The_Outsider wrote: »I'd be more on board with scaling back the Befoul champion star than removing Defile from these.
And my point is, the skills are better served having Major Defile removed than leaving them on. It does nothing for large scale combat, won't be slotted for PvE purposes and is only useful for ganking. How are you ok with that?
So why don't you answer the question: Do you really prefer having a skill that is only useful in situations where you already have every advantage but is useless when you actually need to rely on it?
How are these skills un-balanced? They are single target, have long cast times, are interrupt-able, are severely visually and audibly telegraphed, and are actively and passively dodge-able. They have perhaps the most counter-play of any skills in the game.Take the Major Defile off. Bump the damage up/add another debuff. The fact that you can spam a skill that hits as hard as these do from behind a zerg AND apply the most powerful debuff in the game is ridiculously off balance.
The_Outsider wrote: »How are these skills un-balanced? They are single target, have long cast times, are interrupt-able, are severely visually and audibly telegraphed, and are actively and passively dodge-able. They have perhaps the most counter-play of any skills in the game.Take the Major Defile off. Bump the damage up/add another debuff. The fact that you can spam a skill that hits as hard as these do from behind a zerg AND apply the most powerful debuff in the game is ridiculously off balance.
For this price they offer very high tooltip values, defile to prevent easy recovery, and their slow travel times allow for burst combos.
Balanced. Could they be reworked? Probably. By removing Defile? Not IMO.
The_Outsider wrote: »The_Outsider wrote: »I'd be more on board with scaling back the Befoul champion star than removing Defile from these.
And my point is, the skills are better served having Major Defile removed than leaving them on. It does nothing for large scale combat, won't be slotted for PvE purposes and is only useful for ganking. How are you ok with that?
So why don't you answer the question: Do you really prefer having a skill that is only useful in situations where you already have every advantage but is useless when you actually need to rely on it?
You're hanging your whole hat on LA and DF being bad, only useful in a zerg: therefore we should remove Defile so that they can be buffed in 1v1/small-scale and nerfed in zerg, right?
There's 2 pieces^, the first I mentioned: dropping defile from skills is a bad move. I won't continue listing reasons for this. The second is that LA and DF are not powerful because of defile. They are powerful as gank/zerg skills because of their range and slow travel time. If you want to nerf these skills as gank/zerg tools and buff them for other uses, reduce their travel time so that users can't combo with other sources of damage simultaneously.
Take the Major Defile off. Bump the damage up/add another debuff. The fact that you can spam a skill that hits as hard as these do from behind a zerg AND apply the most powerful debuff in the game is ridiculously off balance.
And where was it stated that Crushing Shock wasn't on my bar? When I claimed to be a magsorc, I also stated that the Defile was a non-issue for the majority of my gameplay. Before you throw out a L2P I suggest you learn to read.
The funny part is that he claimed to be a mag sorc playing in Cyrodil, and he doesn't have crushing shock?
in a 1vX situations this skill is no high risk high reward skill anymore, since the risk is gone by standing behind the zerg. but its not overperforming in this sense, since actually every skill and damage overperforms in this context: you have 4 curses on you? good luck with the high burst. you have 4 mages wrath on you? good luck surviving when getting low. etc etc etc. the same goes for those skills.
sure they could have a rework with no cast time and stuff, but it would just make them into other skills for other situations, overperforming or underperforming in different situatiuons. as spammable, there are probably better skills like imbue weapons and so on...
without a really good idea, i would not recommend touching those skills.
Joy_Division wrote: »L2P issue.
If you are getting Xv1ed by a dark flare spammer, you have to make them your priority target. As the OP pointed out, dark flare already isn't a very good 1v1 or 1vX spell (so let's make it even worse, yeah logic!) so the majority of players using this skill will be of the Xv1 variety, thus making them even more of an ideal target.
And let's not kid ourselves. If ZOS does what the OP suggests, the Xv1ers who are dark flaring him will then instead Jesus Beam him at 100% health and the OP will come right back onto these forums and make the same argument as to how Jesus Beam needs to be nerfed.
By Sheo's beard, some sorcs really, really give their class a bad name.
Enjoy the game, that's all. Enjoy killing, enjoy dying and reading the death recap. Not everyone will be a top tier streamer, not everyone will be an 1vX. Not everyone will do parses of 75k on a dummy (which imho is a stupid way to play the game, but some people like it a lot)
I know Summerset was a good patch for sorc, and I know the nerf to rune was somewhat excesive. But sorcs have killed others without rune since 2014. If your entire set up depends on just ONE skill, then the problem is not rune.
Same as the nerf with DF and LA... if you die to ONE skill, then the problem is not the skill.
@Kadoin I'm a mag sorc main btw. I could care less about Defile majority of my gameplay. But when I play on any other class, mag or stam, there is no threat as common or punishing as Major Defile.
Take the Major Defile off. Bump the damage up/add another debuff. The fact that you can spam a skill that hits as hard as these do from behind a zerg AND apply the most powerful debuff in the game is ridiculously off balance.
You really compare snipe to dark flare? Really how many times a day or week do you got hit by dark flare? 1 time? They could actually remove damage component of dark flare and make the major defile last for 5 secondsLiterally nobody is using dark flare in pve and pvp.
Take all the damage off dark flare too. Just make it a channel that buffs one light attack.
So a skill that tooltips for 15k on average, applies Major Defile or forces constant roll dodges and can be spammed from the backlines is ok? Ever 1v2 where one player is spamming Dark Flare or Snipe as a magplar? You can't cleanse and heal in time or dodge roll long enough.
People complain about Mage's Wrath, meanwhile these skills are for more effective. Wrath will only kill players that are about to die anyways. These skills will not only kill players about to die, they will get them into execute threshold and then prevent them from healing out of it. It's poor balancing and a crutch for bad players.
that 15k also doesn't do anything special and it's highly telegraphed.
At least snipe can deal more damage based on stacking LAs and distance from target; dark flare gives minor sorcery which is probably already cast by purfying light, gives you ultimate with a cooldown (also already proc'd by purfying light), and grants empower for you to do a stronger light attack? If anything DF NEEDS the defile since the passives are worse than beer farts.
eh, maybe snipe can have its defile moved, but this is a L2P issue more than anything. Also fix that evil bug where multiple snipes can be stacked by lag/exploit :P
I can deal with snipes/Dark Flares on any class solo, small scale or large group except magden. It's not a L2P issue and it's not even a Snipe/Dark Flare issue. It's a Major Defile issue. The strongest debuff in the game should not be attached to such hard hitting ranged skills.
The 2 skills are underperforming on one spectrum (1v1) but over performing at the other (xv1). That's the definition of unbalanced. Getting hit by a single snipe/dark flare even in a 1v2 is incredibly difficult to deal with relative to any other common factor across classes. And this is not counting the situations when the 2 are equally skilled players, either individually or collectively.
@Kadoin I'm a mag sorc main btw. I could care less about Defile majority of my gameplay. But when I play on any other class, mag or stam, there is no threat as common or punishing as Major Defile.
These skills may be underperforming, but balancing them on a crutch is not real balance. Up their damage 10%, give them a bleed/magic DoT, decrease cast time whatever. Balance them by making the skill themselves useful/usable, not by slapping an over performing mechanic onto it
Is it underperforming? Or overperforming? It can't be both.
They can and he explained how.
Take all the damage off dark flare too. Just make it a channel that buffs one light attack.
So a skill that tooltips for 15k on average, applies Major Defile or forces constant roll dodges and can be spammed from the backlines is ok? Ever 1v2 where one player is spamming Dark Flare or Snipe as a magplar? You can't cleanse and heal in time or dodge roll long enough.
People complain about Mage's Wrath, meanwhile these skills are for more effective. Wrath will only kill players that are about to die anyways. These skills will not only kill players about to die, they will get them into execute threshold and then prevent them from healing out of it. It's poor balancing and a crutch for bad players.
Take all the damage off dark flare too. Just make it a channel that buffs one light attack.
So a skill that tooltips for 15k on average, applies Major Defile or forces constant roll dodges and can be spammed from the backlines is ok? Ever 1v2 where one player is spamming Dark Flare or Snipe as a magplar? You can't cleanse and heal in time or dodge roll long enough.
People complain about Mage's Wrath, meanwhile these skills are for more effective. Wrath will only kill players that are about to die anyways. These skills will not only kill players about to die, they will get them into execute threshold and then prevent them from healing out of it. It's poor balancing and a crutch for bad players.
that 15k also doesn't do anything special and it's highly telegraphed.
At least snipe can deal more damage based on stacking LAs and distance from target; dark flare gives minor sorcery which is probably already cast by purfying light, gives you ultimate with a cooldown (also already proc'd by purfying light), and grants empower for you to do a stronger light attack? If anything DF NEEDS the defile since the passives are worse than beer farts.
eh, maybe snipe can have its defile moved, but this is a L2P issue more than anything. Also fix that evil bug where multiple snipes can be stacked by lag/exploit :P
I can deal with snipes/Dark Flares on any class solo, small scale or large group except magden. It's not a L2P issue and it's not even a Snipe/Dark Flare issue. It's a Major Defile issue. The strongest debuff in the game should not be attached to such hard hitting ranged skills.
The 2 skills are underperforming on one spectrum (1v1) but over performing at the other (xv1). That's the definition of unbalanced. Getting hit by a single snipe/dark flare even in a 1v2 is incredibly difficult to deal with relative to any other common factor across classes. And this is not counting the situations when the 2 are equally skilled players, either individually or collectively.
@Kadoin I'm a mag sorc main btw. I could care less about Defile majority of my gameplay. But when I play on any other class, mag or stam, there is no threat as common or punishing as Major Defile.
These skills may be underperforming, but balancing them on a crutch is not real balance. Up their damage 10%, give them a bleed/magic DoT, decrease cast time whatever. Balance them by making the skill themselves useful/usable, not by slapping an over performing mechanic onto it
Is it underperforming? Or overperforming? It can't be both.
They can and he explained how.
Except my comment was an attempt to suggest that argument would be better off if OP looked at the abilities objectively. You can't win arguments/fights if you think of something as both weak/strong. If it's weak, then use the counter correctly and kill off the things that are weak before hitting the strong enemies. If it's strong, approach the situation cautiously, find the counters and then kill when you are at your strongest/their weakest. Only then can OP suggest if the ability needs a change.
For example, he says it's overperforming because of the defile/burst damage but then suggests its easy to counter in 1v1.
But the reality is its only underperforming because the counter for these abilities in 1v1 scales MUCH better in 1vX scenarios, where your one dodge roll will also dodge every direct instant cast attack cast at you when you do the dodge roll. And when you finally take those 20 snipes/dark flares is because:
1) you didnt LOS right because you still have 20 people able to target oyu
2) you didnt LOS enough to force a 1v1 in a vacuum where OP should be getting his kills anyway.
3) you are going to die because you decided to fight against 20 people without a plan (meaning you walked into that fight arrogantly with the mindset that most abilities are both strong/weak and thus have the mentality you will never die except to "overperforming mechanics".)
And they nerfed defile duration. As others have said it nicer than I have, its a L2P situation.
Take all the damage off dark flare too. Just make it a channel that buffs one light attack.
So a skill that tooltips for 15k on average, applies Major Defile or forces constant roll dodges and can be spammed from the backlines is ok? Ever 1v2 where one player is spamming Dark Flare or Snipe as a magplar? You can't cleanse and heal in time or dodge roll long enough.
People complain about Mage's Wrath, meanwhile these skills are for more effective. Wrath will only kill players that are about to die anyways. These skills will not only kill players about to die, they will get them into execute threshold and then prevent them from healing out of it. It's poor balancing and a crutch for bad players.
that 15k also doesn't do anything special and it's highly telegraphed.
At least snipe can deal more damage based on stacking LAs and distance from target; dark flare gives minor sorcery which is probably already cast by purfying light, gives you ultimate with a cooldown (also already proc'd by purfying light), and grants empower for you to do a stronger light attack? If anything DF NEEDS the defile since the passives are worse than beer farts.
eh, maybe snipe can have its defile moved, but this is a L2P issue more than anything. Also fix that evil bug where multiple snipes can be stacked by lag/exploit :P
I can deal with snipes/Dark Flares on any class solo, small scale or large group except magden. It's not a L2P issue and it's not even a Snipe/Dark Flare issue. It's a Major Defile issue. The strongest debuff in the game should not be attached to such hard hitting ranged skills.
The 2 skills are underperforming on one spectrum (1v1) but over performing at the other (xv1). That's the definition of unbalanced. Getting hit by a single snipe/dark flare even in a 1v2 is incredibly difficult to deal with relative to any other common factor across classes. And this is not counting the situations when the 2 are equally skilled players, either individually or collectively.
@Kadoin I'm a mag sorc main btw. I could care less about Defile majority of my gameplay. But when I play on any other class, mag or stam, there is no threat as common or punishing as Major Defile.
These skills may be underperforming, but balancing them on a crutch is not real balance. Up their damage 10%, give them a bleed/magic DoT, decrease cast time whatever. Balance them by making the skill themselves useful/usable, not by slapping an over performing mechanic onto it
Is it underperforming? Or overperforming? It can't be both.
They can and he explained how.
Except my comment was an attempt to suggest that argument would be better off if OP looked at the abilities objectively. You can't win arguments/fights if you think of something as both weak/strong. If it's weak, then use the counter correctly and kill off the things that are weak before hitting the strong enemies. If it's strong, approach the situation cautiously, find the counters and then kill when you are at your strongest/their weakest. Only then can OP suggest if the ability needs a change.
For example, he says it's overperforming because of the defile/burst damage but then suggests its easy to counter in 1v1.
But the reality is its only underperforming because the counter for these abilities in 1v1 scales MUCH better in 1vX scenarios, where your one dodge roll will also dodge every direct instant cast attack cast at you when you do the dodge roll. And when you finally take those 20 snipes/dark flares is because:
1) you didnt LOS right because you still have 20 people able to target oyu
2) you didnt LOS enough to force a 1v1 in a vacuum where OP should be getting his kills anyway.
3) you are going to die because you decided to fight against 20 people without a plan (meaning you walked into that fight arrogantly with the mindset that most abilities are both strong/weak and thus have the mentality you will never die except to "overperforming mechanics".)
And they nerfed defile duration. As others have said it nicer than I have, its a L2P situation.
Objectively, 1 player standing behind a group should not apply the same amount of pressure that a Reverb or Duroks user can apply, all by spamming 1 button.
Objectively, I'd like to only lose when I misplay or am outplayed. Not when players, majority of whom have minimal understanding of combat mechanics, tap 1 button.
I 100% can base my argument on weak or strong because the disparity between strong and weak for these skills is so great that it clearly indicates there is something wrong mechanically.
Not once have I said nerf Snipe/DF. The OP states that the Major Defile should be removed and compensated with something else that isn't as punishing to small scale players. Someone in a group is not going to suffer at all from getting hit by a Snipe/DF but a solo/small scale player will go from completely in control of a 1vx to full defensive when hit by a snipe/DF from stealth.
Removing Major Defile will not have any significant impact on large scale group play. It will however, alleviate pressure for solo/small scale players who are already at a disadvantage due to Siphoner, costs poisons, snares and proc sets and the fact that they are fighting outnumbered to begin with. DPS wise, Major Fracture is a stronger debuff anyways for Snipe and DF does not even make sense in the magplar toolkit, except for niche builds. If it was actually a good skill that didn't require balancing, it would be far more prevalent.
Solo/small scale is still a factor for balance. Until ZoS removes keep resources, nobody can refute that.
Take the Major Defile off. Bump the damage up/add another debuff. The fact that you can spam a skill that hits as hard as these do from behind a zerg AND apply the most powerful debuff in the game is ridiculously off balance.
Take all the damage off dark flare too. Just make it a channel that buffs one light attack.
So a skill that tooltips for 15k on average, applies Major Defile or forces constant roll dodges and can be spammed from the backlines is ok? Ever 1v2 where one player is spamming Dark Flare or Snipe as a magplar? You can't cleanse and heal in time or dodge roll long enough.
People complain about Mage's Wrath, meanwhile these skills are for more effective. Wrath will only kill players that are about to die anyways. These skills will not only kill players about to die, they will get them into execute threshold and then prevent them from healing out of it. It's poor balancing and a crutch for bad players.
that 15k also doesn't do anything special and it's highly telegraphed.
At least snipe can deal more damage based on stacking LAs and distance from target; dark flare gives minor sorcery which is probably already cast by purfying light, gives you ultimate with a cooldown (also already proc'd by purfying light), and grants empower for you to do a stronger light attack? If anything DF NEEDS the defile since the passives are worse than beer farts.
eh, maybe snipe can have its defile moved, but this is a L2P issue more than anything. Also fix that evil bug where multiple snipes can be stacked by lag/exploit :P
I can deal with snipes/Dark Flares on any class solo, small scale or large group except magden. It's not a L2P issue and it's not even a Snipe/Dark Flare issue. It's a Major Defile issue. The strongest debuff in the game should not be attached to such hard hitting ranged skills.
The 2 skills are underperforming on one spectrum (1v1) but over performing at the other (xv1). That's the definition of unbalanced. Getting hit by a single snipe/dark flare even in a 1v2 is incredibly difficult to deal with relative to any other common factor across classes. And this is not counting the situations when the 2 are equally skilled players, either individually or collectively.
@Kadoin I'm a mag sorc main btw. I could care less about Defile majority of my gameplay. But when I play on any other class, mag or stam, there is no threat as common or punishing as Major Defile.
These skills may be underperforming, but balancing them on a crutch is not real balance. Up their damage 10%, give them a bleed/magic DoT, decrease cast time whatever. Balance them by making the skill themselves useful/usable, not by slapping an over performing mechanic onto it
Is it underperforming? Or overperforming? It can't be both.
They can and he explained how.
Except my comment was an attempt to suggest that argument would be better off if OP looked at the abilities objectively. You can't win arguments/fights if you think of something as both weak/strong. If it's weak, then use the counter correctly and kill off the things that are weak before hitting the strong enemies. If it's strong, approach the situation cautiously, find the counters and then kill when you are at your strongest/their weakest. Only then can OP suggest if the ability needs a change.
For example, he says it's overperforming because of the defile/burst damage but then suggests its easy to counter in 1v1.
But the reality is its only underperforming because the counter for these abilities in 1v1 scales MUCH better in 1vX scenarios, where your one dodge roll will also dodge every direct instant cast attack cast at you when you do the dodge roll. And when you finally take those 20 snipes/dark flares is because:
1) you didnt LOS right because you still have 20 people able to target oyu
2) you didnt LOS enough to force a 1v1 in a vacuum where OP should be getting his kills anyway.
3) you are going to die because you decided to fight against 20 people without a plan (meaning you walked into that fight arrogantly with the mindset that most abilities are both strong/weak and thus have the mentality you will never die except to "overperforming mechanics".)
And they nerfed defile duration. As others have said it nicer than I have, its a L2P situation.
Objectively, 1 player standing behind a group should not apply the same amount of pressure that a Reverb or Duroks user can apply, all by spamming 1 button.
Objectively, I'd like to only lose when I misplay or am outplayed. Not when players, majority of whom have minimal understanding of combat mechanics, tap 1 button.
I 100% can base my argument on weak or strong because the disparity between strong and weak for these skills is so great that it clearly indicates there is something wrong mechanically.
Not once have I said nerf Snipe/DF. The OP states that the Major Defile should be removed and compensated with something else that isn't as punishing to small scale players. Someone in a group is not going to suffer at all from getting hit by a Snipe/DF but a solo/small scale player will go from completely in control of a 1vx to full defensive when hit by a snipe/DF from stealth.
Removing Major Defile will not have any significant impact on large scale group play. It will however, alleviate pressure for solo/small scale players who are already at a disadvantage due to Siphoner, costs poisons, snares and proc sets and the fact that they are fighting outnumbered to begin with. DPS wise, Major Fracture is a stronger debuff anyways for Snipe and DF does not even make sense in the magplar toolkit, except for niche builds. If it was actually a good skill that didn't require balancing, it would be far more prevalent.
Solo/small scale is still a factor for balance. Until ZoS removes keep resources, nobody can refute that.
So is duroks/reverb in the same boat as DF/Snipe? I can use both of those in a zerg to punish smaller groups. With the exception that one stuns and the other doesn't even waste resources.
I agree that DF/snipe could use some changes. But I think to punish bow/magplar is kinda weird when there are things, as you mention, like siphoner, cost poisons, and certain proc sets that ignore some mechanics related to beams.
So based on your OP, is defile the strongest debuff or is it fracture? If it's fracture, then why are you suggesting DF/snipe receive a better debuff that can be spammed from a zerg? Makes no sense lol.Take the Major Defile off. Bump the damage up/add another debuff. The fact that you can spam a skill that hits as hard as these do from behind a zerg AND apply the most powerful debuff in the game is ridiculously off balance.
The reason these abilities aren't used, except in niche situations, is because you are stuck in a bash-able/interrupted animation. Most players are up front and center, while needing every GCD to stay offensive/defensive. It's attack has a long arc, but that arc lets you stack up another 2-3 attacks so they all hit at once if your target doesn't dodge roll/get close. This means only rangplars/gankers make full use of this ability, but templars inherently lack escape mechanics which is why you think the ability doesn't fit in the kit, but templars are the only class with a ranged CC that scales witheither stam/mag toons (which is why the knockback exists for synergy with this ability, btw). Why else do some old bow stamplar players like how lethal arrow+javelin feels great for engaging players from afar? They can sprint away at least, compared to magplar who has to run vamp+mist form which doesnt synergize with anything in the templar kit (heals, channels, purifying light burst that needs you on the offensive, etc).
I would keep them the same, until a better idea comes along.
Toc de Malsvi wrote: »So I actually agree that defile probably shouldn't be paired with high damage skills like Snipe or Flare. However as others have pointed out these skills are sort of balanced around this, being relatively easy to counter while punishing if not countered.
Removing defile from them without appropriate address to rebalance the skills ensures a long period of further uselessness beyond their already weak/pathetic state. Specifically speaking to the bow, ZOS has very rarely adjusted bow skills and left us with a terrible CC for quite some time. I don't find these skills to be all that problematic, I hadn't died to Snipe in years before the most recent glitches with Snipe spam. Even with that I rarely ever die from this skill.
All cast time skills suffer more harshly from lag and can keep you casting for far longer than the published duration. Which makes these skills worse off than they already are in any situation outside of Xv1. Although I would like Snipe changed fundamentally, I find proc sets and bleeds to be far more problematic than these skills.
I do make them my priority. But thank you for assuming my playstyle. I also said that the damage could be buffed, channel removed, another debuff etc. So thank you for reading actually reading before telling me L2P. Shall I assume you need to L2R while we're at it?
How about this. Grab 4 friends in PvP and have 4 of them spam radiant at full health and then have them spam dark flare at full health. Then tell me which one is more frustrating. If 4 people spam radiant at full health, I could just pop a vigor, run right up to them and slap em with a DB while laughing the whole time. If I die to them I'd save the clip, show my guildies and laugh silently to myself as they all tear me apart emotionally. Mechanically, the skills seem balanced, but in regards to the effort:pressure ratio, balance is non-existent since 1 aspect is always going to be far to low while the other is far too high.
I have less of an issue with DF since it does not have the same potential as Snipe.That said, it still doesn't make sense. Solar Barrage would be better served with Major Defile, especially after the damage nerf. (this nerf ruined the latest build I was testing so next rep meeting please make Solar Barrage OP-the Major Defile is a snide comment, not a legitimate suggestion by the way). Moderate damage coupled with a strong debuff but requires effort from the player to apply the most powerful debuff in the game. Much more balanced than DF spam. SB would see use at that point, much more than current DF. So what does that say about DF balance? The skill sucks and it needs a change.
So how about this:
TL:DR;
- Skills are useless 1v1
- Skills are ridiculous 1vx
- Effort:pressure ratio is way off
Take the Major Defile off. Bump the damage up/add another debuff. The fact that you can spam a skill that hits as hard as these do from behind a zerg AND apply the most powerful debuff in the game is ridiculously off balance.
Toc de Malsvi wrote: »BTW you cannot dodge the Major Defile effect from Dark Flare, it is an AOE effect. You can only dodge the damage portion, Dark Flare applies Major Defile 100% of the time when cast is completed.
Take the Major Defile off. Bump the damage up/add another debuff. The fact that you can spam a skill that hits as hard as these do from behind a zerg AND apply the most powerful debuff in the game is ridiculously off balance.
Everything gets perceived as "off balance" in this context. Stay away from zergs then...
Joy_Division wrote: »
I do make them my priority. But thank you for assuming my playstyle. I also said that the damage could be buffed, channel removed, another debuff etc. So thank you for reading actually reading before telling me L2P. Shall I assume you need to L2R while we're at it?
How about this. Grab 4 friends in PvP and have 4 of them spam radiant at full health and then have them spam dark flare at full health. Then tell me which one is more frustrating. If 4 people spam radiant at full health, I could just pop a vigor, run right up to them and slap em with a DB while laughing the whole time. If I die to them I'd save the clip, show my guildies and laugh silently to myself as they all tear me apart emotionally. Mechanically, the skills seem balanced, but in regards to the effort:pressure ratio, balance is non-existent since 1 aspect is always going to be far to low while the other is far too high.
I have less of an issue with DF since it does not have the same potential as Snipe.That said, it still doesn't make sense. Solar Barrage would be better served with Major Defile, especially after the damage nerf. (this nerf ruined the latest build I was testing so next rep meeting please make Solar Barrage OP-the Major Defile is a snide comment, not a legitimate suggestion by the way). Moderate damage coupled with a strong debuff but requires effort from the player to apply the most powerful debuff in the game. Much more balanced than DF spam. SB would see use at that point, much more than current DF. So what does that say about DF balance? The skill sucks and it needs a change.
So how about this:
TL:DR;
- Skills are useless 1v1
- Skills are ridiculous 1vx
- Effort:pressure ratio is way off
I haven't read a nerf Dark Flare thread in years. I read your posts, I still think it's quite a stretch complaining about getting Xv1ed by Dark Flare.
And putting defile on Solar Barrage would be crazy. It has no cast time and gives an 8 meter pulse every 2 seconds without having to do a thing, the only "effort" required by the templar is to move in the general vicinity. With the press of a single button, a Templar could defile everyone around her from the next 8 seconds, and players could not avoid it, not even dodge-roll. The only thing they could do is run away if they didn't want to get defiled. That's more than an Xv1 nightmare, that's totally busted. The Warden corrupting pollen skill is really strong; at least that's stationary, doesn't do damage, and doesn't empower.
At this point it's just a, continue-arguing-just-to-save-face thread. There is a hint to be had when 90% of commenters disagree with the extremely specific change a single person wants to implement and a text wall is required simply to try to reply to each comment...Take all the damage off dark flare too. Just make it a channel that buffs one light attack.
So a skill that tooltips for 15k on average, applies Major Defile or forces constant roll dodges and can be spammed from the backlines is ok? Ever 1v2 where one player is spamming Dark Flare or Snipe as a magplar? You can't cleanse and heal in time or dodge roll long enough.
People complain about Mage's Wrath, meanwhile these skills are for more effective. Wrath will only kill players that are about to die anyways. These skills will not only kill players about to die, they will get them into execute threshold and then prevent them from healing out of it. It's poor balancing and a crutch for bad players.
that 15k also doesn't do anything special and it's highly telegraphed.
At least snipe can deal more damage based on stacking LAs and distance from target; dark flare gives minor sorcery which is probably already cast by purfying light, gives you ultimate with a cooldown (also already proc'd by purfying light), and grants empower for you to do a stronger light attack? If anything DF NEEDS the defile since the passives are worse than beer farts.
eh, maybe snipe can have its defile moved, but this is a L2P issue more than anything. Also fix that evil bug where multiple snipes can be stacked by lag/exploit :P
I can deal with snipes/Dark Flares on any class solo, small scale or large group except magden. It's not a L2P issue and it's not even a Snipe/Dark Flare issue. It's a Major Defile issue. The strongest debuff in the game should not be attached to such hard hitting ranged skills.
The 2 skills are underperforming on one spectrum (1v1) but over performing at the other (xv1). That's the definition of unbalanced. Getting hit by a single snipe/dark flare even in a 1v2 is incredibly difficult to deal with relative to any other common factor across classes. And this is not counting the situations when the 2 are equally skilled players, either individually or collectively.
@Kadoin I'm a mag sorc main btw. I could care less about Defile majority of my gameplay. But when I play on any other class, mag or stam, there is no threat as common or punishing as Major Defile.
These skills may be underperforming, but balancing them on a crutch is not real balance. Up their damage 10%, give them a bleed/magic DoT, decrease cast time whatever. Balance them by making the skill themselves useful/usable, not by slapping an over performing mechanic onto it
Is it underperforming? Or overperforming? It can't be both.
They can and he explained how.
Except my comment was an attempt to suggest that argument would be better off if OP looked at the abilities objectively. You can't win arguments/fights if you think of something as both weak/strong. If it's weak, then use the counter correctly and kill off the things that are weak before hitting the strong enemies. If it's strong, approach the situation cautiously, find the counters and then kill when you are at your strongest/their weakest. Only then can OP suggest if the ability needs a change.
For example, he says it's overperforming because of the defile/burst damage but then suggests its easy to counter in 1v1.
But the reality is its only underperforming because the counter for these abilities in 1v1 scales MUCH better in 1vX scenarios, where your one dodge roll will also dodge every direct instant cast attack cast at you when you do the dodge roll. And when you finally take those 20 snipes/dark flares is because:
1) you didnt LOS right because you still have 20 people able to target oyu
2) you didnt LOS enough to force a 1v1 in a vacuum where OP should be getting his kills anyway.
3) you are going to die because you decided to fight against 20 people without a plan (meaning you walked into that fight arrogantly with the mindset that most abilities are both strong/weak and thus have the mentality you will never die except to "overperforming mechanics".)
And they nerfed defile duration. As others have said it nicer than I have, its a L2P situation.
Toc de Malsvi wrote: »BTW you cannot dodge the Major Defile effect from Dark Flare, it is an AOE effect. You can only dodge the damage portion, Dark Flare applies Major Defile 100% of the time when cast is completed.
Really ?
i will just throw in some words here:
both skills belong to the high risk and high reward skills. they both have a huge window to evade the skill completely, both have a cast time and a long travel time, which in the end justifies the high damage and defile on them. in a 1v1 situation, above described characterize those skills: its very dangerous to use them, but you gain a huge benefit, when they land. this sounds actually balanced for me. actually dark flare was already in a better state, where the empower it grants affected the skills itself, making it a viable option as ranged spammable too, but now thats gone.
concerning a 1v2 situations, the skills can get annoying, but if you think someone spamming that skills from some distance, meanwhile you are busy fighting the other leads to the conclusion, that you prioritized the wrong enemy, since both sniper and dark flare casters will be no threat at all, if you push them. so if you get into this situation again, then focus the sniper first, since they will also die fast.
in a 1vX situations this skill is no high risk high reward skill anymore, since the risk is gone by standing behind the zerg. but its not overperforming in this sense, since actually every skill and damage overperforms in this context: you have 4 curses on you? good luck with the high burst. you have 4 mages wrath on you? good luck surviving when getting low. etc etc etc. the same goes for those skills.
sure they could have a rework with no cast time and stuff, but it would just make them into other skills for other situations, overperforming or underperforming in different situatiuons. as spammable, there are probably better skills like imbue weapons and so on...
without a really good idea, i would not recommend touching those skills.