include sets like Duroks that if you are an aoe centered class you have no way to prevent.

    I even started playing my mag sorc again recently so I wouldn't have to deal with how bad defiles are right now. If nothing is changed in regards to this next patch, many classes are going to struggle hard and might even lead to mag sorc dominance (plus all the other classes that can get by with defiles on them, mag sorc was just the one that came to mind).

    Agree, defile is way too strong, specially vs classes that dont have great healing to begin with.

    PC EU
    PvP only
  • LeifErickson
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    dotme wrote: »
    If defile is so strong, how come there are still unkillable tanks and other builds? The grass is always greener on the other side, but if I might make a suggestion, go make a defile build and see how you do. You might be surprised at how many players you still can't take down.

    There aren't. I have only run into one build in cyro that I would consider a full tank build and it was a warden. It still only took 4 people to kill him and none of those people ran defile builds.
  • React
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    Defile is not too strong. Healing and mitigation via Cp are a far greater issue than the befoul Cp node. Defile is a direct counter to builds that don't need offensive capability, so they can spec purely into healing and use all their offensive blue Cp in Elfborn and blessed. Since the vast majority of players prefer to sacrifice damage in favor of survivability and sustain, befoul becomes a necessity to kill many specs.

    Now, I only play medium armor stam classes (all 5). I am affected by defile MUCH more severely than any magicka or heavy armor spec. I play pure damage specs, and I can say that healing and mitigation vastly outperform the amount of damage you can get through cp. The only way to kill some of these pure tanky/healing specs is to defile them. If defile is reduced, then both blessed and quick recovery should be as well (there are other things like the argonian passives in tandem with heavy healing that are an issue as well, but we'll focus on cp). Until then, reducing defile would just further the imbalance created by the current Cp system.
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  • The_Brosteen
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    dotme wrote: »
    If defile is so strong, how come there are still unkillable tanks and other builds? The grass is always greener on the other side, but if I might make a suggestion, go make a defile build and see how you do. You might be surprised at how many players you still can't take down.

    The complaints of unkillable tanks in pvp is why befoul got buffed a while back. And now defile is too strong. If it gets nerfed you'll see complaints about how op healing is in pvp.

    Ahhh the circle of life
  • LeifErickson
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    Liam12548 wrote: »
    Defile is not too strong. Healing and mitigation via Cp are a far greater issue than the befoul Cp node. Defile is a direct counter to builds that don't need offensive capability, so they can spec purely into healing and use all their offensive blue Cp in Elfborn and blessed. Since the vast majority of players prefer to sacrifice damage in favor of survivability and sustain, befoul becomes a necessity to kill many specs.

    Now, I only play medium armor stam classes (all 5). I am affected by defile MUCH more severely than any magicka or heavy armor spec. I play pure damage specs, and I can say that healing and mitigation vastly outperform the amount of damage you can get through cp. The only way to kill some of these pure tanky/healing specs is to defile them. If defile is reduced, then both blessed and quick recovery should be as well (there are other things like the argonian passives in tandem with heavy healing that are an issue as well, but we'll focus on cp). Until then, reducing defile would just further the imbalance created by the current Cp system.

    These builds you talk about are almost non existent. I have only seen one of these builds and he still died fast. This is on NA PC.
  • TwistedThoughtz
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    I don’t agree with nerfing or changing defile, it’s a counter to healing builds.
  • Feanor
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    dotme wrote: »
    If defile is so strong, how come there are still unkillable tanks and other builds? The grass is always greener on the other side, but if I might make a suggestion, go make a defile build and see how you do. You might be surprised at how many players you still can't take down.

    The issue with making a mechanic stronger because you somehow *need* to kill so called unkillable tanks leads to more issues than it solves. First and foremost strong defiles on top of bleeds are an issue for everyone who doesn’t build tanky or has no purge. Having a broad solution for one extreme end of the spectrum screws everyone not in the extreme and thus forces the extreme even more.
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • LeifErickson
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    Feanor wrote: »
    dotme wrote: »
    If defile is so strong, how come there are still unkillable tanks and other builds? The grass is always greener on the other side, but if I might make a suggestion, go make a defile build and see how you do. You might be surprised at how many players you still can't take down.

    The issue with making a mechanic stronger because you somehow *need* to kill so called unkillable tanks leads to more issues than it solves. First and foremost strong defiles on top of bleeds are an issue for everyone who doesn’t build tanky or has no purge. Having a broad solution for one extreme end of the spectrum screws everyone not in the extreme and thus forces the extreme even more.

    So much this.
  • BohnT
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    I don’t agree with nerfing or changing defile, it’s a counter to healing builds.

    And a hard counter to all non fully specced heal builds. Ironically defiles make it possible again to have high survivability builds with weak damage that can still kill people due to the effectiveness of defiles against all non shield builds
  • technohic
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    Defile hits non healing builds harder than pure healing builds. Pure healing builds are likely to run extended ritual.

    Either way; I find the trade off would be to equally nerf maim. 30% major 15% is to much for buffs and debuffs and in general I think buffs and debuffs are over the top. These 2 are just the most extreme
    Edited by technohic on April 24, 2018 3:42PM
  • casparian
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    I'd love to see Defile remain as strong as it currently is, but have it be more rare. Having 40%+ healing reduction is often a huge help in taking down a player whose build is entirely dedicated toward block-casting group heals, or taking down a group of 3+ Wardens healing each other with Spores and Trees, especially in small groups that aren't as perfectly coordinated as the ones I expect Leif typically runs in. Being able to shut that guy down with a Shifting Standard or Corrupting Pollen boosted by Befoul is not the problem. The problem is that every second stamina build (plus plenty of mag builds!) out there has extremely easy access to Defile, whether from Reverb Bash, Lethal Arrow, Incap, or Dark Flare (that's not even counting Disease glyphs). Everyone one of those skills needs to lose its Major Defile (they can have Minor Defile if you like).

    In other words, I support solutions aimed at keeping strong Defiles possible, but limiting players to treating Defile as a niche tool to take down niche builds. Instead, Defile is currently a standard part of many builds' regular toolkit for all engagements. That's the problem.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Seraphayel
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    dotme wrote: »
    If defile is so strong, how come there are still unkillable tanks and other builds? The grass is always greener on the other side, but if I might make a suggestion, go make a defile build and see how you do. You might be surprised at how many players you still can't take down.

    Because Defile doesn't reduce the ridiculous amount of damage some builds can negate or just tank/block.

    It is not just self healing that makes those builds so strong.
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  • TwistedThoughtz
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    Nightblades are built around cloak, should we take out detect pots or detect skills too?
  • Aurielle
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    Defiling the other team gives my poor stamplar something to do during those moments when I don’t have enough stamina (i.e. most of the time) to do anything more than throw out a few PotLs on the permablockers/healbots we’re trying to burn. *shrug*
  • Gilvoth
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    Nightblades are built around cloak, should we take out detect pots or detect skills too?

    Yes, we should.
    we nightblades Should be allowed to cloak when we need to.
    it's not fair.
  • Feanor
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    Nightblades are built around cloak, should we take out detect pots or detect skills too?

    Yes, we should.
    we nightblades Should be allowed to cloak when we need to.
    it's not fair.

    It’s very fair. It’s called counterplay.
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • LeifErickson
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    casparian wrote: »
    I'd love to see Defile remain as strong as it currently is, but have it be more rare. Having 40%+ healing reduction is often a huge help in taking down a player whose build is entirely dedicated toward block-casting group heals, or taking down a group of 3+ Wardens healing each other with Spores and Trees, especially in small groups that aren't as perfectly coordinated as the ones I expect Leif typically runs in. Being able to shut that guy down with a Shifting Standard or Corrupting Pollen boosted by Befoul is not the problem. The problem is that every second stamina build (plus plenty of mag builds!) out there has extremely easy access to Defile, whether from Reverb Bash, Lethal Arrow, Incap, or Dark Flare (that's not even counting Disease glyphs). Everyone one of those skills needs to lose its Major Defile (they can have Minor Defile if you like).

    In other words, I support solutions aimed at keeping strong Defiles possible, but limiting players to treating Defile as a niche tool to take down niche builds. Instead, Defile is currently a standard part of many builds' regular toolkit for all engagements. That's the problem.

    I could get behind this. I do still think befoul should be reworked assuming all of what you just said went into live. Mostly because it doesn't solve the Duroks builds and whatnot.

    It's funny how a 200+ cost ulti that gives major defile is so bad because there are so many easier ways to get it. If defile was actually hard to get, standard might actually be worth slotting again.
  • Qbiken
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    I agree, but would have to say healing is also way overtuned. Both need balance.
  • NyassaV
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    Remove Lethal Arrow from the game, I don't care about morphs or anything else, snipe is over preforming (doesn't help that the audio cue is bugged AF). I am so bloody tired of one random zergling NB with little to no skill being able to take me down by spamming one single skill and I can't out-heal the damage because I am either; far away from the attacker or fighting someone else at the moment.
    Flawless Conqueror ~ Grand Overlord
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  • Joy_Division
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    Currently, defile is way too strong for how trivial it is to apply. I don;t mind strong debuffs, but there should be some sort of effort needed to tag a player with that debuff. Spamming Reverb Bash, which also puts an obnoxious stun that sometimes, for whatever reason, takes forever to break is not it.

    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • NobleX35
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    Currently, defile is way too strong for how trivial it is to apply. I don;t mind strong debuffs, but there should be some sort of effort needed to tag a player with that debuff. Spamming Reverb Bash, which also puts an obnoxious stun that sometimes, for whatever reason, takes forever to break is not it.

    I disagree. The biggest problem with defile at the moment is related to sets like duroks and cyrodiils crest where you can apply the defile to multiple targets with little to no effort and with little to no cooldown. Reverb bash is an active single target skill. While you can continuously apply the debuff to a player, it’s just that...a single player.
    "Only the dead have seen the end of war."
  • Jeezye
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    casparian wrote: »
    I'd love to see Defile remain as strong as it currently is, but have it be more rare. Having 40%+ healing reduction is often a huge help in taking down a player whose build is entirely dedicated toward block-casting group heals, or taking down a group of 3+ Wardens healing each other with Spores and Trees, especially in small groups that aren't as perfectly coordinated as the ones I expect Leif typically runs in. Being able to shut that guy down with a Shifting Standard or Corrupting Pollen boosted by Befoul is not the problem. The problem is that every second stamina build (plus plenty of mag builds!) out there has extremely easy access to Defile, whether from Reverb Bash, Lethal Arrow, Incap, or Dark Flare (that's not even counting Disease glyphs). Everyone one of those skills needs to lose its Major Defile (they can have Minor Defile if you like).

    In other words, I support solutions aimed at keeping strong Defiles possible, but limiting players to treating Defile as a niche tool to take down niche builds. Instead, Defile is currently a standard part of many builds' regular toolkit for all engagements. That's the problem.

    exactly that! Running defile builds is and should be a vital part of cyrodiil, since its the natural counter to healing builds. The only problem is that (major) defile is way too popular and easy to achieve. Snipe, Duroks, Flare, Pollen, Incap, Reverb ... . Quite ironically, minor defile's availability is actually scarce for some reason. I think all spammable sources of major defile that offer little counterplay should be reduced to minor defile (Snipe, Flare, Reverb, Duroks). Pollen is actually pretty easily avoidable and Incap is an ult (yes it's overtuned, but that's a different topic).

    Building for health debuffing should be rewarding for a group, but also contain drawbacks in terms of damage/ tankability. I'm totally OK if there's a health debuffing DK or Warden rooting and stunning people so his group can clean up. But these stupid reverbs/ snipes that are spammed in every encounter are just frustrating as hell!
  • Anazasi
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    There is nothing wrong with defile. It is a easily countered debuff. Players need to learn to purge.
  • LeifErickson
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    Anazasi wrote: »
    There is nothing wrong with defile. It is a easily countered debuff. Players need to learn to purge.

    Are you trolling?
  • Checkmath
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    in my opinion major and minor defile must not be as high as major and minor mending. to say that defile is a direct counter to healing and healing increased, then defile should not be a higher value than you get by mending. since no class has access to both mending buffs reliably but everyone could actually build for both defile debuffs, therefore i think minor defile should be at max 8% healing decreased and major defile at max 25%. therefore major buffs and debuffs would set a player back to its normal healing value, that would be the definition of counter. also befoul would need to be changed then, so that it matches the value of the cp passive, which increases healing done. it shouldnt strengthen defile debuffs, rather it should be similar to siphoner just decreasing the value of healing. also it needs to be moved in the cp trees. it is an offensive strategy to have befoul on enemy, so it should be i the blue cp tree and not in the green one.
  • Mystrius_Archaion
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    Liam12548 wrote: »
    Since the vast majority of players prefer to sacrifice damage in favor of survivability and sustain, befoul becomes a necessity to kill many specs.

    What game are you playing??

    Every last build I see is either "max damage AND survivability" or just "max damage", the former especially in pvp and the latter more pve.

    Defile kills my builds normally because I sacrifice "high health" for more healing power, which works well enough in PVE without defile on me, but then PVP already halves my strength with Battle Spirit then Defile makes it neutered.

    That's why I avoid PVP. Why would I go into a part of the game where my freedom to build is even worse than in PVE?
  • Mystrius_Archaion
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    FYI, we're talking about Major Defile.

    Name another Major level buff or debuff that is so easy to apply and keep up 100% of the time without some caveat that cancels it if you do something else(like Rapid Maneuvers major expedition requiring a boatload of stamina and dropping if you do any other skill).

    It's too easy to trigger and maintain Major Defile, and it's really only useful against players.
    Edited by Mystrius_Archaion on April 24, 2018 6:08PM
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