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
LeifErickson wrote: »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).
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.
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.
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.
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.
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.
TwistedThoughtz wrote: »I don’t agree with nerfing or changing defile, it’s a counter to healing builds.
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.
TwistedThoughtz wrote: »Nightblades are built around cloak, should we take out detect pots or detect skills too?
dwemer_paleologist wrote: »TwistedThoughtz wrote: »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.
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.
Joy_Division wrote: »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'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.
There is nothing wrong with defile. It is a easily countered debuff. Players need to learn to purge.
Since the vast majority of players prefer to sacrifice damage in favor of survivability and sustain, befoul becomes a necessity to kill many specs.