Chilly-McFreeze wrote: »Emma_Overload wrote: »Yep, Stamina builds should have 45 seconds of Major Expedition while Magicka builds get 4 seconds... That sounds fair! 🙄
If my stam chars can run speed + lingering health pots (see, no stam effect here), so can your mag builds
Emma_Overload wrote: »Chilly-McFreeze wrote: »Emma_Overload wrote: »Yep, Stamina builds should have 45 seconds of Major Expedition while Magicka builds get 4 seconds... That sounds fair! 🙄
If my stam chars can run speed + lingering health pots (see, no stam effect here), so can your mag builds
I've done it. Giving up Major Intellect is too high a price to pay for Mag Sorcs... our sustain is already so dodgy.
Chilly-McFreeze wrote: »Emma_Overload wrote: »Yep, Stamina builds should have 45 seconds of Major Expedition while Magicka builds get 4 seconds... That sounds fair! 🙄
If my stam chars can run speed + lingering health pots (see, no stam effect here), so can your mag builds
Speed + Lingering Health works very well on magblade and i don't see why they wouldn't be useful on other mag classes (maybe except from shield stacking magsorcs - but that might change). Ofc i still won't outrun stam builds, but any improvement to mobility is helpful when outnumbered. This applies to all kinds of builds, so the mobility nerfs are mostly a nerf to solo and small scale play and nothing class or stam/mag specific.
This right here shows how much of a crutch speed pots really are, and I don’t mean that as an insult, since I use them myself.Crixus8000 wrote: »If it's a duration nerf ( and it's probably going to be) then it's just pointless to run speed pots because the second that speed falls off your useless.
It’s hard to land dizzying swing because people are so fast. I have no problem using the skill against mag players even if I don’t have a speed pot up. Against stam sorcs or wardens, though? A huge pain.Crixus8000 wrote: »I tried running without speed pots and it was just terrible. I couldn't escape anything and couldn't hardly land any dizzy swings.
I can agree with this, proc set and bleed damage can be ridiculous in no CP, and it’s also a form of a crutch.Crixus8000 wrote: »As a solo player I hate this so much. When doing 1vx without speed you just die, stand your ground isn't a thing with the amount of damage in pvp right now with things like bleeds and proc sets.
Speed + Lingering Health works very well on magblade and i don't see why they wouldn't be useful on other mag classes (maybe except from shield stacking magsorcs - but that might change). Ofc i still won't outrun stam builds, but any improvement to mobility is helpful when outnumbered. This applies to all kinds of builds, so the mobility nerfs are mostly a nerf to solo and small scale play and nothing class or stam/mag specific.
Crixus8000 wrote: »The duration of speed pots needs to be reduced and should have been long ago.
If the duration is nerfed then they are useless. moving like a snail for half the fight won't work. The second that speed falls off your basically dead because you can't use los to escape the endless proc sets, snipe spam and everything else the large group of players is throwing at you.
Emma_Overload wrote: »
Twohothardware wrote: »Speed pot duration has needed nerfed for a long time. There's no reason for why you should get permanent uptime on Major Expedition. There's no cooldown as you can use another speed potion before the buff runs out. That makes no sense from a balance persepective because Major Expedition gives more of an advantage than any other buff from potions in Cyrodiil outside of Immovability and it's only the small percent of the player base that can afford to run expensive to craft pots on cooldown the entire time in pvp.
Sorry Russell, but I have to disagree with some points.This right here shows how much of a crutch speed pots really are, and I don’t mean that as an insult, since I use them myself.Crixus8000 wrote: »If it's a duration nerf ( and it's probably going to be) then it's just pointless to run speed pots because the second that speed falls off your useless.It’s hard to land dizzying swing because people are so fast. I have no problem using the skill against mag players even if I don’t have a speed pot up. Against stam sorcs or wardens, though? A huge pain.Crixus8000 wrote: »I tried running without speed pots and it was just terrible. I couldn't escape anything and couldn't hardly land any dizzy swings.I can agree with this, proc set and bleed damage can be ridiculous in no CP, and it’s also a form of a crutch.Crixus8000 wrote: »As a solo player I hate this so much. When doing 1vx without speed you just die, stand your ground isn't a thing with the amount of damage in pvp right now with things like bleeds and proc sets.
So, my take on this is the following:
Speed pots - or in other words 30% extra speed with 100% uptime - are a problem, because you basically can’t fight people who use them as a melee character unless you use them yourself. This is untrue for any other potion effect.
Forward momentum was problematic as well. Aside from bugs and lag the skill can indeed give 100% uptime for a manageable resource cost, which enables uncounterable LOS breaking.
I get the whole buff to zergs, nerf to solo argument. However, using the above enables me for example to survive 3 decent (but uncoordinated) players, that would each give me a good fight on their own in an open field. I don’t think this should be the case.
So, what I like to happen is:
- Keep the forward momentum nerf.
- Reduce speed pots to 25-30 seconds, they should be an escape mechanic or allow you to fight a bigger group for some time, but they shouldn’t enable you to fight them indefinitely unless you use defensive ults to survive the downtime.
- Remove the nerfs to expedition skills. These are not the problem here.
- Reduce the strength of snares (60% --> 40%; 30% --> 20%) and reduce the amount of skills that apply them.
- Make proc sets scale from your stats, so that they become weak if you don’t build for damage. This would reduce the damage or tankiness of unskilled players by a good amount (I don’t think this will happen, but I would like to see it nevertheless).
I know that this is the unpopular opinion, but imo offense should be stronger than defense. In case of LOS breaking this is far from being true.
Emma_Overload wrote: »Yep, Stamina builds should have 45 seconds of Major Expedition while Magicka builds get 4 seconds... That sounds fair! 🙄
Emma_Overload wrote: »
12 seconds lol now noobs can get to you without having to l2p