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Major Vulnerability

code65536
code65536
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So in response to the complaints about damage power creep, ZOS halted CP gains (which added only maybe 1-2% each patch). And now gives us 30% Major Vulnerability in a 150-cost ultimate.

Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.
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  • Mojmir
    Mojmir
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    code65536 wrote: »
    So in response to the complaints about damage power creep, ZOS halted CP gains (which added only maybe 1-2% each patch). And now gives us 30% Major Vulnerability in a 150-cost ultimate.

    Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.

    isnt it only 3 seconds though?
  • Mojmir
    Mojmir
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    Mojmir wrote: »
    code65536 wrote: »
    So in response to the complaints about damage power creep, ZOS halted CP gains (which added only maybe 1-2% each patch). And now gives us 30% Major Vulnerability in a 150-cost ultimate.

    Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.

    isnt it only 3 seconds though?

    thouught he mentioned 70% uptime? or was that the passives.
  • code65536
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    Mojmir wrote: »
    code65536 wrote: »
    So in response to the complaints about damage power creep, ZOS halted CP gains (which added only maybe 1-2% each patch). And now gives us 30% Major Vulnerability in a 150-cost ultimate.

    Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.

    isnt it only 3 seconds though?

    It's unclear how long it really lasts. The text says that each slam applies it for 3s, and there are 3 slams over the course of 2s. So we may be looking at 5s worth. In any case, the idea is that if this ult is used in a burst setting: for example, on Arch Custodian, where people all drop their ults at the same time, empowered by horn, Balorgh, Major Slayer, and now a few seconds of Major Vulnerability. And the effect of Major Vulnerability will be multiplicative. On paper, this is going to be an obscene amount of damage that a coordinated group can do in a burst.
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  • BNOC
    BNOC
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    Not to mention strong PVP teams utilising that more effectively / objective based gameplay in general.

    I'm picturing the tower farms with a Necromancer already, waiting to drop major vulnerability on the zerg when they come up.

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  • JinMori
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    Good, honestly, they shouldn't nerf the game to keep power creep in check, hopefully they fix it in some other way, i've already
    said what i think about it many times, so i won;t repeat it again..

    So i welcome this kind of progressions, new skills, new buffs and debuffs.
  • Mojmir
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    on the pve side, mechanics work against this if you burn newer content too fast. Im sure the elsweyr content will also reflect it.
  • Masel
    Masel
    Class Representative
    code65536 wrote: »
    Mojmir wrote: »
    code65536 wrote: »
    So in response to the complaints about damage power creep, ZOS halted CP gains (which added only maybe 1-2% each patch). And now gives us 30% Major Vulnerability in a 150-cost ultimate.

    Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.

    isnt it only 3 seconds though?

    It's unclear how long it really lasts. The text says that each slam applies it for 3s, and there are 3 slams over the course of 2s. So we may be looking at 5s worth. In any case, the idea is that if this ult is used in a burst setting: for example, on Arch Custodian, where people all drop their ults at the same time, empowered by horn, Balorgh, Major Slayer, and now a few seconds of Major Vulnerability. And the effect of Major Vulnerability will be multiplicative. On paper, this is going to be an obscene amount of damage that a coordinated group can do in a burst.

    It lasts 5 seconds, so 3 seconds on every hit. Major vulnerability isnt multiplicative though, it is deducted from the enemy damage taken increases. Sure PvE mobs dont have any, but it is additively with engulfing flames, incap, and minor vulnerability for example.
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  • code65536
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    Mojmir wrote: »
    on the pve side, mechanics work against this if you burn newer content too fast.

    Um. Examples, please?

    Dragon Bones: When it was released, after killing just two stone orbs on the gargoyle, we ignore mechanics and burn to zero; I wouldn't be surprised if burning after the first orb is now feasible. On the final boss, non-HM, you can completely skip the poison cone mechanic if you can burn the boss fast enough to push her from ice phase to ice phase. In HM, you can substantially reduce the number of poison cones you encounter. On the Menagerie, you can currently completely skip the tiger's pounce mechanic. The only anti-burn boss is the final boss of vFL HM, since Colossi spawn at health percentages (there are no anti-burn deterrents on non-HM).

    Wolfhunter: You can outright ignore or skip mechanics on the spriggan boss, on the nord boss, on jailer boss, on the Mylene, and on the Archivist. Those are all the bosses where the standard strategy for an easy no-death clear is to "just burn". The only anti-burn boss is Vykosa HM, but there, you do want to get the werewolf adds nuked down quickly when they spawn.

    Wrathstone: None of the bosses have mechanics that punish fast burns. For Vault Protector, high DPS means that after the first 4-beam sweep when subsequent sweeps are all timer-triggered, a good burn means you will not see a second 4-beam sweep. Malatar's final boss in HM is a DPS race and becomes easier the faster you can burn it. Frostvault HM, once the arms are broken in the final phase, is another burn-and-avoid-stewing-in-mechanics-too-long fight.

    vCR+3: No anti-burn mechanics at all. Fast DPS means fewer bottom phases and the mini bosses don't stay alive long enough to be a serious thread.

    vAS+2: High DPS means fewer times you have to kill the minibosses. The world record vAS run is one so fast that they can just flat-out ignore Felms.
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  • Alucardo
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    Mojmir wrote: »
    code65536 wrote: »
    So in response to the complaints about damage power creep, ZOS halted CP gains (which added only maybe 1-2% each patch). And now gives us 30% Major Vulnerability in a 150-cost ultimate.

    Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.

    isnt it only 3 seconds though?

    You only need 3 seconds for a vamp to take a 50k dawnbreaker.
  • code65536
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    Masel wrote: »
    code65536 wrote: »
    Mojmir wrote: »
    code65536 wrote: »
    So in response to the complaints about damage power creep, ZOS halted CP gains (which added only maybe 1-2% each patch). And now gives us 30% Major Vulnerability in a 150-cost ultimate.

    Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.

    isnt it only 3 seconds though?

    It's unclear how long it really lasts. The text says that each slam applies it for 3s, and there are 3 slams over the course of 2s. So we may be looking at 5s worth. In any case, the idea is that if this ult is used in a burst setting: for example, on Arch Custodian, where people all drop their ults at the same time, empowered by horn, Balorgh, Major Slayer, and now a few seconds of Major Vulnerability. And the effect of Major Vulnerability will be multiplicative. On paper, this is going to be an obscene amount of damage that a coordinated group can do in a burst.

    It lasts 5 seconds, so 3 seconds on every hit. Major vulnerability isnt multiplicative though, it is deducted from the enemy damage taken increases. Sure PvE mobs dont have any, but it is additively with engulfing flames, incap, and minor vulnerability for example.

    I thought Major Berserk was damage done? In any case, there does seem to be more damage-done amps than damage-taken amps, so there should be fewer effects with which it is additive. If you're allowed to say, what were the result of using this ult in coordinated group settings when you had a chance to test it?
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  • frostz417
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    *claims cp is the cause of power creep*
    “lEtS iNtr0DuC3 mOr3 bRokEn s3Ts aNd cLasSes N bLamE cP 4 iT hurrrr durrrr”
  • Mojmir
    Mojmir
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    code65536 wrote: »
    Mojmir wrote: »
    on the pve side, mechanics work against this if you burn newer content too fast.

    Um. Examples, please?

    Dragon Bones: When it was released, after killing just two stone orbs on the gargoyle, we ignore mechanics and burn to zero; I wouldn't be surprised if burning after the first orb is now feasible. On the final boss, non-HM, you can completely skip the poison cone mechanic if you can burn the boss fast enough to push her from ice phase to ice phase. In HM, you can substantially reduce the number of poison cones you encounter. On the Menagerie, you can currently completely skip the tiger's pounce mechanic. The only anti-burn boss is the final boss of vFL HM, since Colossi spawn at health percentages (there are no anti-burn deterrents on non-HM).

    Wolfhunter: You can outright ignore or skip mechanics on the spriggan boss, on the nord boss, on jailer boss, on the Mylene, and on the Archivist. Those are all the bosses where the standard strategy for an easy no-death clear is to "just burn". The only anti-burn boss is Vykosa HM, but there, you do want to get the werewolf adds nuked down quickly when they spawn.

    Wrathstone: None of the bosses have mechanics that punish fast burns. For Vault Protector, high DPS means that after the first 4-beam sweep when subsequent sweeps are all timer-triggered, a good burn means you will not see a second 4-beam sweep. Malatar's final boss in HM is a DPS race and becomes easier the faster you can burn it. Frostvault HM, once the arms are broken in the final phase, is another burn-and-avoid-stewing-in-mechanics-too-long fight.

    vCR+3: No anti-burn mechanics at all. Fast DPS means fewer bottom phases and the mini bosses don't stay alive long enough to be a serious thread.

    vAS+2: High DPS means fewer times you have to kill the minibosses. The world record vAS run is one so fast that they can just flat-out ignore Felms.

    Falkreath hold and blood i thought had anti-burn mechanics? I was also saying newer/future content(elyswer) could.
  • Masel
    Masel
    Class Representative
    code65536 wrote: »
    Masel wrote: »
    code65536 wrote: »
    Mojmir wrote: »
    code65536 wrote: »
    So in response to the complaints about damage power creep, ZOS halted CP gains (which added only maybe 1-2% each patch). And now gives us 30% Major Vulnerability in a 150-cost ultimate.

    Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.

    isnt it only 3 seconds though?

    It's unclear how long it really lasts. The text says that each slam applies it for 3s, and there are 3 slams over the course of 2s. So we may be looking at 5s worth. In any case, the idea is that if this ult is used in a burst setting: for example, on Arch Custodian, where people all drop their ults at the same time, empowered by horn, Balorgh, Major Slayer, and now a few seconds of Major Vulnerability. And the effect of Major Vulnerability will be multiplicative. On paper, this is going to be an obscene amount of damage that a coordinated group can do in a burst.

    It lasts 5 seconds, so 3 seconds on every hit. Major vulnerability isnt multiplicative though, it is deducted from the enemy damage taken increases. Sure PvE mobs dont have any, but it is additively with engulfing flames, incap, and minor vulnerability for example.

    I thought Major Berserk was damage done? In any case, there does seem to be more damage-done amps than damage-taken amps, so there should be fewer effects with which it is additive. If you're allowed to say, what were the result of using this ult in coordinated group settings when you had a chance to test it?

    In PvE 4-man it didnt feel as impactful, but thats just due to the nature of debuffs impacting bigger groups more. The Sunspire trial group we had was a pure mess, so that one doesnt count either. I cannot really give you a fundamental insight into that, but that was one of my immediate concerns too. Good grouops cna coordinate that really well, but worse groups can not. Question is: how can they make sure necro is going to be used in PvE without having something impactful to contribute... I thought they'd given them minor courage, but that went to the new tanking set instead.

    Mith Major Berserk it is multiplicative yeah, i thought you meant with other vulnerabilities.
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  • code65536
    code65536
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    Masel wrote: »
    code65536 wrote: »
    Masel wrote: »
    code65536 wrote: »
    Mojmir wrote: »
    code65536 wrote: »
    So in response to the complaints about damage power creep, ZOS halted CP gains (which added only maybe 1-2% each patch). And now gives us 30% Major Vulnerability in a 150-cost ultimate.

    Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.

    isnt it only 3 seconds though?

    It's unclear how long it really lasts. The text says that each slam applies it for 3s, and there are 3 slams over the course of 2s. So we may be looking at 5s worth. In any case, the idea is that if this ult is used in a burst setting: for example, on Arch Custodian, where people all drop their ults at the same time, empowered by horn, Balorgh, Major Slayer, and now a few seconds of Major Vulnerability. And the effect of Major Vulnerability will be multiplicative. On paper, this is going to be an obscene amount of damage that a coordinated group can do in a burst.

    It lasts 5 seconds, so 3 seconds on every hit. Major vulnerability isnt multiplicative though, it is deducted from the enemy damage taken increases. Sure PvE mobs dont have any, but it is additively with engulfing flames, incap, and minor vulnerability for example.

    I thought Major Berserk was damage done? In any case, there does seem to be more damage-done amps than damage-taken amps, so there should be fewer effects with which it is additive. If you're allowed to say, what were the result of using this ult in coordinated group settings when you had a chance to test it?

    In PvE 4-man it didnt feel as impactful, but thats just due to the nature of debuffs impacting bigger groups more. The Sunspire trial group we had was a pure mess, so that one doesnt count either. I cannot really give you a fundamental insight into that, but that was one of my immediate concerns too. Good grouops cna coordinate that really well, but worse groups can not. Question is: how can they make sure necro is going to be used in PvE without having something impactful to contribute... I thought they'd given them minor courage, but that went to the new tanking set instead.

    Mith Major Berserk it is multiplicative yeah, i thought you meant with other vulnerabilities.

    Yea, I meant damage amps in general. Since there are fewer "taken" amps, Major Vulnerability will be pretty strong. And, yes, I agree that in 4-man content, it's not going to be that impactful. It's the same reason I prefer that healers run destro ult in dungeon runs--a healer horn will buff only two DDs, and at that point a damage ult from the healer would, in many scenarios, be comparable if not better.

    But in large trials groups--particularly well-coordinated ones, something like this will allow even more "burn past the mechanic" strategies. Remember when 4-pylon Archcustodian was a big deal? Currently, there are a few groups capable of doing 2-pylon, and with this ultimate, it wouldn't surprise me if even more groups will be able to do 2-pylon burns.
    Edited by code65536 on March 28, 2019 4:10PM
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  • irswat
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    which is stronger for tank to run, warhorn, or major vulnerability?
  • karekiz
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    irswat wrote: »
    which is stronger for tank to run, warhorn, or major vulnerability?

    For a burn? You can have both. You have a healer/ and sometimes a 2nd tank.
  • Galarthor
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    BNOC wrote: »
    Not to mention strong PVP teams utilising that more effectively / objective based gameplay in general.

    I'm picturing the tower farms with a Necromancer already, waiting to drop major vulnerability on the zerg when they come up.

    Yeah? I picture Zergs running it and becoming an even bigger pain in the arse.

    Then there is also that Repentence Plus that Necros seem to get.

    I find the idea behind the mechanics of the necro interesting. However, that entire class is made to make zergs even more powerful, force even more people to run in zerg groups, leading to ever more lags.
  • Tasear
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    irswat wrote: »
    which is stronger for tank to run, warhorn, or major vulnerability?

    Might actually be better on DPS since ult also does damage
  • Kurat
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    code65536 wrote: »
    Mojmir wrote: »
    on the pve side, mechanics work against this if you burn newer content too fast.

    Um. Examples, please?

    Dragon Bones: When it was released, after killing just two stone orbs on the gargoyle, we ignore mechanics and burn to zero; I wouldn't be surprised if burning after the first orb is now feasible. On the final boss, non-HM, you can completely skip the poison cone mechanic if you can burn the boss fast enough to push her from ice phase to ice phase. In HM, you can substantially reduce the number of poison cones you encounter. On the Menagerie, you can currently completely skip the tiger's pounce mechanic. The only anti-burn boss is the final boss of vFL HM, since Colossi spawn at health percentages (there are no anti-burn deterrents on non-HM).

    Wolfhunter: You can outright ignore or skip mechanics on the spriggan boss, on the nord boss, on jailer boss, on the Mylene, and on the Archivist. Those are all the bosses where the standard strategy for an easy no-death clear is to "just burn". The only anti-burn boss is Vykosa HM, but there, you do want to get the werewolf adds nuked down quickly when they spawn.

    Wrathstone: None of the bosses have mechanics that punish fast burns. For Vault Protector, high DPS means that after the first 4-beam sweep when subsequent sweeps are all timer-triggered, a good burn means you will not see a second 4-beam sweep. Malatar's final boss in HM is a DPS race and becomes easier the faster you can burn it. Frostvault HM, once the arms are broken in the final phase, is another burn-and-avoid-stewing-in-mechanics-too-long fight.

    vCR+3: No anti-burn mechanics at all. Fast DPS means fewer bottom phases and the mini bosses don't stay alive long enough to be a serious thread.

    vAS+2: High DPS means fewer times you have to kill the minibosses. The world record vAS run is one so fast that they can just flat-out ignore Felms.

    Excactly this.

    Zos has funny ways trying to reduce power creep. Give top end players more tools to burn even faster. I guess mechanics is meant for noobs.
  • shaielzafine
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    It's going to be so gross in PvP as well. I already read a lot of comments on different discords about major vuln and necro in general, it's gonna be interesting when this comes out on live.
  • Suddwrath
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    bx7rAt5.jpg
  • Burtan
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    Honestly if BG/Smallscale groups start coordinating that ult with other ultimates its gonna be seriously broken. With this you could probably wipe 15 guys stacked in a tower doorway with just that and a Dawnbreaker. I think its better if this ult gives major berserk on a synergy instead so there is at least some kind of process to it.
  • ToRelax
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    I seriously doubt it's gonna be a problem in PvP. Success in bombing stacked players is limited to actually killing them, and when that happens it's not a bad thing. In small scale groups you can't run all the ultimates you may want to anyway, so that's hardly a concern - other classes have powerful ultimates, too.
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  • Iskiab
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    BNOC wrote: »
    Not to mention strong PVP teams utilising that more effectively / objective based gameplay in general.

    I'm picturing the tower farms with a Necromancer already, waiting to drop major vulnerability on the zerg when they come up.

    I was thinking the opposite. Trying to tower farm will be suicidal now.
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  • karekiz
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    code65536 wrote: »
    Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.

    But if they increased CP I could gain like .57% more elemental dmg yo. If you take away the . from the .57 thats almost 57% increase which if numbers are correct is vastly higher than 30.
  • BNOC
    BNOC
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    Iskiab wrote: »
    BNOC wrote: »
    Not to mention strong PVP teams utilising that more effectively / objective based gameplay in general.

    I'm picturing the tower farms with a Necromancer already, waiting to drop major vulnerability on the zerg when they come up.

    I was thinking the opposite. Trying to tower farm will be suicidal now.

    I considered it the same as the OP did r.e PvE where coordinated groups will be more successful and at an advantage.

    I imagine Zerglings are going to come in and drop ults willy nilly, as uncoordinated as ever and probably never cleanse the dot (if one is applied and can be purged) when a coordinated group applies it back.

    It definitely requires some coordination as the duration is low - I'm not sure zergs will pull it off as effectively.
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  • BaylorCorvette
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    BNOC wrote: »
    Iskiab wrote: »
    BNOC wrote: »
    Not to mention strong PVP teams utilising that more effectively / objective based gameplay in general.

    I'm picturing the tower farms with a Necromancer already, waiting to drop major vulnerability on the zerg when they come up.

    I was thinking the opposite. Trying to tower farm will be suicidal now.

    I considered it the same as the OP did r.e PvE where coordinated groups will be more successful and at an advantage.

    I imagine Zerglings are going to come in and drop ults willy nilly, as uncoordinated as ever and probably never cleanse the dot (if one is applied and can be purged) when a coordinated group applies it back.

    It definitely requires some coordination as the duration is low - I'm not sure zergs will pull it off as effectively.

    Yeah I agree with this. Same thing with how a Wardens perma or Sorcs Negate is right now. In the hands of a coordinated group it is devastating. A bunch of pugs dropping ults randomly, not too hard to deal with.
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  • JinMori
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    Mojmir wrote: »
    Mojmir wrote: »
    code65536 wrote: »
    So in response to the complaints about damage power creep, ZOS halted CP gains (which added only maybe 1-2% each patch). And now gives us 30% Major Vulnerability in a 150-cost ultimate.

    Can you imagine the power of such a thing in burst-oriented trials fights? Archcustodian, for example. Or even Olms, in the windows of opportunity between each protector spawn.

    isnt it only 3 seconds though?

    thouught he mentioned 70% uptime? or was that the passives.

    I highly doubt it was 70%, it will be at max 25 %, at max.

    There is no way it's 70 %.
  • Rikumaru
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    This ulti at least from a PvP perspective seems perfectly fine. Of course this depends on damage numbers but if I'm getting run down by multiple players this ulti really doesn't seem nearly as bad as lets say an incap or permafrost will be. This ulti seems like it would be perfect when outnumbered actually.
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  • JinMori
    JinMori
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    Rikumaru wrote: »
    This ulti at least from a PvP perspective seems perfectly fine. Of course this depends on damage numbers but if I'm getting run down by multiple players this ulti really doesn't seem nearly as bad as lets say an incap or permafrost will be. This ulti seems like it would be perfect when outnumbered actually.

    It seems to be a good 1vx ulti, a very good ulti to throw down when you have ball groups, And seems very good for coordinated play, i'm honestly all for it, i like this kind of stuff.

    And honestly, i don;t want the game to stop creating new things, for the sake of power creep, i would like it to be fixed in another way, which i said to ad nauseam at this point so i won;t repeat it.
    Edited by JinMori on March 29, 2019 9:23PM
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