[img][/img]
[img][/img]
[img][/img]
I also like to delete people without counterplay
Hard hitting abilities that isn´t ultimates, shouldn´t have powerful effects attached to them. The problem with Lethal Arrow is that you can buff the defile values to insane levels (due to how stupidly good Befoul scales). If the only counter is to sit at ridiculous resistance levels and 35k + HP, then something is flawed imo.
Hard hitting abilities that isn´t ultimates, shouldn´t have powerful effects attached to them. The problem with Lethal Arrow is that you can buff the defile values to insane levels (due to how stupidly good Befoul scales). If the only counter is to sit at ridiculous resistance levels and 35k + HP, then something is flawed imo.
That defile had zero effect on the outcome in your screenshots. You virtually oneshot them.
Hard hitting abilities that isn´t ultimates, shouldn´t have powerful effects attached to them. The problem with Lethal Arrow is that you can buff the defile values to insane levels (due to how stupidly good Befoul scales). If the only counter is to sit at ridiculous resistance levels and 35k + HP, then something is flawed imo.
That defile had zero effect on the outcome in your screenshots. You virtually oneshot them.
Obviously not, but the average snipe-spammer is not running a gank-build with snipe, they´re standing 30-40 meters away spamming it. So I´ll stick to my statement that hard hitting abilities shouldn´t have powerful buffs/debuffs/effects attached to them (unless they´re ultimates).
validifyedneb18_ESO wrote: »Stealth archers, those people that, while you're having a fun little 1vX will 1shot you from across the map and from a place, due to the shape of the battleground, that you cant get to without taking a long route round.
Hard hitting abilities that isn´t ultimates, shouldn´t have powerful effects attached to them. The problem with Lethal Arrow is that you can buff the defile values to insane levels (due to how stupidly good Befoul scales). If the only counter is to sit at ridiculous resistance levels and 35k + HP, then something is flawed imo.
Best suggestion I´ve seen to change snipe is to make it an ultimate and then rework Ballista into spammable ability. This way the bow skilline gets a decent spammable ability for PvE (which has been requested quite a few times) and you´ll have less snipe spammers in PvP, but the skill remains a powerful ability.
Hard hitting abilities that isn´t ultimates, shouldn´t have powerful effects attached to them. The problem with Lethal Arrow is that you can buff the defile values to insane levels (due to how stupidly good Befoul scales). If the only counter is to sit at ridiculous resistance levels and 35k + HP, then something is flawed imo.
Best suggestion I´ve seen to change snipe is to make it an ultimate and then rework Ballista into spammable ability. This way the bow skilline gets a decent spammable ability for PvE (which has been requested quite a few times) and you´ll have less snipe spammers in PvP, but the skill remains a powerful ability.
In CP you can boost your healing for more than i can boost my defile CP
Hard hitting abilities that isn´t ultimates, shouldn´t have powerful effects attached to them. The problem with Lethal Arrow is that you can buff the defile values to insane levels (due to how stupidly good Befoul scales). If the only counter is to sit at ridiculous resistance levels and 35k + HP, then something is flawed imo.
Best suggestion I´ve seen to change snipe is to make it an ultimate and then rework Ballista into spammable ability. This way the bow skilline gets a decent spammable ability for PvE (which has been requested quite a few times) and you´ll have less snipe spammers in PvP, but the skill remains a powerful ability.
In CP you can boost your healing for more than i can boost my defile CP
Same thing with healing lols
Same thing with healing lols
Normal defile reduces healing by 30%. A 1000 point heal becomes a (1000-30%) = 700 point heal.
Befoul increases this amount (the 30) by 55%. So defile with maxed befoul will reduce enemy incoming heals by (30+55%) = 46.5%. A 1000 point heal becomes a (1000-46.5%) = 535 point heal.
This means maxed befoul is responsible for (700-535) = 165 extra healing lost.
Blessed increases the amount of healing done by 15%, so a 1000 point heal becomes a (1000+15%) = 1150 point heal
Quick recovery increases the amount of healing received (from the above) by 15%, so the 1150 heal becomes a (1150+15%) = 1322.5 point heal.
This means blessed and quick recovery are responsible for (1322.5-1000) = 322.5 extra healing received.
If you put it all together: The target should be receiving 1322.5 point heal(due to his blessed+quick recovery), but this will be reduced by 46.5% (due to attacker's defile with maxed befoul) resulting in a (1322.5-46.5%) = 707.5373 HP gained.
TLDR: 1000 point heal.
Without any CP involved: 700 HP debuffed heal
With all relevant CP maxed: 707 HP debuffed heal. CP healing wins (slightly), albeit at twice the cost in CP points.
Same thing with healing lols
Normal defile reduces healing by 30%. A 1000 point heal becomes a (1000-30%) = 700 point heal.
Befoul increases this amount (the 30) by 55%. So defile with maxed befoul will reduce enemy incoming heals by (30+55%) = 46.5%. A 1000 point heal becomes a (1000-46.5%) = 535 point heal.
This means maxed befoul is responsible for (700-535) = 165 extra healing lost.
Blessed increases the amount of healing done by 15%, so a 1000 point heal becomes a (1000+15%) = 1150 point heal
Quick recovery increases the amount of healing received (from the above) by 15%, so the 1150 heal becomes a (1150+15%) = 1322.5 point heal.
This means blessed and quick recovery are responsible for (1322.5-1000) = 322.5 extra healing received.
If you put it all together: The target should be receiving 1322.5 point heal(due to his blessed+quick recovery), but this will be reduced by 46.5% (due to attacker's defile with maxed befoul) resulting in a (1322.5-46.5%) = 707.5373 HP gained.
TLDR: 1000 point heal.
Without any CP involved: 700 HP debuffed heal
With all relevant CP maxed: 707 HP debuffed heal. CP healing wins (slightly), albeit at twice the cost in CP points.
I mean you just proved my point. Befoul scales better than healing trees therefore you can boost heal reduction more than heal itself, apart from how I don't see how reduction losses for you whilst you just showed it's untrue xD
Wear heavy armor. Build for defense with burst potential.
If that doesn’t help you fight 4 stealthed archers, then you wouldn’t have survived anyway.
Same thing with healing lols
Normal defile reduces healing by 30%. A 1000 point heal becomes a (1000-30%) = 700 point heal.
Befoul increases this amount (the 30) by 55%. So defile with maxed befoul will reduce enemy incoming heals by (30+55%) = 46.5%. A 1000 point heal becomes a (1000-46.5%) = 535 point heal.
This means maxed befoul is responsible for (700-535) = 165 extra healing lost.
Blessed increases the amount of healing done by 15%, so a 1000 point heal becomes a (1000+15%) = 1150 point heal
Quick recovery increases the amount of healing received (from the above) by 15%, so the 1150 heal becomes a (1150+15%) = 1322.5 point heal.
This means blessed and quick recovery are responsible for (1322.5-1000) = 322.5 extra healing received.
If you put it all together: The target should be receiving 1322.5 point heal(due to his blessed+quick recovery), but this will be reduced by 46.5% (due to attacker's defile with maxed befoul) resulting in a (1322.5-46.5%) = 707.5373 HP gained.
TLDR: 1000 point heal.
Without any CP involved: 700 HP debuffed heal
With all relevant CP maxed: 707 HP debuffed heal. CP healing wins (slightly), albeit at twice the cost in CP points.
I mean you just proved my point. Befoul scales better than healing trees therefore you can boost heal reduction more than heal itself, apart from how I don't see how reduction losses for you whilst you just showed it's untrue xD
I just showed to you that healing trees increase healing more than befoul reduces it(by 7 points in favor of the healing).
You probably misread my TLDR.(now that i read it it may be confusing).
If you had no befoul and the enemy had no healing boosts, he would heal himself for 700.
If you had maxed befoul and the enemy had maxed healing boosts, he would heal himself for 707.
Same thing with healing lols
Normal defile reduces healing by 30%. A 1000 point heal becomes a (1000-30%) = 700 point heal.
Befoul increases this amount (the 30) by 55%. So defile with maxed befoul will reduce enemy incoming heals by (30+55%) = 46.5%. A 1000 point heal becomes a (1000-46.5%) = 535 point heal.
This means maxed befoul is responsible for (700-535) = 165 extra healing lost.
Blessed increases the amount of healing done by 15%, so a 1000 point heal becomes a (1000+15%) = 1150 point heal
Quick recovery increases the amount of healing received (from the above) by 15%, so the 1150 heal becomes a (1150+15%) = 1322.5 point heal.
This means blessed and quick recovery are responsible for (1322.5-1000) = 322.5 extra healing received.
If you put it all together: The target should be receiving 1322.5 point heal(due to his blessed+quick recovery), but this will be reduced by 46.5% (due to attacker's defile with maxed befoul) resulting in a (1322.5-46.5%) = 707.5373 HP gained.
TLDR: 1000 point heal.
Without any CP involved: 700 HP debuffed heal
With all relevant CP maxed: 707 HP debuffed heal. CP healing wins (slightly), albeit at twice the cost in CP points.
I mean you just proved my point. Befoul scales better than healing trees therefore you can boost heal reduction more than heal itself, apart from how I don't see how reduction losses for you whilst you just showed it's untrue xD
I just showed to you that healing trees increase healing more than befoul reduces it(by 7 points in favor of the healing).
You probably misread my TLDR.(now that i read it it may be confusing).
If you had no befoul and the enemy had no healing boosts, he would heal himself for 700.
If you had maxed befoul and the enemy had maxed healing boosts, he would heal himself for 707.
Yea I understand that. My issue is that healing doesn't outperform debuff. It's the heal reduction that is greater than buff. If it was other way around you'd be healing 1000+ but lower than that 1322.5 but instead you're healing lower than 1000.
Also on a serious note. Who'd put 100 into blessed and quick rec. Your healing will be outperformed by the incoming damage since you sacrifice mitigation and damage yourself
Same thing with healing lols
Normal defile reduces healing by 30%. A 1000 point heal becomes a (1000-30%) = 700 point heal.
Befoul increases this amount (the 30) by 55%. So defile with maxed befoul will reduce enemy incoming heals by (30+55%) = 46.5%. A 1000 point heal becomes a (1000-46.5%) = 535 point heal.
This means maxed befoul is responsible for (700-535) = 165 extra healing lost.
Blessed increases the amount of healing done by 15%, so a 1000 point heal becomes a (1000+15%) = 1150 point heal
Quick recovery increases the amount of healing received (from the above) by 15%, so the 1150 heal becomes a (1150+15%) = 1322.5 point heal.
This means blessed and quick recovery are responsible for (1322.5-1000) = 322.5 extra healing received.
If you put it all together: The target should be receiving 1322.5 point heal(due to his blessed+quick recovery), but this will be reduced by 46.5% (due to attacker's defile with maxed befoul) resulting in a (1322.5-46.5%) = 707.5373 HP gained.
TLDR: 1000 point heal.
Without any CP involved: 700 HP debuffed heal
With all relevant CP maxed: 707 HP debuffed heal. CP healing wins (slightly), albeit at twice the cost in CP points.
I mean you just proved my point. Befoul scales better than healing trees therefore you can boost heal reduction more than heal itself, apart from how I don't see how reduction losses for you whilst you just showed it's untrue xD
I just showed to you that healing trees increase healing more than befoul reduces it(by 7 points in favor of the healing).
You probably misread my TLDR.(now that i read it it may be confusing).
If you had no befoul and the enemy had no healing boosts, he would heal himself for 700.
If you had maxed befoul and the enemy had maxed healing boosts, he would heal himself for 707.
Yea I understand that. My issue is that healing doesn't outperform debuff. It's the heal reduction that is greater than buff. If it was other way around you'd be healing 1000+ but lower than that 1322.5 but instead you're healing lower than 1000.
But the argument was whether the introduction of CP increased or decreased healing, not whether the increased healing from CP can outperform the BASE defile.
You are basically saying that a defiled heal will be lower than a non-defiled heal. That's true, but it has nothing to do with CP.
The defiled heal will always be lower than non-defiled heal, we were just discussing whether CP help the defile, or the heal. My calculation showed that CP (when all relevant CP stars are maxed) helps healing, not defile.Also on a serious note. Who'd put 100 into blessed and quick rec. Your healing will be outperformed by the incoming damage since you sacrifice mitigation and damage yourself
*shrug* probably the same kind of guy who would put 100 points into befoul, sacrificing block/dodge cost reduction and regens. In any case, that's besides the point. This was just an exercise to show whether it is possible to out-CP befoul using the healing perks.
You guys are combinding a debuff 30% defile with the CP befouled and compared that to ONLY CP that increases the heal you cast. Should you be using the buff associated with the heal CP? Major mending, yeah? The way everyone is looking at it is wrong. Either look at JUST CPs or include CP with their associated buffs and debuffs.
Why do you single out "from range"? If it is possible from melee then its okay?
And let me tell you, it is 3x as easy to "global" someone from melee than from range.
It should be easier to do more burst damage from melee than from range, because melee has to be in melee range. It's specifically a problem when it comes from range because the person attacking you isn't necessarily going to be in your field of view. Someone in melee range of you will always be visible, so you will at the very least be somewhat prepared to take damage. If the person about to global you is 30m behind you standing next to a pillar, well, you might not be as prepared.
That just comes down to lack of situational awareness.
You know there are bows in this game, and people who will shoot you with them. You should always be prepared to take the damage.
If you die to a single snipe because you did not know the archer was there, you will just as well die to a single wrecking blow from a cloaked nightblade. "I did not know he was there" is no reason to nerf ranged combat.
Haha no, it doesn't just come down to situational awareness. No one can see players at 30m distance 360 degrees around their character at any one time, but everyone can see a player in melee range of them.
Except for that invisible nightblade who just "globaled" you. Let me guess. Nerf invisibility next, because your light armor, no impen, no resist buff behind got "globaled" while you did not know your attacker was there?
That's the same argument you are using against a ranged attack.Taking a bit of damage from range does not necessitate the same response that a NB uncloaking on top of you does, nor should it, because potential ranged burst dps should not be equal to melee because they are ranged. This is basic risk/reward stuff that people with the smallest amount of common sense understand, and melee having higher dps/burst dps potential has been a thing in every MMO that has ever existed.
And it absolutely isn't equal. Spamming snipe is nowhere near the burst DPS of a stamden dropping shalks, dawnbreaker, and executioner on you in exact the same split second. (And while we are at it, it also isn't anywhere near equal to the burst of a magsorc hitting you with curse,fury,meteor and frag at the same time.)Honestly I'm not sure if you're being intellectually dishonest on purpose, or.. heh.
Right back at you.
Heh.
Why would you compare sorc burst, which you can see coming a mile away and have plenty of time to prepare for, to snipe? Meteor, really? When is the last time someone landed a sneaky meteor on you? Maybe when you were AFK?
lmaostarlizard70ub17_ESO wrote: »validifyedneb18_ESO wrote: »
TL;DR - get out of here with your "you probably suck so your point is invalid" nonsense and come back with an actual argument
If you're going into any PvP environment without at least 26k health and 25 - 30k in resists, you're going to die. Instead of trying a type of glass cannon build, try incorporating some type of defense in your build. (Either through CP or armor sets.)
No one should be required to load up on resists and health so they don't get globaled from 30m. If this is a requirement for someone to queue for a BG, then damage in BGs is too high/TTK is too low. The vast majority of players do not have builds like this, and by enforcing this kind of meta because damage is so high, you're locking the vast majority of players out of BGs or ensuring that when they do queue for BGs, they have a very bad time.
There are a lot of people in this thread only concerned with themselves. I hate to have to remind you of this, but there are other people who queue for BGs besides you and your friends. A whole lot more, actually. Their experience in BGs is more important than yours because there are a lot more of them than you.