Ragnarock41 wrote: »
lucky_dutch wrote: »Did you guys already get to the point, where you included infused weapon enchants into the math proccing from rending slashes?
I’ve tried pointing it out but most of the community are currently still in blissful ignorance as to how utterly broken that is.
Wait till they start seeing kill feeds where every other damage source is a enchant proc
RinaldoGandolphi wrote: »Bleeds are going to ahve to be changed, they are too strong.
they cost ZERO RESOURCES (Heavy Weapons Bleed and Twin Blade and Blunt Bleed) they do an absurd amount of damage just for light or heavy attacking, even if you block the attack you still get a bleed proc on you which is stupid.
You know what effects Fire, Lighting, and Ice Staff attacks get with no enchant on them, NOTHING they won't even proc a elemental effect, yet just equipping an axe or a two handed axe with no enchant or poison on them will proc resource free bleeds, I mean are you kidding me?
Either you half the damage of bleeds, or you give one of the Destruction Staffs a passive that allows them to inflict a DOT that ignores spell resist.....i'd rather you half the damage on bleeds then to introduce another noobified mechanic that allows people to get free proc damage from light or heavy attacking...who thought this was a good idea?....
And you can delete werewolf from somewhat competitive PvP if bleed damage where severely nerfed, just saying.
And you can delete werewolf from somewhat competitive PvP if bleed damage where severely nerfed, just saying.
If you do it with the sledgehammer method that is the M.O. of the game developers, yes. If you do it right Werewolf could gain a unique position where it stands out as having sole possession of a powerful bleed that at least comes with a cost and not so high uptime.
Enchant Procs on top of the Bleeds. Another proof the dev team just has no idea.
Olupajmibanan wrote: »Let's look at sources of bleed.
The passive axes (both DW and 2H) bleed could be toned down, I agree. Maybe some adjustment to formula which determines damage based on max Stamina and Weapon Damage? It has passive source with little input needed to proc it, so no need to keep the damage that high. Or improve the duration of the dot further to 10 seconds, so the damage would be spread accross time and the duration would be in line with other dots.
Cleave damage could actually see a buff to damage. It's significantly inferior to Poison Injection or Twin Slashes.
Nerf to Master Dual Wield seems satisfactory to me. Look it this way:
The nerf does bring it in line with other sets such as Viper.
Viper does 800dmg/s in non-CP which is further reduced by resistances (thus it benefits from resistance reduction effects such as Major Fracture), but can proc poisoned status effects and sets/abilities that rely on damage over time effects.
Master Dual Wield adds 675dmg/s to your Twin Slashes dot in non-CP which has no side effects but ignores resistances (thus does not benefit from reduce resistances effect)
Twin Slashes bleed damage is in line with other single target dots such as Poison Injection. No need to adjust that. The same MasterDW vs Viper rule applies to Twin Slashes vs Poison Injection.
So all in all, my opinion is that the only bleeds that need adjustment are bleeds from passives Twin-Blades and Blunt and Heavy Weapons.
Olupajmibanan wrote: »Let's look at sources of bleed.
The passive axes (both DW and 2H) bleed could be toned down, I agree. Maybe some adjustment to formula which determines damage based on max Stamina and Weapon Damage? It has passive source with little input needed to proc it, so no need to keep the damage that high. Or improve the duration of the dot further to 10 seconds, so the damage would be spread accross time and the duration would be in line with other dots.
Cleave damage could actually see a buff to damage. It's significantly inferior to Poison Injection or Twin Slashes.
Nerf to Master Dual Wield seems satisfactory to me. Look it this way:
The nerf does bring it in line with other sets such as Viper.
Viper does 800dmg/s in non-CP which is further reduced by resistances (thus it benefits from resistance reduction effects such as Major Fracture), but can proc poisoned status effects and sets/abilities that rely on damage over time effects.
Master Dual Wield adds 675dmg/s to your Twin Slashes dot in non-CP which has no side effects but ignores resistances (thus does not benefit from reduce resistances effect)
Twin Slashes bleed damage is in line with other single target dots such as Poison Injection. No need to adjust that. The same MasterDW vs Viper rule applies to Twin Slashes vs Poison Injection.
So all in all, my opinion is that the only bleeds that need adjustment are bleeds from passives Twin-Blades and Blunt and Heavy Weapons.
Nerfing bleeds and specially the master's set its not so nice looking since farming this set is probably one of the most painfull things to do in this game.
Bleeds are strong and they should be strong, but its silly to have a tank in heavy armor dishing out that insane dmg while taking minimal damage.
The bleed damage is strong and should be strong but, while on medium armor in a glassy build. Not in heavy armors .
Olupajmibanan wrote: »Let's look at sources of bleed.
The passive axes (both DW and 2H) bleed could be toned down, I agree. Maybe some adjustment to formula which determines damage based on max Stamina and Weapon Damage? It has passive source with little input needed to proc it, so no need to keep the damage that high. Or improve the duration of the dot further to 10 seconds, so the damage would be spread accross time and the duration would be in line with other dots.
Cleave damage could actually see a buff to damage. It's significantly inferior to Poison Injection or Twin Slashes.
Nerf to Master Dual Wield seems satisfactory to me. Look it this way:
The nerf does bring it in line with other sets such as Viper.
Viper does 800dmg/s in non-CP which is further reduced by resistances (thus it benefits from resistance reduction effects such as Major Fracture), but can proc poisoned status effects and sets/abilities that rely on damage over time effects.
Master Dual Wield adds 675dmg/s to your Twin Slashes dot in non-CP which has no side effects but ignores resistances (thus does not benefit from reduce resistances effect)
Twin Slashes bleed damage is in line with other single target dots such as Poison Injection. No need to adjust that. The same MasterDW vs Viper rule applies to Twin Slashes vs Poison Injection.
So all in all, my opinion is that the only bleeds that need adjustment are bleeds from passives Twin-Blades and Blunt and Heavy Weapons.
Nerfing bleeds and specially the master's set its not so nice looking since farming this set is probably one of the most painfull things to do in this game.
Bleeds are strong and they should be strong, but its silly to have a tank in heavy armor dishing out that insane dmg while taking minimal damage.
The bleed damage is strong and should be strong but, while on medium armor in a glassy build. Not in heavy armors .
Olupajmibanan wrote: »Olupajmibanan wrote: »Let's look at sources of bleed.
The passive axes (both DW and 2H) bleed could be toned down, I agree. Maybe some adjustment to formula which determines damage based on max Stamina and Weapon Damage? It has passive source with little input needed to proc it, so no need to keep the damage that high. Or improve the duration of the dot further to 10 seconds, so the damage would be spread accross time and the duration would be in line with other dots.
Cleave damage could actually see a buff to damage. It's significantly inferior to Poison Injection or Twin Slashes.
Nerf to Master Dual Wield seems satisfactory to me. Look it this way:
The nerf does bring it in line with other sets such as Viper.
Viper does 800dmg/s in non-CP which is further reduced by resistances (thus it benefits from resistance reduction effects such as Major Fracture), but can proc poisoned status effects and sets/abilities that rely on damage over time effects.
Master Dual Wield adds 675dmg/s to your Twin Slashes dot in non-CP which has no side effects but ignores resistances (thus does not benefit from reduce resistances effect)
Twin Slashes bleed damage is in line with other single target dots such as Poison Injection. No need to adjust that. The same MasterDW vs Viper rule applies to Twin Slashes vs Poison Injection.
So all in all, my opinion is that the only bleeds that need adjustment are bleeds from passives Twin-Blades and Blunt and Heavy Weapons.
Nerfing bleeds and specially the master's set its not so nice looking since farming this set is probably one of the most painfull things to do in this game.
Bleeds are strong and they should be strong, but its silly to have a tank in heavy armor dishing out that insane dmg while taking minimal damage.
The bleed damage is strong and should be strong but, while on medium armor in a glassy build. Not in heavy armors .
Just to be completely clear, bleeds do more dmg while in medium armor than in heavy.
Chilly-McFreeze wrote: »Olupajmibanan wrote: »Let's look at sources of bleed.
The passive axes (both DW and 2H) bleed could be toned down, I agree. Maybe some adjustment to formula which determines damage based on max Stamina and Weapon Damage? It has passive source with little input needed to proc it, so no need to keep the damage that high. Or improve the duration of the dot further to 10 seconds, so the damage would be spread accross time and the duration would be in line with other dots.
Cleave damage could actually see a buff to damage. It's significantly inferior to Poison Injection or Twin Slashes.
Nerf to Master Dual Wield seems satisfactory to me. Look it this way:
The nerf does bring it in line with other sets such as Viper.
Viper does 800dmg/s in non-CP which is further reduced by resistances (thus it benefits from resistance reduction effects such as Major Fracture), but can proc poisoned status effects and sets/abilities that rely on damage over time effects.
Master Dual Wield adds 675dmg/s to your Twin Slashes dot in non-CP which has no side effects but ignores resistances (thus does not benefit from reduce resistances effect)
Twin Slashes bleed damage is in line with other single target dots such as Poison Injection. No need to adjust that. The same MasterDW vs Viper rule applies to Twin Slashes vs Poison Injection.
So all in all, my opinion is that the only bleeds that need adjustment are bleeds from passives Twin-Blades and Blunt and Heavy Weapons.
Nerfing bleeds and specially the master's set its not so nice looking since farming this set is probably one of the most painfull things to do in this game.
Bleeds are strong and they should be strong, but its silly to have a tank in heavy armor dishing out that insane dmg while taking minimal damage.
The bleed damage is strong and should be strong but, while on medium armor in a glassy build. Not in heavy armors .
And how would you archive that? By manipulating how their damage scales? Than we are again at nerfing heavy sets and adding high stat sets for medium. Or do you think about a form of punishment for heavy like it get thrown around often these days?
Olupajmibanan wrote: »Olupajmibanan wrote: »Let's look at sources of bleed.
The passive axes (both DW and 2H) bleed could be toned down, I agree. Maybe some adjustment to formula which determines damage based on max Stamina and Weapon Damage? It has passive source with little input needed to proc it, so no need to keep the damage that high. Or improve the duration of the dot further to 10 seconds, so the damage would be spread accross time and the duration would be in line with other dots.
Cleave damage could actually see a buff to damage. It's significantly inferior to Poison Injection or Twin Slashes.
Nerf to Master Dual Wield seems satisfactory to me. Look it this way:
The nerf does bring it in line with other sets such as Viper.
Viper does 800dmg/s in non-CP which is further reduced by resistances (thus it benefits from resistance reduction effects such as Major Fracture), but can proc poisoned status effects and sets/abilities that rely on damage over time effects.
Master Dual Wield adds 675dmg/s to your Twin Slashes dot in non-CP which has no side effects but ignores resistances (thus does not benefit from reduce resistances effect)
Twin Slashes bleed damage is in line with other single target dots such as Poison Injection. No need to adjust that. The same MasterDW vs Viper rule applies to Twin Slashes vs Poison Injection.
So all in all, my opinion is that the only bleeds that need adjustment are bleeds from passives Twin-Blades and Blunt and Heavy Weapons.
Nerfing bleeds and specially the master's set its not so nice looking since farming this set is probably one of the most painfull things to do in this game.
Bleeds are strong and they should be strong, but its silly to have a tank in heavy armor dishing out that insane dmg while taking minimal damage.
The bleed damage is strong and should be strong but, while on medium armor in a glassy build. Not in heavy armors .
Just to be completely clear, bleeds do more dmg while in medium armor than in heavy.
Ofc they do, but you can pressure a medium armor. While you cant really pressure that much a heavy amror. Thats the problem with bleeds in heavy and that is the main reason players use heavy in their bleed builds and not medium that deals more dmg.Chilly-McFreeze wrote: »Olupajmibanan wrote: »Let's look at sources of bleed.
The passive axes (both DW and 2H) bleed could be toned down, I agree. Maybe some adjustment to formula which determines damage based on max Stamina and Weapon Damage? It has passive source with little input needed to proc it, so no need to keep the damage that high. Or improve the duration of the dot further to 10 seconds, so the damage would be spread accross time and the duration would be in line with other dots.
Cleave damage could actually see a buff to damage. It's significantly inferior to Poison Injection or Twin Slashes.
Nerf to Master Dual Wield seems satisfactory to me. Look it this way:
The nerf does bring it in line with other sets such as Viper.
Viper does 800dmg/s in non-CP which is further reduced by resistances (thus it benefits from resistance reduction effects such as Major Fracture), but can proc poisoned status effects and sets/abilities that rely on damage over time effects.
Master Dual Wield adds 675dmg/s to your Twin Slashes dot in non-CP which has no side effects but ignores resistances (thus does not benefit from reduce resistances effect)
Twin Slashes bleed damage is in line with other single target dots such as Poison Injection. No need to adjust that. The same MasterDW vs Viper rule applies to Twin Slashes vs Poison Injection.
So all in all, my opinion is that the only bleeds that need adjustment are bleeds from passives Twin-Blades and Blunt and Heavy Weapons.
Nerfing bleeds and specially the master's set its not so nice looking since farming this set is probably one of the most painfull things to do in this game.
Bleeds are strong and they should be strong, but its silly to have a tank in heavy armor dishing out that insane dmg while taking minimal damage.
The bleed damage is strong and should be strong but, while on medium armor in a glassy build. Not in heavy armors .
And how would you archive that? By manipulating how their damage scales? Than we are again at nerfing heavy sets and adding high stat sets for medium. Or do you think about a form of punishment for heavy like it get thrown around often these days?
Im not a dev, its not my job to call nerfs or buffs its actually something that i really hate.
Im just pointing out what i see performing extremely well.
Im just stating my opinion while ZoS claimed that they dont like glassy builds therefore they ARE pushing players to heavy, its actually what ZoS wants we like it or not, but hey i do have the right to state my opinion right?
Chilly-McFreeze wrote: »Olupajmibanan wrote: »Olupajmibanan wrote: »Let's look at sources of bleed.
The passive axes (both DW and 2H) bleed could be toned down, I agree. Maybe some adjustment to formula which determines damage based on max Stamina and Weapon Damage? It has passive source with little input needed to proc it, so no need to keep the damage that high. Or improve the duration of the dot further to 10 seconds, so the damage would be spread accross time and the duration would be in line with other dots.
Cleave damage could actually see a buff to damage. It's significantly inferior to Poison Injection or Twin Slashes.
Nerf to Master Dual Wield seems satisfactory to me. Look it this way:
The nerf does bring it in line with other sets such as Viper.
Viper does 800dmg/s in non-CP which is further reduced by resistances (thus it benefits from resistance reduction effects such as Major Fracture), but can proc poisoned status effects and sets/abilities that rely on damage over time effects.
Master Dual Wield adds 675dmg/s to your Twin Slashes dot in non-CP which has no side effects but ignores resistances (thus does not benefit from reduce resistances effect)
Twin Slashes bleed damage is in line with other single target dots such as Poison Injection. No need to adjust that. The same MasterDW vs Viper rule applies to Twin Slashes vs Poison Injection.
So all in all, my opinion is that the only bleeds that need adjustment are bleeds from passives Twin-Blades and Blunt and Heavy Weapons.
Nerfing bleeds and specially the master's set its not so nice looking since farming this set is probably one of the most painfull things to do in this game.
Bleeds are strong and they should be strong, but its silly to have a tank in heavy armor dishing out that insane dmg while taking minimal damage.
The bleed damage is strong and should be strong but, while on medium armor in a glassy build. Not in heavy armors .
Just to be completely clear, bleeds do more dmg while in medium armor than in heavy.
Ofc they do, but you can pressure a medium armor. While you cant really pressure that much a heavy amror. Thats the problem with bleeds in heavy and that is the main reason players use heavy in their bleed builds and not medium that deals more dmg.Chilly-McFreeze wrote: »Olupajmibanan wrote: »Let's look at sources of bleed.
The passive axes (both DW and 2H) bleed could be toned down, I agree. Maybe some adjustment to formula which determines damage based on max Stamina and Weapon Damage? It has passive source with little input needed to proc it, so no need to keep the damage that high. Or improve the duration of the dot further to 10 seconds, so the damage would be spread accross time and the duration would be in line with other dots.
Cleave damage could actually see a buff to damage. It's significantly inferior to Poison Injection or Twin Slashes.
Nerf to Master Dual Wield seems satisfactory to me. Look it this way:
The nerf does bring it in line with other sets such as Viper.
Viper does 800dmg/s in non-CP which is further reduced by resistances (thus it benefits from resistance reduction effects such as Major Fracture), but can proc poisoned status effects and sets/abilities that rely on damage over time effects.
Master Dual Wield adds 675dmg/s to your Twin Slashes dot in non-CP which has no side effects but ignores resistances (thus does not benefit from reduce resistances effect)
Twin Slashes bleed damage is in line with other single target dots such as Poison Injection. No need to adjust that. The same MasterDW vs Viper rule applies to Twin Slashes vs Poison Injection.
So all in all, my opinion is that the only bleeds that need adjustment are bleeds from passives Twin-Blades and Blunt and Heavy Weapons.
Nerfing bleeds and specially the master's set its not so nice looking since farming this set is probably one of the most painfull things to do in this game.
Bleeds are strong and they should be strong, but its silly to have a tank in heavy armor dishing out that insane dmg while taking minimal damage.
The bleed damage is strong and should be strong but, while on medium armor in a glassy build. Not in heavy armors .
And how would you archive that? By manipulating how their damage scales? Than we are again at nerfing heavy sets and adding high stat sets for medium. Or do you think about a form of punishment for heavy like it get thrown around often these days?
Im not a dev, its not my job to call nerfs or buffs its actually something that i really hate.
Im just pointing out what i see performing extremely well.
Im just stating my opinion while ZoS claimed that they dont like glassy builds therefore they ARE pushing players to heavy, its actually what ZoS wants we like it or not, but hey i do have the right to state my opinion right?
Man, you are really on a roll as of late. Suspecting an insult and agenda behind every corner while throwing a tantrum in all your posts. Might want to take a step outside? Don't want you to burst a vein.
RinaldoGandolphi wrote: »Bleeds are going to ahve to be changed, they are too strong.
they cost ZERO RESOURCES (Heavy Weapons Bleed and Twin Blade and Blunt Bleed) they do an absurd amount of damage just for light or heavy attacking, even if you block the attack you still get a bleed proc on you which is stupid.
You know what effects Fire, Lighting, and Ice Staff attacks get with no enchant on them, NOTHING they won't even proc a elemental effect, yet just equipping an axe or a two handed axe with no enchant or poison on them will proc resource free bleeds, I mean are you kidding me?
Either you half the damage of bleeds, or you give one of the Destruction Staffs a passive that allows them to inflict a DOT that ignores spell resist.....i'd rather you half the damage on bleeds then to introduce another noobified mechanic that allows people to get free proc damage from light or heavy attacking...who thought this was a good idea?....
Purdomination33 wrote: »Bleed+Hurricane+Spin2win. Instant PvP victory.
Chilly-McFreeze wrote: »Purdomination33 wrote: »Bleed+Hurricane+Spin2win. Instant PvP victory.
Now substract 25% dmg of 2 of those skills.
Chilly-McFreeze wrote: »Purdomination33 wrote: »Bleed+Hurricane+Spin2win. Instant PvP victory.
Now substract 25% dmg of 2 of those skills.
Mag classes won’t be having a significant major evasion uptime.
Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »Purdomination33 wrote: »Bleed+Hurricane+Spin2win. Instant PvP victory.
Now substract 25% dmg of 2 of those skills.
Mag classes won’t be having a significant major evasion uptime.
What happened to the stam meta?
Chilly-McFreeze wrote: »Purdomination33 wrote: »Bleed+Hurricane+Spin2win. Instant PvP victory.
Now substract 25% dmg of 2 of those skills.
Chilly-McFreeze wrote: »Purdomination33 wrote: »Bleed+Hurricane+Spin2win. Instant PvP victory.
Now substract 25% dmg of 2 of those skills.
Now just cast quick cloak to get 25% aoe damage reduction, 30% all damage reduction and 30% movement speed.
Bleeds will spoil the concept of new infused/enchant rules on dw for PvP.
Bleed skills/passives have to be individually decreased, to a point where they‘re present but not dominant.
The weapon choice should allow equal viability to the functionality of their enchants by chosing the right feature (dmg/pen/crit). In Murkmire axes make a choice for PvP futile, as bleeds are always the best source of damage ontop of automatic enchant procs, because they‘re strong from the get go - you don‘t have to specifically build for it. And it’s literally beginner proof in utilisation and basically resource free.
Master DW is not the problem.
New infused/enchant rules are not the problem.
Twin Slashes and Weapon Line passive bleeds are the root.
Narrow minded slow learners will dispute it anyways, because they figured to stack bleeds with Master DW way late in Wolfhunter. Rotation blind dps bots aren‘t even aware twin slashes has a mitigateable burst component that can be altered to not decrase PvE dps.
Welcome to another 3 months of Bleed stacking ontop of resource free proc damage.
#Every bleed user ever.lucky_dutch wrote: »Bleeds will spoil the concept of new infused/enchant rules on dw for PvP.
Bleed skills/passives have to be individually decreased, to a point where they‘re present but not dominant.
The weapon choice should allow equal viability to the functionality of their enchants by chosing the right feature (dmg/pen/crit). In Murkmire axes make a choice for PvP futile, as bleeds are always the best source of damage ontop of automatic enchant procs, because they‘re strong from the get go - you don‘t have to specifically build for it. And it’s literally beginner proof in utilisation and basically resource free.
Master DW is not the problem.
New infused/enchant rules are not the problem.
Twin Slashes and Weapon Line passive bleeds are the root.
Narrow minded slow learners will dispute it anyways, because they figured to stack bleeds with Master DW way late in Wolfhunter. Rotation blind dps bots aren‘t even aware twin slashes has a mitigateable burst component that can be altered to not decrase PvE dps.
Welcome to another 3 months of Bleed stacking ontop of resource free proc damage.
This is simply not true.
Rending slash on live is really not a big deal.
lucky_dutch wrote: »Bleeds will spoil the concept of new infused/enchant rules on dw for PvP.
Bleed skills/passives have to be individually decreased, to a point where they‘re present but not dominant.
The weapon choice should allow equal viability to the functionality of their enchants by chosing the right feature (dmg/pen/crit). In Murkmire axes make a choice for PvP futile, as bleeds are always the best source of damage ontop of automatic enchant procs, because they‘re strong from the get go - you don‘t have to specifically build for it. And it’s literally beginner proof in utilisation and basically resource free.
Master DW is not the problem.
New infused/enchant rules are not the problem.
Twin Slashes and Weapon Line passive bleeds are the root.
Narrow minded slow learners will dispute it anyways, because they figured to stack bleeds with Master DW way late in Wolfhunter. Rotation blind dps bots aren‘t even aware twin slashes has a mitigateable burst component that can be altered to not decrase PvE dps.
Welcome to another 3 months of Bleed stacking ontop of resource free proc damage.
This is simply not true.
Rending slash on live is really not a big deal. What's changed? Bleeds proccing enchants. That's your problem then.
#Every bleed user ever.lucky_dutch wrote: »Bleeds will spoil the concept of new infused/enchant rules on dw for PvP.
Bleed skills/passives have to be individually decreased, to a point where they‘re present but not dominant.
The weapon choice should allow equal viability to the functionality of their enchants by chosing the right feature (dmg/pen/crit). In Murkmire axes make a choice for PvP futile, as bleeds are always the best source of damage ontop of automatic enchant procs, because they‘re strong from the get go - you don‘t have to specifically build for it. And it’s literally beginner proof in utilisation and basically resource free.
Master DW is not the problem.
New infused/enchant rules are not the problem.
Twin Slashes and Weapon Line passive bleeds are the root.
Narrow minded slow learners will dispute it anyways, because they figured to stack bleeds with Master DW way late in Wolfhunter. Rotation blind dps bots aren‘t even aware twin slashes has a mitigateable burst component that can be altered to not decrase PvE dps.
Welcome to another 3 months of Bleed stacking ontop of resource free proc damage.
This is simply not true.
Rending slash on live is really not a big deal.
#Every bleed user ever.lucky_dutch wrote: »Bleeds will spoil the concept of new infused/enchant rules on dw for PvP.
Bleed skills/passives have to be individually decreased, to a point where they‘re present but not dominant.
The weapon choice should allow equal viability to the functionality of their enchants by chosing the right feature (dmg/pen/crit). In Murkmire axes make a choice for PvP futile, as bleeds are always the best source of damage ontop of automatic enchant procs, because they‘re strong from the get go - you don‘t have to specifically build for it. And it’s literally beginner proof in utilisation and basically resource free.
Master DW is not the problem.
New infused/enchant rules are not the problem.
Twin Slashes and Weapon Line passive bleeds are the root.
Narrow minded slow learners will dispute it anyways, because they figured to stack bleeds with Master DW way late in Wolfhunter. Rotation blind dps bots aren‘t even aware twin slashes has a mitigateable burst component that can be altered to not decrase PvE dps.
Welcome to another 3 months of Bleed stacking ontop of resource free proc damage.
This is simply not true.
Rending slash on live is really not a big deal.
At least come up with a valid comparison of the dmg in pvp of twin slashes vs other dots in game. Let me tell you there will be quite some disparity in there. But you would rather post empty comments in the hope you won't lose your crutch, in stead of actually making a valid point. Pity.