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.
When taking damage and healing yourself, 15% reduction in healing taken is just as significant as 15% reduction in damage taken.
Of course, when you are healing yourself for little while taking huge damage then the damage reduction is more valuable, but that's just because you set up the scenario that way.
Using the same logic, you might claim that healing debuffs are worthless because they do not do anything if you are not healing yourself.
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.
StaticWave wrote: »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.
When taking damage and healing yourself, 15% reduction in healing taken is just as significant as 15% reduction in damage taken.
Of course, when you are healing yourself for little while taking huge damage then the damage reduction is more valuable, but that's just because you set up the scenario that way.
Using the same logic, you might claim that healing debuffs are worthless because they do not do anything if you are not healing yourself.
I don’t agree with your first phrase. Having 15% healing reduction does not always equal losing 15% damage reduction. Defile does not affect shields, and that’s where damage reduction comes out on top, because it affects shields.
StaticWave wrote: »Let’s take a different scenario where you’re also receiving heals from other players. Say you’re in a group of 4 fighting another equal size group with equal healing and damage potential. You have 15% healing reduction, and i take 15% more damage. With your logic, both of us should die at the same time when two groups unleash all their offensive abilities. But in practice I will die first, because 1/ there are more dmg sources than healing in the game.
Nemesis7884 wrote: »they should really split this game into 2 seperate ones with 2 forums...one for pve only and one for pvp....the pve side would be so calm, happy, positive, supportive...
all the pvp(ers) ever bring is negativity, complaining, toxicity...
I dont even understand why any dev would want to deal with this putside of a pure pvp game that is somey balanced around it
GeorgeBlack wrote: »Great idea! Lets just nerf everything! I'm sure the game will be so much fun to play when everything is nerfed!
Here is a better idea.
How about instead of asking for homogenization you look up for what's overperforming and bring it in line with other features in order for selection to be based on choice rather BiS.
bloodspawn has a 6% chance to proc, lasts for 6 seconds, and in theory has a 100% uptime (in reality, no, 6% once its ready to go)
it provides 14 ult on max cooldown would be (14 ult every 6 seconds so 14/6) 2.3 ult a second. (once again in reality, no)
it grants near as makes no difference 10% mitigation through armor and spell resist. however as this is armor and spell resist is subject to a hard cap (33k) and penetration values.
pirate skeleton provided 30% mitigation that was not subject to any form of cap, bypass, or penetration, with ~80% uptime, higher (more consistent) proc chance, and a negligible downside, especially on necro.
pirate skeleton is / was far and away better. the reason people like bloodspawn is that:
-it is in fact and ult gen set (no matter how small) and classes like DK will take any / every source they can get.
-while no stats are crazy, everything is decent, nothing is "bad"
-its easy to farm, especially being an OG set compared to arguably some of the new monster sets that are MUCH better but impossible to farm.
so yeah, its decent, but pirate skelly was WAY BETTER, its a deserved nerf. something like bloodspawn that grants a couple small buffs is far less volatile then an "I wont die" set bonus.
How the hell all these sets are overperforming if all of them overperforming?(hits blunt)
One of the beauties of this game is various amount of build option so please just quit it. Quit with the nerfs.
Most used sets doesnt mean they are broken.
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.
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.
You are confusing how resistance works. Your assumption about Bloodspawn providing ~9.7% mitigation and P.S providing 30% mitigation is inconsistent. P.S is multiplicative, while bloodspawn is additive. (additive is better than multiplicative when considering overall effectiveness).
Let's define an average PVP build with 19800 (30%) resistance. This is on the low end since I'm also accounting for common debuffs. Assume you are hit for a 1000 dmg attack.
With P.S:
1000 * 0.7 * 0.7 = 490 damage taken, 510 dmg mitigated
510/1000 = 51% overall dmg mitigation
With blood spawn:
1000 * (0.3 + 0.097) = 602 damage taken (rounded), 398 dmg mitigated.
398/1000 ~= 40% overall dmg mitigation
So the point is that on an average build (19800 resistance), the difference in mitigation between P.S and bloodspawn is only 11% not 20% as you implied in your post.
On tankier builds (>19800 resistance) the gap is even less than 11% mitigation.
You are clearly overestimating the strength of P.S and underestimating how strong bloodspawn is.
GhostofDatthaw wrote: »What about ice heart!?!?!?! I mean you wear mother sorrow with thief mundus on a dot build that's like 100%up time! So op!
Don't even get me started on choke thorn, if you actually run solo that's a huge proc heal on a low cool down! So op!
Man that chudan set, like if frees up an entire skill slot. There is a reason they took sorc overload bar, extra slots! So op!
GeorgeBlack wrote: »Why not?
It is being used by the most broken builds. Nerf this one too.
No complaining about Pirate Skeleton from me.
GeorgeBlack wrote: »GhostofDatthaw wrote: »What about ice heart!?!?!?! I mean you wear mother sorrow with thief mundus on a dot build that's like 100%up time! So op!
Don't even get me started on choke thorn, if you actually run solo that's a huge proc heal on a low cool down! So op!
Man that chudan set, like if frees up an entire skill slot. There is a reason they took sorc overload bar, extra slots! So op!
Haa funny.
I like chuddan. If only maj defence wasnt available in every single spec with added class passives+ additional tooltip features. Not to mention AoE sources.
Yep. Chudan is the same as BS.
The rest mentionings..
As for BS, I use it.
I look at all the other options again and again and again and there is always something to lose from using them. Not BS.
So... relatively, if BS appears more often than other sets, it needs to be adjusted.
So... realistically it's easier to adjust one set instead of adjusting many.
So... it doesnt have to be Molag Kena useless but it has to be less appealing.
My stamDK used to draw so much power from ulty usage until they messed up our passives.
But I have the clarity to see that even tho BS is such a good option to maintain my strength on ultygen, it eliminates so many monster sets when I compare them.
PS. Look at all the other ulty gen sources and see how well adjusted they are. "So you want to go down the ulty gen path? You got to make a choice".
BS comes along, "ima give you ultygen and keep you alive. Dont worry bro. I got you".
-its easy to farm, especially being an OG set compared to arguably some of the new monster sets that are MUCH better but impossible to farm.