Easier to say the exact PvP situation Curse is not OP in.
It removes DoTs, Debuffs, roots, snares, Delayed Attacks like Curse or PoTL, Channels.
This set just replaces lich on a setup. It provides sustain. You aren't losing any damage since you werr running lich and lich isn't a damage set. A healer isn't running it. A solo player is or a group of players are. A solo player running this over lich loses a small amount of sustain but gains a purge every 2 seconds. It's an overall buff to that player.
Joy_Division wrote: »I disagree with you that removing two negative effects every 2 seconds plus getting 150 regen to boot isn't very strong in a 1v1. Even against NBs and Stam Wardens (they both love their Rending slashes which snares me and puts on a DoT and that unresistable bleed. Plus a lot of NBs use poison injection and after getting Incapped, Curse Eater proc would be money).
Plus this set aromatically removes stuns (those are considered negative effects).
That set would cleanse more negative effects than a Templar would in a prolong fight. Cleanse is quite expensive and, although powerful, a passive skill that does not put pressure on opponents. So I hit it maybe every 9 or 10 seconds or so.
Potl, templar burst gone
Curse, mag sorc burst gone
Bleeds, Stam sorc pressure gone, they have no legit burst
DK dots, Stam dks pressure gone, they pop corrosive but your gear removes their dots or they leap and again your gear has removed their pressure.
Most classes rely on dots to apply pressure in order to burst people down. Whether it's to absorb healing or tear down shields.
But you're right we could all just run wardens and nightblades I guess.
Easier to say the exact PvP situation Curse is not OP in.
It removes DoTs, Debuffs, roots, snares, Delayed Attacks like Curse or PoTL, Channels.
okay, now actually explain how that would impact the fight in your fight scenario?
so a single person in a zerg removed what? a snare and a root from a single person in the zerg?
and this changed the outcome how?
Joy_Division wrote: »I disagree with you that removing two negative effects every 2 seconds plus getting 150 regen to boot isn't very strong in a 1v1. Even against NBs and Stam Wardens (they both love their Rending slashes which snares me and puts on a DoT and that unresistable bleed. Plus a lot of NBs use poison injection and after getting Incapped, Curse Eater proc would be money).
Plus this set aromatically removes stuns (those are considered negative effects).
That set would cleanse more negative effects than a Templar would in a prolong fight. Cleanse is quite expensive and, although powerful, a passive skill that does not put pressure on opponents. So I hit it maybe every 9 or 10 seconds or so.
Joy_Division wrote: »I disagree with you that removing two negative effects every 2 seconds plus getting 150 regen to boot isn't very strong in a 1v1. Even against NBs and Stam Wardens (they both love their Rending slashes which snares me and puts on a DoT and that unresistable bleed. Plus a lot of NBs use poison injection and after getting Incapped, Curse Eater proc would be money).
Plus this set aromatically removes stuns (those are considered negative effects).
That set would cleanse more negative effects than a Templar would in a prolong fight. Cleanse is quite expensive and, although powerful, a passive skill that does not put pressure on opponents. So I hit it maybe every 9 or 10 seconds or so.
Easier to say the exact PvP situation Curse is not OP in.
It removes DoTs, Debuffs, roots, snares, Delayed Attacks like Curse or PoTL, Channels.
okay, now actually explain how that would impact the fight in your fight scenario?
so a single person in a zerg removed what? a snare and a root from a single person in the zerg?
and this changed the outcome how?
Everyone wears it - negative effects become entirely useless. That´s pretty op - no?
Just as hyperbole as what you´re trying to do.
It´s pretty easy to identify it as overperforming if you´re experienced and somewhat decent at pvp in this game.
Easier to say the exact PvP situation Curse is not OP in.
It removes DoTs, Debuffs, roots, snares, Delayed Attacks like Curse or PoTL, Channels.
okay, now actually explain how that would impact the fight in your fight scenario?
so a single person in a zerg removed what? a snare and a root from a single person in the zerg?
and this changed the outcome how?
Everyone wears it - negative effects become entirely useless. That´s pretty op - no?
Just as hyperbole as what you´re trying to do.
It´s pretty easy to identify it as overperforming if you´re experienced and somewhat decent at pvp in this game.
Yup. Everyone wears it, thus mitigating every other debuff/dot that gets thrown around like rice at a wedding.
Players smart enough to adapt will then begin to rely more heavily on instant damage output rather than damage over time. The damage over time effects will still be there applying pressure, just not as effective as before. Those who fail to adapt, whether by choice or straight lack of skill, will start crying to nerf whatever instant damage skill they died to.
Basically, any new sets that alter established “Metas” are obviously “op” and should be nerfed before they get the chance to force people into altering their preferred playstyle.
Easier to say the exact PvP situation Curse is not OP in.
It removes DoTs, Debuffs, roots, snares, Delayed Attacks like Curse or PoTL, Channels.
okay, now actually explain how that would impact the fight in your fight scenario?
so a single person in a zerg removed what? a snare and a root from a single person in the zerg?
and this changed the outcome how?
Everyone wears it - negative effects become entirely useless. That´s pretty op - no?
Just as hyperbole as what you´re trying to do.
It´s pretty easy to identify it as overperforming if you´re experienced and somewhat decent at pvp in this game.
Yup. Everyone wears it, thus mitigating every other debuff/dot that gets thrown around like rice at a wedding.
Players smart enough to adapt will then begin to rely more heavily on instant damage output rather than damage over time. The damage over time effects will still be there applying pressure, just not as effective as before. Those who fail to adapt, whether by choice or straight lack of skill, will start crying to nerf whatever instant damage skill they died to.
Basically, any new sets that alter established “Metas” are obviously “op” and should be nerfed before they get the chance to force people into altering their preferred playstyle.
it would also remove CCs and any other form of debuffs.
Or the set will have no game breaking affect aside for a handful of people winning a few more duels.
But wadda I know. I’m just a random internet troll.
Or the set will have no game breaking affect aside for a handful of people winning a few more duels.
But wadda I know. I’m just a random internet troll.
I think it will go live, and nothing of note will change.
other then like you said, people will have something to blame a loss on rather then skill / positioning / experience / etc. it will of course be curse eaters fault they lost, of course.
Easier to say the exact PvP situation Curse is not OP in.
It removes DoTs, Debuffs, roots, snares, Delayed Attacks like Curse or PoTL, Channels.
okay, now actually explain how that would impact the fight in your fight scenario?
so a single person in a zerg removed what? a snare and a root from a single person in the zerg?
and this changed the outcome how?
Everyone wears it - negative effects become entirely useless. That´s pretty op - no?
Just as hyperbole as what you´re trying to do.
It´s pretty easy to identify it as overperforming if you´re experienced and somewhat decent at pvp in this game.
Yup. Everyone wears it, thus mitigating every other debuff/dot that gets thrown around like rice at a wedding.
Players smart enough to adapt will then begin to rely more heavily on instant damage output rather than damage over time. The damage over time effects will still be there applying pressure, just not as effective as before. Those who fail to adapt, whether by choice or straight lack of skill, will start crying to nerf whatever instant damage skill they died to.
Basically, any new sets that alter established “Metas” are obviously “op” and should be nerfed before they get the chance to force people into altering their preferred playstyle.
That´s the thing though - it would also remove CCs and any other form of debuffs. It simply breaks the game in a larger scale.