And i repeat, all that is without actually having to do anything other than having a hot running.
That is not so much different from applying debuffs.
They are often applied completely passively (wizard's riposte, durok's bane), by simply standing near the target(fasalla's guile), or by doing things that the attacker would be doing anyway, so the debuff is 'free' (warmth snare from ardent flame skills, twin sisters bleed from blocking, siphoner from light attacks, etc. etc.).
And i repeat, all that is without actually having to do anything other than having a hot running.
That is not so much different from applying debuffs.
They are often applied completely passively (wizard's riposte, durok's bane), by simply standing near the target(fasalla's guile), or by doing things that the attacker would be doing anyway, so the debuff is 'free' (warmth snare from ardent flame skills, twin sisters bleed from blocking, siphoner from light attacks, etc. etc.).
Other horribly designed sets doesn't make this set ok.
And no, using abilities to apply debuffs is not the same as running a set that removes them for you.
And i repeat, all that is without actually having to do anything other than having a hot running.
That is not so much different from applying debuffs.
They are often applied completely passively (wizard's riposte, durok's bane), by simply standing near the target(fasalla's guile), or by doing things that the attacker would be doing anyway, so the debuff is 'free' (warmth snare from ardent flame skills, twin sisters bleed from blocking, siphoner from light attacks, etc. etc.).
Other horribly designed sets doesn't make this set ok.
Nonetheless, that's the environment we are playing in. If we have ways to apply debuffs passively, it is only appropriate to have the same for debuff removal.And no, using abilities to apply debuffs is not the same as running a set that removes them for you.
*shrug*
You apply a DOT, and it automatically puts a snare on me.
I apply a HOT, and it automatically removes the snare from me.
Pot, kettle.
.....No you are not the one removing the debuff. The set is doing it for you. .....
.....No you are not the one removing the debuff. The set is doing it for you. .....
And you are not mightily raining down extreme damage on your opponent. Your set of pure weapon damage is doing that for you. Otherwise you’d be just another wet noodle.
We can play this game all day.
Comparing class abilities/passives to sets.
WreckfulAbandon wrote: »
WreckfulAbandon wrote: »
Ever hit by 5 bleeds at once, plus siphoner, plus a snare, plus major fracture?
Comparing the potency ...
So your argument is that it breaks CC for you, therefore it’s OP.
Heh. Ok, make the set not break you free from CC. Problem solved.
Comparing the potency ...
No - comparing the mechanics of debuff application to the mechanics of debuff removal. Which, in this particular case, appear to be identical. Which makes your whole argument of "debuffs are too easy to remove" fall flat, since they are just as easy to apply.
Sorry it is very hard to not ignore you again when you just keep repeating the same mantra over and over again.
"It shuts down entire classes!" - not outside of duels, it doesn't.
"It removes debuffs by simply running a hot!" - just like you can apply debuffs by simply running a dot.
"It is free!" - not it isn't, it costs you one of you two 5-piece bonuses.
Did i miss something again? Terribly sorry.
Sorry it is very hard to not ignore you again when you just keep repeating the same mantra over and over again.
"It shuts down entire classes!" - not outside of duels, it doesn't.
"It removes debuffs by simply running a hot!" - just like you can apply debuffs by simply running a dot.
"It is free!" - not it isn't, it costs you one of you two 5-piece bonuses.
Did i miss something again? Terribly sorry.
Sorry it is very hard to not ignore you again when you just keep repeating the same mantra over and over again.
"It shuts down entire classes!" - not outside of duels, it doesn't.
"It removes debuffs by simply running a hot!" - just like you can apply debuffs by simply running a dot.
"It is free!" - not it isn't, it costs you one of you two 5-piece bonuses.
Did i miss something again? Terribly sorry.
Mag sorcs may encounter builds with curse eater slotted that will be harder to kill with the usual rotation. It will be time to adjust to such builds:lassitershawn wrote: »I keep using the magsorc example because it is the most severe but honestly how could a magsorc ever kill someone with curse never being allowed to go off. It is skillless and provides extra utility in the form of mag regen.
The same is true if you run into dedicated tanks or healers. There is no entitlement that any build can destroy everyone in the game. If this set helps to stay your ground, that's counter play. And counter play is something ZOS tries to address more and more if you read the past update's patch notes. Don't forget that a player with Curse Eater gives up on offensive power and won't likely flip the page and rip you into pieces. It's a defensive set and may indeed help players to fulfill their defensive role, that includes BG. Based on ZOS' intent to give counter play more meaning, this might be a feature and no oversight.In BGs there are a lot of fights that are 1vX. This set completely negates a Sorcs rotation. If someone is holding a flag or guarding a relic a sorc isn't going to win that fight. It's completely broken. Hell running this on a DK a sorc can only force pulse that DK. Sounds super fun doesn't it. It's broken and you know it.
Curse eater is unbalanced.
Because it totaly hard counter magsorc and their main offensive skill : Curse (the both morphs).
Sorcerers have no class debuffs, that's mean the Haunting curse and Deadric prey will always be purged.
And a sorcerer without a curse will never kill someone.
The set also counter other class : MagDK cannot get their burst heal with ember and their CC is hard countered, stam dk get venomous claws + defile or bleed removed, Magplar and stamplar cannot burst with PoTL, ect
brandonv516 wrote: »Curse eater is unbalanced.
Because it totaly hard counter magsorc and their main offensive skill : Curse (the both morphs).
Sorcerers have no class debuffs, that's mean the Haunting curse and Deadric prey will always be purged.
And a sorcerer without a curse will never kill someone.
The set also counter other class : MagDK cannot get their burst heal with ember and their CC is hard countered, stam dk get venomous claws + defile or bleed removed, Magplar and stamplar cannot burst with PoTL, ect
In a 1v1 situation I can already purge Magsorcs' Curse on my Magplar, screwing up their burst opportunity.
And if I slot Purge on any other class, I can do the same.
As said before, Curse Eater should not break hard CC (Fear, Stun, etc.), it should not stack with other Curse Eater sets, and the cooldown should be about 4 seconds. With such changes, it would be balanced.
You cannot compare slotting a skill with a set and say you save a skill slot and the resources needed to apply a similar effect. By that logic, all damaging proc and monster sets should be off the table, as well. They offer damage without further do, without skill slotted. It's how proc sets work. And by slotting Curse Eater you give up another 5th piece bonus that might be more benefitial for your build, mainly in terms of (stamina) resources or burst potential (magicka and stamina builds). That is the trade-off. We should stay reasonable here.lassitershawn wrote: »Slotting purge is a significant sacrifice. It takes a GCD (not a passive purge) and costs a lot of magicka versus giving back magicka. It takes up barspace from other important skills. The sacrifice from slotting this set is a LOT less and it has quite a lot of defensive power.