I don't understand.
Pre summerset, when it did not damage, nobody complained(and nobody used it)
So it must be the damage that's the problem, right?
So to get it to a place between then and now, where it is worth using but people don't complain, isn't a damage reduction the obvious change?
But then it IS a sorc' ability. They are always very binary - either not worth slotting or everyone cries about them.
Takes-No-Prisoner wrote: »I don't understand.
Pre summerset, when it did not damage, nobody complained(and nobody used it)
So it must be the damage that's the problem, right?
So to get it to a place between then and now, where it is worth using but people don't complain, isn't a damage reduction the obvious change?
But then it IS a sorc' ability. They are always very binary - either not worth slotting or everyone cries about them.
From my perspective it's 2 problems people take issue with;
1. a Unblockable insta-gib kill set up using Meteor(precast)+Cage
2. a combo that can sometimes take a squishy target from 100-0% health, AKA touch of death combo, involving Mage's Fury/Implosion procs with other skills mixed in.
Reducing the damage would help with the second issue. Touch of death combos are ones with extremely little counter play and are really very powerful if only the procs go off right. And I've actually done a touch of death combo on a StamNB the other day. I caged him during a roll dodge, Frag+Fury and as he was CC breaking, he got hit by Cage damage and Fury proc AND Implosion proc activated just as I hit the guy with a LA. Devastating stuff.
I know, I just don't get why the forums didn't erupt pre-summerset. I was finger of deathing all day with my DW build of the time.
I kind of think its largely due to @DDuke's pts threads about it having a 10k tooltip(lol) convincing many sorcs (and non-sorc-mains) to try it over reach. Result is that its now an ability that's over-used.. A bit like Sloads, really. Not too bad on its own - but nasty in numbers.
Therefore both are viewed as the main causes of death nowadays.
I do tend to wonder, though, how many cage deaths would have resulted in an equally dead player if reach was used instead.. I suspect at least 70%. But reach is a crappy staff ability, not a super-sorc ability - so not cool to complain about :-)
I do tend to wonder, though, how many cage deaths would have resulted in an equally dead player if reach was used instead.. I suspect at least 70%.
Takes-No-Prisoner wrote: »I don't understand.
Pre summerset, when it did not damage, nobody complained(and nobody used it)
So it must be the damage that's the problem, right?
So to get it to a place between then and now, where it is worth using but people don't complain, isn't a damage reduction the obvious change?
But then it IS a sorc' ability. They are always very binary - either not worth slotting or everyone cries about them.
From my perspective it's 2 problems people take issue with;
1. a Unblockable insta-gib kill set up using Meteor(precast)+Cage
2. a combo that can sometimes take a squishy target from 100-0% health, AKA touch of death combo, involving Mage's Fury/Implosion procs with other skills mixed in.
Reducing the damage would help with the second issue. Touch of death combos are ones with extremely little counter play and are really very powerful if only the procs go off right. And I've actually done a touch of death combo on a StamNB the other day. I caged him during a roll dodge, Frag+Fury and as he was CC breaking, he got hit by Cage damage and Fury proc AND Implosion proc activated just as I hit the guy with a LA. Devastating stuff.
I know, I just don't get why the forums didn't erupt pre-summerset. I was finger of deathing all day with my DW build of the time.
I kind of think its largely due to @DDuke's pts threads about it having a 10k tooltip(lol) convincing many sorcs (and non-sorc-mains) to try it over reach. Result is that its now an ability that's over-used.. A bit like Sloads, really. Not too bad on its own - but nasty in numbers.
Therefore both are viewed as the main causes of death nowadays.
I do tend to wonder, though, how many cage deaths would have resulted in an equally dead player if reach was used instead.. I suspect at least 70%. But reach is a crappy staff ability, not a super-sorc ability - so not cool to complain about :-)
Takes-No-Prisoner wrote: »I don't understand.
Pre summerset, when it did not damage, nobody complained(and nobody used it)
So it must be the damage that's the problem, right?
So to get it to a place between then and now, where it is worth using but people don't complain, isn't a damage reduction the obvious change?
But then it IS a sorc' ability. They are always very binary - either not worth slotting or everyone cries about them.
From my perspective it's 2 problems people take issue with;
1. a Unblockable insta-gib kill set up using Meteor(precast)+Cage
2. a combo that can sometimes take a squishy target from 100-0% health, AKA touch of death combo, involving Mage's Fury/Implosion procs with other skills mixed in.
Reducing the damage would help with the second issue. Touch of death combos are ones with extremely little counter play and are really very powerful if only the procs go off right. And I've actually done a touch of death combo on a StamNB the other day. I caged him during a roll dodge, Frag+Fury and as he was CC breaking, he got hit by Cage damage and Fury proc AND Implosion proc activated just as I hit the guy with a LA. Devastating stuff.
I know, I just don't get why the forums didn't erupt pre-summerset. I was finger of deathing all day with my DW build of the time.
I kind of think its largely due to @DDuke's pts threads about it having a 10k tooltip(lol) convincing many sorcs (and non-sorc-mains) to try it over reach. Result is that its now an ability that's over-used.. A bit like Sloads, really. Not too bad on its own - but nasty in numbers.
Therefore both are viewed as the main causes of death nowadays.
I do tend to wonder, though, how many cage deaths would have resulted in an equally dead player if reach was used instead.. I suspect at least 70%. But reach is a crappy staff ability, not a super-sorc ability - so not cool to complain about :-)
Well, I wasn't wrong, was I? I said Rune Cage would be abused everywhere, I said people would complain about it having zero counterplay and what do you know... I was right.
Raising awareness of things tends to get them adjusted faster, much like with Miat's back in November 2017 when I made a thread that got over 100 agrees (https://forums.elderscrollsonline.com/en/discussion/374249/zenimax-restrict-your-api/p1).
It got (finally) fixed in the next update.
Trying to keep broken things hidden to be abused in some small secret circles isn't the way to go about things.
Oh, and here's a bit of news: Reach deals less damage and can be dodged/blocked/reflected. The amount of players that died to Reach combos isn't even in the same universe as Rune Cage numbers.
Funny how people still try to defend broken [snip]
Takes-No-Prisoner wrote: »I don't understand.
Pre summerset, when it did not damage, nobody complained(and nobody used it)
So it must be the damage that's the problem, right?
So to get it to a place between then and now, where it is worth using but people don't complain, isn't a damage reduction the obvious change?
But then it IS a sorc' ability. They are always very binary - either not worth slotting or everyone cries about them.
From my perspective it's 2 problems people take issue with;
1. a Unblockable insta-gib kill set up using Meteor(precast)+Cage
2. a combo that can sometimes take a squishy target from 100-0% health, AKA touch of death combo, involving Mage's Fury/Implosion procs with other skills mixed in.
Reducing the damage would help with the second issue. Touch of death combos are ones with extremely little counter play and are really very powerful if only the procs go off right. And I've actually done a touch of death combo on a StamNB the other day. I caged him during a roll dodge, Frag+Fury and as he was CC breaking, he got hit by Cage damage and Fury proc AND Implosion proc activated just as I hit the guy with a LA. Devastating stuff.
I know, I just don't get why the forums didn't erupt pre-summerset. I was finger of deathing all day with my DW build of the time.
I kind of think its largely due to @DDuke's pts threads about it having a 10k tooltip(lol) convincing many sorcs (and non-sorc-mains) to try it over reach. Result is that its now an ability that's over-used.. A bit like Sloads, really. Not too bad on its own - but nasty in numbers.
Therefore both are viewed as the main causes of death nowadays.
I do tend to wonder, though, how many cage deaths would have resulted in an equally dead player if reach was used instead.. I suspect at least 70%. But reach is a crappy staff ability, not a super-sorc ability - so not cool to complain about :-)
Well, I wasn't wrong, was I? I said Rune Cage would be abused everywhere, I said people would complain about it having zero counterplay and what do you know... I was right.
Raising awareness of things tends to get them adjusted faster, much like with Miat's back in November 2017 when I made a thread that got over 100 agrees (https://forums.elderscrollsonline.com/en/discussion/374249/zenimax-restrict-your-api/p1).
It got (finally) fixed in the next update.
Trying to keep broken things hidden to be abused in some small secret circles isn't the way to go about things.
Oh, and here's a bit of news: Reach deals less damage and can be dodged/blocked/reflected. The amount of players that died to Reach combos isn't even in the same universe as Rune Cage numbers.
Funny how people still try to defend broken [snip]
Takes-No-Prisoner wrote: »I don't understand.
Pre summerset, when it did not damage, nobody complained(and nobody used it)
So it must be the damage that's the problem, right?
So to get it to a place between then and now, where it is worth using but people don't complain, isn't a damage reduction the obvious change?
But then it IS a sorc' ability. They are always very binary - either not worth slotting or everyone cries about them.
From my perspective it's 2 problems people take issue with;
1. a Unblockable insta-gib kill set up using Meteor(precast)+Cage
2. a combo that can sometimes take a squishy target from 100-0% health, AKA touch of death combo, involving Mage's Fury/Implosion procs with other skills mixed in.
Reducing the damage would help with the second issue. Touch of death combos are ones with extremely little counter play and are really very powerful if only the procs go off right. And I've actually done a touch of death combo on a StamNB the other day. I caged him during a roll dodge, Frag+Fury and as he was CC breaking, he got hit by Cage damage and Fury proc AND Implosion proc activated just as I hit the guy with a LA. Devastating stuff.
I know, I just don't get why the forums didn't erupt pre-summerset. I was finger of deathing all day with my DW build of the time.
I kind of think its largely due to @DDuke's pts threads about it having a 10k tooltip(lol) convincing many sorcs (and non-sorc-mains) to try it over reach. Result is that its now an ability that's over-used.. A bit like Sloads, really. Not too bad on its own - but nasty in numbers.
Therefore both are viewed as the main causes of death nowadays.
I do tend to wonder, though, how many cage deaths would have resulted in an equally dead player if reach was used instead.. I suspect at least 70%. But reach is a crappy staff ability, not a super-sorc ability - so not cool to complain about :-)
Well, I wasn't wrong, was I? I said Rune Cage would be abused everywhere, I said people would complain about it having zero counterplay and what do you know... I was right.
Raising awareness of things tends to get them adjusted faster, much like with Miat's back in November 2017 when I made a thread that got over 100 agrees (https://forums.elderscrollsonline.com/en/discussion/374249/zenimax-restrict-your-api/p1).
It got (finally) fixed in the next update.
Trying to keep broken things hidden to be abused in some small secret circles isn't the way to go about things.
Oh, and here's a bit of news: Reach deals less damage and can be dodged/blocked/reflected. The amount of players that died to Reach combos isn't even in the same universe as Rune Cage numbers.
Funny how people still try to defend broken [snip]
I'm defending nothing. Just observing human nature. Fwiw, I'm not even running cage anymore (unlike last patch).. And yes, most deaths in Cyro come from getting zerged, and during that getting hit with a cc while trying to escape. Your medium builds may feel cage more, but not all builds rely on dodge to that degree, and so plenty get caught by reach.. It's those people who cage makes little difference to, and they are the majority.
Honestly, how was it fine last patch, but so broken this patch that making it worse than last patch is the solution? There's gotta be some human nature stuff going on there?
Takes-No-Prisoner wrote: »I don't understand.
Pre summerset, when it did not damage, nobody complained(and nobody used it)
So it must be the damage that's the problem, right?
So to get it to a place between then and now, where it is worth using but people don't complain, isn't a damage reduction the obvious change?
But then it IS a sorc' ability. They are always very binary - either not worth slotting or everyone cries about them.
From my perspective it's 2 problems people take issue with;
1. a Unblockable insta-gib kill set up using Meteor(precast)+Cage
2. a combo that can sometimes take a squishy target from 100-0% health, AKA touch of death combo, involving Mage's Fury/Implosion procs with other skills mixed in.
Reducing the damage would help with the second issue. Touch of death combos are ones with extremely little counter play and are really very powerful if only the procs go off right. And I've actually done a touch of death combo on a StamNB the other day. I caged him during a roll dodge, Frag+Fury and as he was CC breaking, he got hit by Cage damage and Fury proc AND Implosion proc activated just as I hit the guy with a LA. Devastating stuff.
I know, I just don't get why the forums didn't erupt pre-summerset. I was finger of deathing all day with my DW build of the time.
I kind of think its largely due to @DDuke's pts threads about it having a 10k tooltip(lol) convincing many sorcs (and non-sorc-mains) to try it over reach. Result is that its now an ability that's over-used.. A bit like Sloads, really. Not too bad on its own - but nasty in numbers.
Therefore both are viewed as the main causes of death nowadays.
I do tend to wonder, though, how many cage deaths would have resulted in an equally dead player if reach was used instead.. I suspect at least 70%. But reach is a crappy staff ability, not a super-sorc ability - so not cool to complain about :-)
Well, I wasn't wrong, was I? I said Rune Cage would be abused everywhere, I said people would complain about it having zero counterplay and what do you know... I was right.
Raising awareness of things tends to get them adjusted faster, much like with Miat's back in November 2017 when I made a thread that got over 100 agrees (https://forums.elderscrollsonline.com/en/discussion/374249/zenimax-restrict-your-api/p1).
It got (finally) fixed in the next update.
Trying to keep broken things hidden to be abused in some small secret circles isn't the way to go about things.
Oh, and here's a bit of news: Reach deals less damage and can be dodged/blocked/reflected. The amount of players that died to Reach combos isn't even in the same universe as Rune Cage numbers.
Funny how people still try to defend broken [snip]
@DDuke
4.1.0 on PTS has a damage reduction by 20%. And already people are complaining that the issue isn’t the damage now but the stun. So, like always, it’s about trashing the skill. It would be more honest to say at least that Sorc should have no class CC outside Bolt Escape. Everything else is agenda.
Still waiting for the outcry on the other CCs in game that are not blockable and dodgeable.
@DDuke
4.1.0 on PTS has a damage reduction by 20%. And already people are complaining that the issue isn’t the damage now but the stun. So, like always, it’s about trashing the skill. It would be more honest to say at least that Sorc should have no class CC outside Bolt Escape. Everything else is agenda.
Still waiting for the outcry on the other CCs in game that are not blockable and dodgeable.
@DDuke
So, a revert to pre-Summerset. Lining up the burst with a well timed RC was possible ever since Clockwork City, most people just preferred having one more bar slot and ran Reach. I'd like a DoT - Sorc hasn't one that's viable in PvP anyway. But still, the point about Mass Hysteria and Fossilize remains. It's not about range (except for Xv1), it's about the synergy with the toolkit.
@DDuke
So, a revert to pre-Summerset. Lining up the burst with a well timed RC was possible ever since Clockwork City, most people just preferred having one more bar slot and ran Reach. I'd like a DoT - Sorc hasn't one that's viable in PvP anyway. But still, the point about Mass Hysteria and Fossilize remains. It's not about range (except for Xv1), it's about the synergy with the toolkit.
I don't think Rune Cage was a problem in CWC or Dragon Bones; getting hit by a Rune Cage combo always meant taking less damage than you would've taken from Reach combo which balanced out the "undodgeable/blockable" part.
Appropriate risk vs reward was in place for sorc burst.
Summerset saw sorcs buffed with the addition to staffs counting as two set pieces and light/heavy attack damages being buffed. The damage to Rune cage was just the straw that broke the camels back. And yes I know other classes saw the same buffs but it hit a whole new level on Sorc with the damage being added to the front end of an already super strong CC.Takes-No-Prisoner wrote: »I don't understand.
Pre summerset, when it did not damage, nobody complained(and nobody used it)
So it must be the damage that's the problem, right?
So to get it to a place between then and now, where it is worth using but people don't complain, isn't a damage reduction the obvious change?
But then it IS a sorc' ability. They are always very binary - either not worth slotting or everyone cries about them.
From my perspective it's 2 problems people take issue with;
1. a Unblockable insta-gib kill set up using Meteor(precast)+Cage
2. a combo that can sometimes take a squishy target from 100-0% health, AKA touch of death combo, involving Mage's Fury/Implosion procs with other skills mixed in.
Reducing the damage would help with the second issue. Touch of death combos are ones with extremely little counter play and are really very powerful if only the procs go off right. And I've actually done a touch of death combo on a StamNB the other day. I caged him during a roll dodge, Frag+Fury and as he was CC breaking, he got hit by Cage damage and Fury proc AND Implosion proc activated just as I hit the guy with a LA. Devastating stuff.
I know, I just don't get why the forums didn't erupt pre-summerset. I was finger of deathing all day with my DW build of the time.
I kind of think its largely due to @DDuke's pts threads about it having a 10k tooltip(lol) convincing many sorcs (and non-sorc-mains) to try it over reach. Result is that its now an ability that's over-used.. A bit like Sloads, really. Not too bad on its own - but nasty in numbers.
Therefore both are viewed as the main causes of death nowadays.
I do tend to wonder, though, how many cage deaths would have resulted in an equally dead player if reach was used instead.. I suspect at least 70%. But reach is a crappy staff ability, not a super-sorc ability - so not cool to complain about :-)
Well, I wasn't wrong, was I? I said Rune Cage would be abused everywhere, I said people would complain about it having zero counterplay and what do you know... I was right.
Raising awareness of things tends to get them adjusted faster, much like with Miat's back in November 2017 when I made a thread that got over 100 agrees (https://forums.elderscrollsonline.com/en/discussion/374249/zenimax-restrict-your-api/p1).
It got (finally) fixed in the next update.
Trying to keep broken things hidden to be abused in some small secret circles isn't the way to go about things.
Oh, and here's a bit of news: Reach deals less damage and can be dodged/blocked/reflected. The amount of players that died to Reach combos isn't even in the same universe as Rune Cage numbers.
Funny how people still try to defend broken [snip]
I'm defending nothing. Just observing human nature. Fwiw, I'm not even running cage anymore (unlike last patch).. And yes, most deaths in Cyro come from getting zerged, and during that getting hit with a cc while trying to escape. Your medium builds may feel cage more, but not all builds rely on dodge to that degree, and so plenty get caught by reach.. It's those people who cage makes little difference to, and they are the majority.
Honestly, how was it fine last patch, but so broken this patch that making it worse than last patch is the solution? There's gotta be some human nature stuff going on there?
Interesting... It’s as if everyone knew what would happen.@Killset
Just leaving that here: https://forums.elderscrollsonline.com/en/discussion/comment/5078280/#Comment_5078280
Summerset saw sorcs everyone buffed with the addition to staffs counting as two set pieces and light/heavy attack damages being buffed.Takes-No-Prisoner wrote: »I don't understand.
Pre summerset, when it did not damage, nobody complained(and nobody used it)
So it must be the damage that's the problem, right?
So to get it to a place between then and now, where it is worth using but people don't complain, isn't a damage reduction the obvious change?
But then it IS a sorc' ability. They are always very binary - either not worth slotting or everyone cries about them.
From my perspective it's 2 problems people take issue with;
1. a Unblockable insta-gib kill set up using Meteor(precast)+Cage
2. a combo that can sometimes take a squishy target from 100-0% health, AKA touch of death combo, involving Mage's Fury/Implosion procs with other skills mixed in.
Reducing the damage would help with the second issue. Touch of death combos are ones with extremely little counter play and are really very powerful if only the procs go off right. And I've actually done a touch of death combo on a StamNB the other day. I caged him during a roll dodge, Frag+Fury and as he was CC breaking, he got hit by Cage damage and Fury proc AND Implosion proc activated just as I hit the guy with a LA. Devastating stuff.
I know, I just don't get why the forums didn't erupt pre-summerset. I was finger of deathing all day with my DW build of the time.
I kind of think its largely due to @DDuke's pts threads about it having a 10k tooltip(lol) convincing many sorcs (and non-sorc-mains) to try it over reach. Result is that its now an ability that's over-used.. A bit like Sloads, really. Not too bad on its own - but nasty in numbers.
Therefore both are viewed as the main causes of death nowadays.
I do tend to wonder, though, how many cage deaths would have resulted in an equally dead player if reach was used instead.. I suspect at least 70%. But reach is a crappy staff ability, not a super-sorc ability - so not cool to complain about :-)
Well, I wasn't wrong, was I? I said Rune Cage would be abused everywhere, I said people would complain about it having zero counterplay and what do you know... I was right.
Raising awareness of things tends to get them adjusted faster, much like with Miat's back in November 2017 when I made a thread that got over 100 agrees (https://forums.elderscrollsonline.com/en/discussion/374249/zenimax-restrict-your-api/p1).
It got (finally) fixed in the next update.
Trying to keep broken things hidden to be abused in some small secret circles isn't the way to go about things.
Oh, and here's a bit of news: Reach deals less damage and can be dodged/blocked/reflected. The amount of players that died to Reach combos isn't even in the same universe as Rune Cage numbers.
Funny how people still try to defend broken [snip]
I'm defending nothing. Just observing human nature. Fwiw, I'm not even running cage anymore (unlike last patch).. And yes, most deaths in Cyro come from getting zerged, and during that getting hit with a cc while trying to escape. Your medium builds may feel cage more, but not all builds rely on dodge to that degree, and so plenty get caught by reach.. It's those people who cage makes little difference to, and they are the majority.
Honestly, how was it fine last patch, but so broken this patch that making it worse than last patch is the solution? There's gotta be some human nature stuff going on there?