Massacre_Wurm wrote: »Massacre_Wurm wrote: »Of course Bloodspawn is OP (for PvP), go look at how many streamers/youtubers, etc put out builds for PvP where bloodspawn is the choice (HINT: it is more than even pirate skeleton and no it is not just DK), there is a reason for that and it isn't because it is balanced.
Using this logic Hunding rage isnt balanced. Also Mother sorrow , necropotence , briarheart , zaan , siroria , god's devotion , vMA weapon. We should nerf it ASAP.
Also skills like caltrops , endless hail , dawnbreaker , etc. Because every stam build using it.
No that just shows you don't understand the logic because you don't understand the difference between the use of Bloodspawn and most other things.
Take your Necropotence example, sure that is a strong set for a limited set of magicka builds on a limited number of classes, something being strong for a very limited number of builds in itself is not a signal something is OP. Bloodspawn on the other hand is so good it gets picked for a multitude of builds across classes on both magicka and staminia for PvP, why? Because it is too good.
I hate to break it to you, but in games if you have something that has a decent number of options like 40(?) monster sets and a huge number of players are all using one or two of those, then that is a pretty clear indication that those sets are OP relative to the rest.
How many sets in the game ? More than 300 ( monster included )
How many actually used ? Probably less then 10 for each role ( tank/dd/healer ) across the board.
" I dont understand the logic" , righhht.
I hate to break it to you, but in games if you have something that has a decent number of options like 300(?) sets and a huge number of players are all using two or three of those, then that is a pretty clear indication that those sets are OP relative to the rest.
Ya all cry soo much that pretty soon we'll all just be wearing boring 7 piece Rubidite head to toe with no glyphs, no procs, everyone with the same exact skills, and the game will just die from suckage. Stop feeding the nerf hammer already!
Massacre_Wurm wrote: »Massacre_Wurm wrote: »Of course Bloodspawn is OP (for PvP), go look at how many streamers/youtubers, etc put out builds for PvP where bloodspawn is the choice (HINT: it is more than even pirate skeleton and no it is not just DK), there is a reason for that and it isn't because it is balanced.
Using this logic Hunding rage isnt balanced. Also Mother sorrow , necropotence , briarheart , zaan , siroria , god's devotion , vMA weapon. We should nerf it ASAP.
Also skills like caltrops , endless hail , dawnbreaker , etc. Because every stam build using it.
No that just shows you don't understand the logic because you don't understand the difference between the use of Bloodspawn and most other things.
Take your Necropotence example, sure that is a strong set for a limited set of magicka builds on a limited number of classes, something being strong for a very limited number of builds in itself is not a signal something is OP. Bloodspawn on the other hand is so good it gets picked for a multitude of builds across classes on both magicka and staminia for PvP, why? Because it is too good.
I hate to break it to you, but in games if you have something that has a decent number of options like 40(?) monster sets and a huge number of players are all using one or two of those, then that is a pretty clear indication that those sets are OP relative to the rest.
How many sets in the game ? More than 300 ( monster included )
How many actually used ? Probably less then 10 for each role ( tank/dd/healer ) across the board.
" I dont understand the logic" , righhht.
I hate to break it to you, but in games if you have something that has a decent number of options like 300(?) sets and a huge number of players are all using two or three of those, then that is a pretty clear indication that those sets are OP relative to the rest.
No you don't understand logic as you've demonstrated again.
Putting aside across PvE and PvP way more than 30 sets are used, you've conveniently left out the difference between a set being good in a limited number of builds (Necropotence for instance) and therefore being "used" and a set being SO GOOD across the whole of PvP it gets used across every class, it gets used on magicka as well as stamina builds, by healers, DD, tanky builds, etc and being "hugely used".
Massacre_Wurm wrote: »being good in a limited number of builds is irrelevant.
GeorgeBlack wrote: »Olupajmibanan wrote: »Can we just stop nerfing PvE things because of PvP? PvP in this game absolutely suck and no pro-gamer gives a flying f about it. There is no chance this game gets to esports so there is zero need to balance whole game around PvP. Answer is separate balancing for PvE and PvP but ZoS is too stubborn (or lazy?) to do it.
Show me your BS PvE build
Massacre_Wurm wrote: »Of course Bloodspawn is OP (for PvP), go look at how many streamers/youtubers, etc put out builds for PvP where bloodspawn is the choice (HINT: it is more than even pirate skeleton and no it is not just DK), there is a reason for that and it isn't because it is balanced.
Using this logic Hunding rage isnt balanced. Also Mother sorrow , necropotence , briarheart , zaan , siroria , god's devotion , vMA weapon. We should nerf it ASAP.
Also skills like caltrops , endless hail , dawnbreaker , etc. Because every stam build using it.
No that just shows you don't understand the logic because you don't understand the difference between the use of Bloodspawn and most other things.
Take your Necropotence example, sure that is a strong set for a limited set of magicka builds on a limited number of classes, something being strong for a very limited number of builds in itself is not a signal something is OP. Bloodspawn on the other hand is so good it gets picked for a multitude of builds across classes on both magicka and staminia for PvP, why? Because it is too good.
I hate to break it to you, but in games if you have something that has a decent number of options like 40(?) monster sets and a huge number of players are all using one or two of those, then that is a pretty clear indication that those sets are OP relative to the rest.
Or the rest are trash... which they are. Of all the monster sets in the game, the only ones really worth running, aside from Bloodspawn, are:
- Balorgh -- Damage potential is nuts on classes where you combo around your ultimate, such as Warden or NB.
- Troll King -- The amount of health recovery this monster set gives is pretty damn good, and it's so damn easy to proc.
- Valkyn Skoria -- Solid burst on any builds with a few DOT's, but unfortunately is now telegraphed, so people can dodge or block it easily.
There's a few more that are decent on certain builds and in certain situations, such as Chudan on magsorc for some extra bar space, or Shadowrend in duels, but the rest are at best mediocre, and at worst complete trash, most sit somewhere between these two.
Looking at the 4 monster sets that are actually good, including Bloodspawn, you can see why Bloodspawn is generally preferred. The two offensive ones are build specific -- Balorgh is only good if you can combo around your ultimate and most of the damage is behind the ultimate, Skoria is only good if you have multiple DOT's to maximise the uptime -- and the other defensive one is only helpful for the pure healing, when you really need the mitigation on top of the healing.
Bloodspawn is in a pretty good spot, because it has an alright uptime -- not the best, but not the worst -- and it's giving you stats that actually require playing around. Resistance is meaningless if you don't have the healing to pull your health back up, and they're not that strong anyways, the 6450 resists that Bloodspawn provides is only ~9.7% mitigation, compared to the 30% that Pirate Skele provides. Ultimate is also meaningless if you don't use it effectively, so the 14 ultimate isn't that strong by itself.
And...there’s that amazing Ulti gen so you can consistently use powerful ultis. They really should nerf the Ulti to at least 10 or lower. I’d say 8.Murador178 wrote: »Massacre_Wurm wrote: »Of course Bloodspawn is OP (for PvP), go look at how many streamers/youtubers, etc put out builds for PvP where bloodspawn is the choice (HINT: it is more than even pirate skeleton and no it is not just DK), there is a reason for that and it isn't because it is balanced.
Using this logic Hunding rage isnt balanced. Also Mother sorrow , necropotence , briarheart , zaan , siroria , god's devotion , vMA weapon. We should nerf it ASAP.
Also skills like caltrops , endless hail , dawnbreaker , etc. Because every stam build using it.
No that just shows you don't understand the logic because you don't understand the difference between the use of Bloodspawn and most other things.
Take your Necropotence example, sure that is a strong set for a limited set of magicka builds on a limited number of classes, something being strong for a very limited number of builds in itself is not a signal something is OP. Bloodspawn on the other hand is so good it gets picked for a multitude of builds across classes on both magicka and staminia for PvP, why? Because it is too good.
I hate to break it to you, but in games if you have something that has a decent number of options like 40(?) monster sets and a huge number of players are all using one or two of those, then that is a pretty clear indication that those sets are OP relative to the rest.
Or the rest are trash... which they are. Of all the monster sets in the game, the only ones really worth running, aside from Bloodspawn, are:
- Balorgh -- Damage potential is nuts on classes where you combo around your ultimate, such as Warden or NB.
- Troll King -- The amount of health recovery this monster set gives is pretty damn good, and it's so damn easy to proc.
- Valkyn Skoria -- Solid burst on any builds with a few DOT's, but unfortunately is now telegraphed, so people can dodge or block it easily.
There's a few more that are decent on certain builds and in certain situations, such as Chudan on magsorc for some extra bar space, or Shadowrend in duels, but the rest are at best mediocre, and at worst complete trash, most sit somewhere between these two.
Looking at the 4 monster sets that are actually good, including Bloodspawn, you can see why Bloodspawn is generally preferred. The two offensive ones are build specific -- Balorgh is only good if you can combo around your ultimate and most of the damage is behind the ultimate, Skoria is only good if you have multiple DOT's to maximise the uptime -- and the other defensive one is only helpful for the pure healing, when you really need the mitigation on top of the healing.
Bloodspawn is in a pretty good spot, because it has an alright uptime -- not the best, but not the worst -- and it's giving you stats that actually require playing around. Resistance is meaningless if you don't have the healing to pull your health back up, and they're not that strong anyways, the 6450 resists that Bloodspawn provides is only ~9.7% mitigation, compared to the 30% that Pirate Skele provides. Ultimate is also meaningless if you don't use it effectively, so the 14 ultimate isn't that strong by itself.
9.7% migation only is right if u are sitting at 0 resistance. If u are sitting almost capped bloodspawn offers around 17% damage migation.
Murador178 wrote: »Massacre_Wurm wrote: »Of course Bloodspawn is OP (for PvP), go look at how many streamers/youtubers, etc put out builds for PvP where bloodspawn is the choice (HINT: it is more than even pirate skeleton and no it is not just DK), there is a reason for that and it isn't because it is balanced.
Using this logic Hunding rage isnt balanced. Also Mother sorrow , necropotence , briarheart , zaan , siroria , god's devotion , vMA weapon. We should nerf it ASAP.
Also skills like caltrops , endless hail , dawnbreaker , etc. Because every stam build using it.
No that just shows you don't understand the logic because you don't understand the difference between the use of Bloodspawn and most other things.
Take your Necropotence example, sure that is a strong set for a limited set of magicka builds on a limited number of classes, something being strong for a very limited number of builds in itself is not a signal something is OP. Bloodspawn on the other hand is so good it gets picked for a multitude of builds across classes on both magicka and staminia for PvP, why? Because it is too good.
I hate to break it to you, but in games if you have something that has a decent number of options like 40(?) monster sets and a huge number of players are all using one or two of those, then that is a pretty clear indication that those sets are OP relative to the rest.
Or the rest are trash... which they are. Of all the monster sets in the game, the only ones really worth running, aside from Bloodspawn, are:
- Balorgh -- Damage potential is nuts on classes where you combo around your ultimate, such as Warden or NB.
- Troll King -- The amount of health recovery this monster set gives is pretty damn good, and it's so damn easy to proc.
- Valkyn Skoria -- Solid burst on any builds with a few DOT's, but unfortunately is now telegraphed, so people can dodge or block it easily.
There's a few more that are decent on certain builds and in certain situations, such as Chudan on magsorc for some extra bar space, or Shadowrend in duels, but the rest are at best mediocre, and at worst complete trash, most sit somewhere between these two.
Looking at the 4 monster sets that are actually good, including Bloodspawn, you can see why Bloodspawn is generally preferred. The two offensive ones are build specific -- Balorgh is only good if you can combo around your ultimate and most of the damage is behind the ultimate, Skoria is only good if you have multiple DOT's to maximise the uptime -- and the other defensive one is only helpful for the pure healing, when you really need the mitigation on top of the healing.
Bloodspawn is in a pretty good spot, because it has an alright uptime -- not the best, but not the worst -- and it's giving you stats that actually require playing around. Resistance is meaningless if you don't have the healing to pull your health back up, and they're not that strong anyways, the 6450 resists that Bloodspawn provides is only ~9.7% mitigation, compared to the 30% that Pirate Skele provides. Ultimate is also meaningless if you don't use it effectively, so the 14 ultimate isn't that strong by itself.
9.7% migation only is right if u are sitting at 0 resistance. If u are sitting almost capped bloodspawn offers around 17% damage migation.
Here we go again. Crying to nerf a pve-set because its being "abused" in pvp...
Murador178 wrote: »Massacre_Wurm wrote: »Of course Bloodspawn is OP (for PvP), go look at how many streamers/youtubers, etc put out builds for PvP where bloodspawn is the choice (HINT: it is more than even pirate skeleton and no it is not just DK), there is a reason for that and it isn't because it is balanced.
Using this logic Hunding rage isnt balanced. Also Mother sorrow , necropotence , briarheart , zaan , siroria , god's devotion , vMA weapon. We should nerf it ASAP.
Also skills like caltrops , endless hail , dawnbreaker , etc. Because every stam build using it.
No that just shows you don't understand the logic because you don't understand the difference between the use of Bloodspawn and most other things.
Take your Necropotence example, sure that is a strong set for a limited set of magicka builds on a limited number of classes, something being strong for a very limited number of builds in itself is not a signal something is OP. Bloodspawn on the other hand is so good it gets picked for a multitude of builds across classes on both magicka and staminia for PvP, why? Because it is too good.
I hate to break it to you, but in games if you have something that has a decent number of options like 40(?) monster sets and a huge number of players are all using one or two of those, then that is a pretty clear indication that those sets are OP relative to the rest.
Or the rest are trash... which they are. Of all the monster sets in the game, the only ones really worth running, aside from Bloodspawn, are:
- Balorgh -- Damage potential is nuts on classes where you combo around your ultimate, such as Warden or NB.
- Troll King -- The amount of health recovery this monster set gives is pretty damn good, and it's so damn easy to proc.
- Valkyn Skoria -- Solid burst on any builds with a few DOT's, but unfortunately is now telegraphed, so people can dodge or block it easily.
There's a few more that are decent on certain builds and in certain situations, such as Chudan on magsorc for some extra bar space, or Shadowrend in duels, but the rest are at best mediocre, and at worst complete trash, most sit somewhere between these two.
Looking at the 4 monster sets that are actually good, including Bloodspawn, you can see why Bloodspawn is generally preferred. The two offensive ones are build specific -- Balorgh is only good if you can combo around your ultimate and most of the damage is behind the ultimate, Skoria is only good if you have multiple DOT's to maximise the uptime -- and the other defensive one is only helpful for the pure healing, when you really need the mitigation on top of the healing.
Bloodspawn is in a pretty good spot, because it has an alright uptime -- not the best, but not the worst -- and it's giving you stats that actually require playing around. Resistance is meaningless if you don't have the healing to pull your health back up, and they're not that strong anyways, the 6450 resists that Bloodspawn provides is only ~9.7% mitigation, compared to the 30% that Pirate Skele provides. Ultimate is also meaningless if you don't use it effectively, so the 14 ultimate isn't that strong by itself.
9.7% migation only is right if u are sitting at 0 resistance. If u are sitting almost capped bloodspawn offers around 17% damage migation.
leepalmer95 wrote: »
@StaticWave you conveniently left out the minor defile in your critique. You listed in the tooltip, but went on to compare without mentioning that. Some players say that minor defile is everywhere so PS makes those less. True. But other sources are much, much shorter, and can be purged. PS’s defile was unpurgeable. It lasted on you the full time. And did result in a penalty to healing.
StaticWave wrote: »@StaticWave you conveniently left out the minor defile in your critique. You listed in the tooltip, but went on to compare without mentioning that. Some players say that minor defile is everywhere so PS makes those less. True. But other sources are much, much shorter, and can be purged. PS’s defile was unpurgeable. It lasted on you the full time. And did result in a penalty to healing.
I didn’t mention Minor defile because it’s insignificant. 15% of a 5k breath of life is only 750. 15% of a 1.6k vigor tick is only 240, and it can be further minimized by minor mending, minor vitality, and other sources of healing buff. But 30% dmg mitigation boosts your survivability much more, especially when attacked by multiple people. Taking 30% less dmg from 3 ultimates that deal 6k each is worth the 750 healing loss.
StaticWave wrote: »@StaticWave you conveniently left out the minor defile in your critique. You listed in the tooltip, but went on to compare without mentioning that. Some players say that minor defile is everywhere so PS makes those less. True. But other sources are much, much shorter, and can be purged. PS’s defile was unpurgeable. It lasted on you the full time. And did result in a penalty to healing.
I didn’t mention Minor defile because it’s insignificant. 15% of a 5k breath of life is only 750. 15% of a 1.6k vigor tick is only 240, and it can be further minimized by minor mending, minor vitality, and other sources of healing buff. But 30% dmg mitigation boosts your survivability much more, especially when attacked by multiple people. Taking 30% less dmg from 3 ultimates that deal 6k each is worth the 750 healing loss.