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Dot nerfing Monday?

  • BohnT2
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    Skwor wrote: »
    BohnT2 wrote: »
    Skwor wrote: »
    BohnT2 wrote: »
    Skwor wrote: »
    Vapirko wrote: »
    Skwor wrote: »
    DOTs are fine.

    What needs to be nerfed is Cloak and Purge. Nightblades and Templars should have to suffer DOTs like the rest of us!

    LOL.... Everyone can slot purge. I am not playing NB or Templar, but I sacrifice one slot to purge. Why don't you?

    Becuase all that player really wants is to destroy any other class that is not their preferred class.

    Anyone calling to nerf Templar has totally lost it. Especially to nerf a 5 year old skill no one has really cared about until now. A skill any class can have.

    Magica deal with low stamina for CC. Now stamina deal with low magica for dots when using purge, that is fair. THAT IS CALLED FRICKING BALANCE. We finally get some real cross class balance and the "easymoders" lose their minds.

    Sorry but that’s just not the case. I’ll walk you through the why. First of all, all stamina classes already have to use at least one or more magicka skills that likely cost 3-4K magicka, secondly the main drain for magicka classes is dealing with CC. But not only do CC grant an immunity there are also pots that provide this. And as of Summerset you’ve got race against time so all magicka classes have snare removal. This means that break free should really be the only drain. If you want to strategically dodge roll or sprint that’s on you for resource management. There is no immunity or cooldown on dots. So as soon as you cast purge people just recast. It’s not at all comparable. Also I never have stam issues on my mag DK and I use block and dodge roll fairly frequently with a 15k stam pool. On my Stamplar I have to run a 17k mag pool. Honestly your complaints are baseless and not well informed.

    And yet another argument where the attempt is made to justify why it is ok for magica users to work with a limted sta pool when attempting to counter damage but stamina users somehow should never be expected to do so with a limited magica pool.

    You can be successful using purge snd Hots as a counter. Several sta players have already posted just that fact and are doing is successfully. So it would seem the players who know the game can do it. All I have read so far against it have added up to some players frustrated they can not face roll dps anymore in pvp.

    No amount of ad hominems will change that.

    Spamming dots is the definition of face roll dps.
    And there isn't a single good player out there who says the dots are fine, the only people defending the current implementation are people with limited knowledge who are zergsurfing or people who have never stepped into PvP and now like how easily they can reach decent dps numbers, which are again no top tier players as the top pvers also hate the changes as it makes the whole game stale and boring on every single spec.

    I can dismiss you argument in that it uses a common sophist' tool of reducto ad ridiculum. The statement "And there isn't a single good player out there who says the dots are fine" flat out asserts that any disagreeing are just a poor players, ergo you have no cogent point and at this stage are forced to use attacks on those who differ in opinion.

    Good luck trying to convince anyone with that line of discussion.

    Alright then let's do a short numbers game for you:
    We use the example of a DK here because it doesn't inherit a source of purge in his class toolkit.
    In non cp both break free and efficient purge cost 5400 stam/mag.

    CC immunity is 7 seconds that means in 70 seconds we can only break free a maximum of 11 times (10 if we aren't stunned at 0 seconds) assuming we actually get stunned on cooldown.
    We'll use the 10 purges so we get even numbers here it won't matter in the end.
    That's 54,000 stam spent over 70 seconds for break free.
    Meaning if we had to completely get that amount of stam via regen and we have no stam at the beginning we would need a stam regen of:
    54000/35 (regen happens every 2 seconds)
    Which results in ~1500 stamregen required to keep up the break free for 70 seconds.

    But we don't have 0 stam when this experiment starts right?
    So now we use a 15k stampool which we directly subtract from the 54,000 required stamina resulting in 39k stamina required and which brings our stamina regen requirement down to ~1.1k regen.
    Most builds feature a minimum regen of about 700 without any investment. So now we only have to reach 400 regen via other means which are different for all specs but exist for each one of them.
    For a DK that would be helping hands (restoring 990 stam on casting a earthen heart ability like fossilize))
    And battle roar which returns 46 per ultimate point up to the cost of the ultimate used.

    As we want to stun the enemy as often as possible we'll also use fossilize every 7 seconds resulting in 9.9k stamina over 70 seconds or 280 stamregen.

    So we need 120 more regen and that's easily covered by helping hands even when only gaining the 3 ult per sec from light attacks as it results in ~240 stam and mag regen.

    We also haven't covered the useage of tri pots (8k resources every 45 seconds or in the long run 355 stam and mag regen.

    Summing this all up leaves us with: 1.5k stamregen and wow this means we can even sustain the break free if we start with 0 stamina or if we start with 15k stamina we can use 400*35 = 14000 stamina as we want to, while still being able to always CC break.
    For you this means 26 seconds of sprinting if you're using 5 light and have the grace passive unlocked.

    Also CC break works all the time and doesn't scale with the number of enemies you're facing because the Cc immunity is on you which means no matter if 1 or 70 enemies you can't be CC'd more than once every 7 seconds.

    Now let's head over to something that does scale with the number of enemies you're fighting while also loses effectiveness when facing multiple people and is tied to luck.
    As explained in an earlier post you often have 10 negative effects on you depending on your enemy you have more than 3 strong dots on you but purge only helps vs 3 of them and for every additional enemy the number of dots on you increases further and you can still only remove 3 of them.

    Let's use the same example as before: fight over 70 seconds, purging every 7 seconds, total purges =10
    Cost for this are 54,000 magicka.
    The total amount of negative effects removed is 30.

    We will need 1.5k magregen to keep up with purging every 7 seconds or 1.1k if we have a starting pool of 15k magicka.
    But here comes the issue, we also have class skills we have to use as a DK and they come with a magicka drain, namely volatile armor and cauterize, both skills are required to be used as not using them puts us at a direct disadvantage.
    Volatile costs 2700 magicka every 20 seconds and cauterize costs 2160 magicka every 15 seconds resulting in a drain of 558 magickaregen (cost*2/druation).
    This increases our need for magicka to 1.6k and 2k magregen depending on the scenario.

    However there's no such thing as helping hands return in a DKs toolkit, but helping hand stays the same so 480 regen here:
    Resulting in a need for 1,15k or 1.55k magregen again which we have to get via direct regen, remember how we had 700 regen as a base in the other example?

    Well even with pots we need ~100 or 400 magregen to sustain a purge every 7 seconds.
    See that we're not even talking about having mag to spare anymore?

    Which leads us to the next big issue purge isn't as reliable as CC break because CC break directly counters the CC and isn't attached to any luck, you use it and you're no longer CC'd. Purge is completely different here in the example with 10 negative effects out of which 3 dots are the chance to have them removed in one go is less than 3% for one single cast, for 10 consecutive casts the chance is 2,0*10^(-16) to always remove the 3 dots you want to remove.
    Not even winning the lottery is connected with such a small chance of success.

    And that's just the example for 10 negative effects, we haven't even covered the issues when you're facing multiple enemies who all put additional dots on you up to a number that you're unable to remove them all even when spamming purge till you run out of resources.

    The sustain numbers shift even further in favour of CC break when we look at Cp as you can easily reduce the cost of CC break via CP to 4k (as well as the oh so important sprinting) but none for purge while the number of debuffs increases in CP due to siphoner and tactician.

    As you see your whole argument is flawed and i advise putting lots of effort into your next posts on the forums if you don't want to make a fool of yourself.


    //granted those scenarios use generalizations and ignore some things to have an easier application of the topic//

    Nice job on the response, seriuosly I mean it.

    I have no need to be as detailed. One point will do. As a magica user i have at best 3 maybe 4 dodges in me until my sta pool is empty. Add blocks, break frees and sprint and it is way worse. I have never been able to CC break 10 times in a row.

    I do just fine with that limited resource. Now why is it you need to effectively spam purge 10 times in a row if magica dedicated users work with much less than that for the stamina tools dodge, break free, block and sprint?

    Because the dot damage is too high to outheal so you would have to remove it but as described above it's not possible to do. sustaining stamina on a magicka spec is a lot easier and is doable on viable builds.
    Stamina specs/ and magicka classes without a dedicated have to cripple themselves too much buildwise to have a viable build.
  • TriangularChicken
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    HaruKamui wrote: »
    Summary of this thread is that casuals/noobs are okay with the dots, while veterans who usually disagree with one another one other topics are all agreeing that dots need nerfing.

    To be honest, you dont need to be a veteran to see that this meta (Entropy, Consuming Trap and Destructive Reach) is unhealthy for PvP.

    Simply compare the base tooltips of those skills:

    unbalanced DoTs:

    Consuming Trap: deals 2052 Magic Damage or 2274 Physical Damage over 10 seconds.
    Destructive Reach: 411 Magic Damage and an additional 1640 Magic Damage over 10 seconds.
    Degeneration: deals 2052 Magic Damage over 10 seconds.

    "balanced" DoTs:

    Venomous Claw: deals 455 Poison Damage and an additional 1364 Poison Damage over 8 seconds.
    Noxious Breath: deals 705 Poison Damage and an additional 700 Poison Damage over 8 seconds.
    Carve: deals 683 Physical Damage to enemies in front of you, and causing them to bleed for an additional 1170 Physical Damage over 10 seconds.
    Rending Slashes: deals 282 Physical Damage with each weapon and causing them to bleed for an additional 1820 Physical Damage over 10 seconds.

    Yes, Rending Slashes has a quite strong DoT, but it's a melee skill, you can't simply spam the skill from 33m distance. By the way, if ranged DoTs get nerfed, rending should be nerfed as well imo.

    The base tooltips are ridiculous, if you can't see a difference then you're not qualified to participate in a discussion about the current meta. With every single point in penetration (light armor *wink* *wink*), magicka/stamina, weapon/spell damage and CP, the difference in damage will increase.
    And if that's not enough, you can cast the magick DoTs from range. For example: in a 1v3 situation the new ranged DoTs behave as if 3 ppl would hit you with Rending Slashes + Carve + Venomous Claw, just from distance and way stronger lmao.



  • akray21
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    Efficient purge is super useful when it drains half your magicka pool and removes 3 effects. Stamina needs purge.
  • Skwor
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    akray21 wrote: »
    Efficient purge is super useful when it drains half your magicka pool and removes 3 effects. Stamina needs purge.

    About as useful as dodge, break free, block is to magica users.
  • akray21
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    Skwor wrote: »
    akray21 wrote: »
    Efficient purge is super useful when it drains half your magicka pool and removes 3 effects. Stamina needs purge.

    About as useful as dodge, break free, block is to magica users.

    One dodge/block/break free takes half stamina? Cant dodge or block dots. Also, there are CP for reducing costs of these 3 things, where is the CP that adds a purging functionality? It's not 1:1, a stamina purge is necessary if dots are this strong.
    Edited by akray21 on August 20, 2019 2:56PM
  • Somnilux
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    akray21 wrote: »
    Skwor wrote: »
    akray21 wrote: »
    Efficient purge is super useful when it drains half your magicka pool and removes 3 effects. Stamina needs purge.

    About as useful as dodge, break free, block is to magica users.

    One dodge/block/break free takes half stamina? Cant dodge or block dots. Also, there are CP for reducing costs of these 3 things, where is the CP that adds a purging functionality? It's not 1:1, a stamina purge is necessary if dots are this strong.


    Small correction: You can block dots. Each block will reduce all ticks of all the dots on you that tick together for a single use of block. What you can't do is block the application of a dot.

    Not inserting myself into the discussion there either way, I reiterate my solution earlier of Minor/Major Purge.

    Luxe Khanna - AD, Rank 49 Argonian Magblade Healer
    Crystala Khanna - AD, Rank 40 Khajiit Stamplar
    Guilds: Fantasia, Dominant Dominion.
  • akray21
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    Somnilux wrote: »
    akray21 wrote: »
    Skwor wrote: »
    akray21 wrote: »
    Efficient purge is super useful when it drains half your magicka pool and removes 3 effects. Stamina needs purge.

    About as useful as dodge, break free, block is to magica users.

    One dodge/block/break free takes half stamina? Cant dodge or block dots. Also, there are CP for reducing costs of these 3 things, where is the CP that adds a purging functionality? It's not 1:1, a stamina purge is necessary if dots are this strong.


    Small correction: You can block dots. Each block will reduce all ticks of all the dots on you that tick together for a single use of block. What you can't do is block the application of a dot.

    Not inserting myself into the discussion there either way, I reiterate my solution earlier of Minor/Major Purge.

    Thanks for the correction. Yes you can block dots, but standing there doing nothing other than blocking dots won't win any fights. Drop block and you get hit full force with all the dots ticking on you.
  • Kagukan
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    HaruKamui wrote: »
    Summary of this thread is that casuals/noobs are okay with the dots, while veterans who usually disagree with one another one other topics are all agreeing that dots need nerfing.

    So called "veterans" that can't adapt and counter DoT's. Who exactly is the "noob"? LOL

  • Sandman929
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    Kagukan wrote: »
    HaruKamui wrote: »
    Summary of this thread is that casuals/noobs are okay with the dots, while veterans who usually disagree with one another one other topics are all agreeing that dots need nerfing.

    So called "veterans" that can't adapt and counter DoT's. Who exactly is the "noob"? LOL

    I'm not on board with World/Guild ranged DoTs outclassing class or melee DoTs, but I did watch a lot of good players on stream basically trying nothing new and then getting very upset when that didn't work.
  • BlackMadara
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    Somnilux wrote: »
    akray21 wrote: »
    Skwor wrote: »
    akray21 wrote: »
    Efficient purge is super useful when it drains half your magicka pool and removes 3 effects. Stamina needs purge.

    About as useful as dodge, break free, block is to magica users.

    One dodge/block/break free takes half stamina? Cant dodge or block dots. Also, there are CP for reducing costs of these 3 things, where is the CP that adds a purging functionality? It's not 1:1, a stamina purge is necessary if dots are this strong.


    Small correction: You can block dots. Each block will reduce all ticks of all the dots on you that tick together for a single use of block. What you can't do is block the application of a dot.

    Not inserting myself into the discussion there either way, I reiterate my solution earlier of Minor/Major Purge.

    You aren't supposed to be able to block the damage of DoTs. There has been mention of entropy being blockable, but that is a bug. DoTs are supposed to be the counter to block
  • Aznarb
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    Bad player complaining again, funny.
    I don't have dot, I don't have purge and yet I don't have any problem to deal with DoT "meta".
    Hell I don't even move my CP they're the same I use in PvE.

    Tell us more about how OP are dot and how good you're at the game plz, let keep this discussion funny :)
    Sandman929 wrote: »
    Kagukan wrote: »
    HaruKamui wrote: »
    Summary of this thread is that casuals/noobs are okay with the dots, while veterans who usually disagree with one another one other topics are all agreeing that dots need nerfing.

    So called "veterans" that can't adapt and counter DoT's. Who exactly is the "noob"? LOL

    I'm not on board with World/Guild ranged DoTs outclassing class or melee DoTs, but I did watch a lot of good players on stream basically trying nothing new and then getting very upset when that didn't work.

    Probably the same kind of people crying about how vSS & HM is impossible with heal change and guess what ? Yeah, people keep farming the score/achievement in HM day 1 after the update.
    Only because 1 Youtube guy was here, playing (badly) a warden heal and failed to pass it, another funny topic.
    Edited by Aznarb on August 20, 2019 5:19PM
    [ PC EU ]

    [ Khuram-dar ]
    [ Khajiit ]
    [ Templar - Healer ]
    [Crazy Gatherer & Compulsive Thief]

  • Rikumaru
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    Skwor wrote: »
    BohnT2 wrote: »
    Skwor wrote: »
    BohnT2 wrote: »
    Skwor wrote: »
    Vapirko wrote: »
    Skwor wrote: »
    DOTs are fine.

    What needs to be nerfed is Cloak and Purge. Nightblades and Templars should have to suffer DOTs like the rest of us!

    LOL.... Everyone can slot purge. I am not playing NB or Templar, but I sacrifice one slot to purge. Why don't you?

    Becuase all that player really wants is to destroy any other class that is not their preferred class.

    Anyone calling to nerf Templar has totally lost it. Especially to nerf a 5 year old skill no one has really cared about until now. A skill any class can have.

    Magica deal with low stamina for CC. Now stamina deal with low magica for dots when using purge, that is fair. THAT IS CALLED FRICKING BALANCE. We finally get some real cross class balance and the "easymoders" lose their minds.

    Sorry but that’s just not the case. I’ll walk you through the why. First of all, all stamina classes already have to use at least one or more magicka skills that likely cost 3-4K magicka, secondly the main drain for magicka classes is dealing with CC. But not only do CC grant an immunity there are also pots that provide this. And as of Summerset you’ve got race against time so all magicka classes have snare removal. This means that break free should really be the only drain. If you want to strategically dodge roll or sprint that’s on you for resource management. There is no immunity or cooldown on dots. So as soon as you cast purge people just recast. It’s not at all comparable. Also I never have stam issues on my mag DK and I use block and dodge roll fairly frequently with a 15k stam pool. On my Stamplar I have to run a 17k mag pool. Honestly your complaints are baseless and not well informed.

    And yet another argument where the attempt is made to justify why it is ok for magica users to work with a limted sta pool when attempting to counter damage but stamina users somehow should never be expected to do so with a limited magica pool.

    You can be successful using purge snd Hots as a counter. Several sta players have already posted just that fact and are doing is successfully. So it would seem the players who know the game can do it. All I have read so far against it have added up to some players frustrated they can not face roll dps anymore in pvp.

    No amount of ad hominems will change that.

    Spamming dots is the definition of face roll dps.
    And there isn't a single good player out there who says the dots are fine, the only people defending the current implementation are people with limited knowledge who are zergsurfing or people who have never stepped into PvP and now like how easily they can reach decent dps numbers, which are again no top tier players as the top pvers also hate the changes as it makes the whole game stale and boring on every single spec.

    I can dismiss you argument in that it uses a common sophist' tool of reducto ad ridiculum. The statement "And there isn't a single good player out there who says the dots are fine" flat out asserts that any disagreeing are just a poor players, ergo you have no cogent point and at this stage are forced to use attacks on those who differ in opinion.

    Good luck trying to convince anyone with that line of discussion.

    Alright then let's do a short numbers game for you:
    We use the example of a DK here because it doesn't inherit a source of purge in his class toolkit.
    In non cp both break free and efficient purge cost 5400 stam/mag.

    CC immunity is 7 seconds that means in 70 seconds we can only break free a maximum of 11 times (10 if we aren't stunned at 0 seconds) assuming we actually get stunned on cooldown.
    We'll use the 10 purges so we get even numbers here it won't matter in the end.
    That's 54,000 stam spent over 70 seconds for break free.
    Meaning if we had to completely get that amount of stam via regen and we have no stam at the beginning we would need a stam regen of:
    54000/35 (regen happens every 2 seconds)
    Which results in ~1500 stamregen required to keep up the break free for 70 seconds.

    But we don't have 0 stam when this experiment starts right?
    So now we use a 15k stampool which we directly subtract from the 54,000 required stamina resulting in 39k stamina required and which brings our stamina regen requirement down to ~1.1k regen.
    Most builds feature a minimum regen of about 700 without any investment. So now we only have to reach 400 regen via other means which are different for all specs but exist for each one of them.
    For a DK that would be helping hands (restoring 990 stam on casting a earthen heart ability like fossilize))
    And battle roar which returns 46 per ultimate point up to the cost of the ultimate used.

    As we want to stun the enemy as often as possible we'll also use fossilize every 7 seconds resulting in 9.9k stamina over 70 seconds or 280 stamregen.

    So we need 120 more regen and that's easily covered by helping hands even when only gaining the 3 ult per sec from light attacks as it results in ~240 stam and mag regen.

    We also haven't covered the useage of tri pots (8k resources every 45 seconds or in the long run 355 stam and mag regen.

    Summing this all up leaves us with: 1.5k stamregen and wow this means we can even sustain the break free if we start with 0 stamina or if we start with 15k stamina we can use 400*35 = 14000 stamina as we want to, while still being able to always CC break.
    For you this means 26 seconds of sprinting if you're using 5 light and have the grace passive unlocked.

    Also CC break works all the time and doesn't scale with the number of enemies you're facing because the Cc immunity is on you which means no matter if 1 or 70 enemies you can't be CC'd more than once every 7 seconds.

    Now let's head over to something that does scale with the number of enemies you're fighting while also loses effectiveness when facing multiple people and is tied to luck.
    As explained in an earlier post you often have 10 negative effects on you depending on your enemy you have more than 3 strong dots on you but purge only helps vs 3 of them and for every additional enemy the number of dots on you increases further and you can still only remove 3 of them.

    Let's use the same example as before: fight over 70 seconds, purging every 7 seconds, total purges =10
    Cost for this are 54,000 magicka.
    The total amount of negative effects removed is 30.

    We will need 1.5k magregen to keep up with purging every 7 seconds or 1.1k if we have a starting pool of 15k magicka.
    But here comes the issue, we also have class skills we have to use as a DK and they come with a magicka drain, namely volatile armor and cauterize, both skills are required to be used as not using them puts us at a direct disadvantage.
    Volatile costs 2700 magicka every 20 seconds and cauterize costs 2160 magicka every 15 seconds resulting in a drain of 558 magickaregen (cost*2/druation).
    This increases our need for magicka to 1.6k and 2k magregen depending on the scenario.

    However there's no such thing as helping hands return in a DKs toolkit, but helping hand stays the same so 480 regen here:
    Resulting in a need for 1,15k or 1.55k magregen again which we have to get via direct regen, remember how we had 700 regen as a base in the other example?

    Well even with pots we need ~100 or 400 magregen to sustain a purge every 7 seconds.
    See that we're not even talking about having mag to spare anymore?

    Which leads us to the next big issue purge isn't as reliable as CC break because CC break directly counters the CC and isn't attached to any luck, you use it and you're no longer CC'd. Purge is completely different here in the example with 10 negative effects out of which 3 dots are the chance to have them removed in one go is less than 3% for one single cast, for 10 consecutive casts the chance is 2,0*10^(-16) to always remove the 3 dots you want to remove.
    Not even winning the lottery is connected with such a small chance of success.

    And that's just the example for 10 negative effects, we haven't even covered the issues when you're facing multiple enemies who all put additional dots on you up to a number that you're unable to remove them all even when spamming purge till you run out of resources.

    The sustain numbers shift even further in favour of CC break when we look at Cp as you can easily reduce the cost of CC break via CP to 4k (as well as the oh so important sprinting) but none for purge while the number of debuffs increases in CP due to siphoner and tactician.

    As you see your whole argument is flawed and i advise putting lots of effort into your next posts on the forums if you don't want to make a fool of yourself.


    //granted those scenarios use generalizations and ignore some things to have an easier application of the topic//

    Nice job on the response, seriously I mean it.

    I have no need to be as detailed. One point will do. As a magica user I have at best 3 maybe 4 dodges in me until my sta pool is empty. Add blocks, break frees and sprint and it is way worse. I have never been able to CC break 10 times in a row.

    I do just fine with that limited resource. Now why is it you need to effectively spam purge 10 times in a row if magica dedicated users work with much less than that for the stamina tools dodge, break free, block and sprint?

    Why are you rolling 3-4 times in a row on a magicka build?
    Overload rework. Power Overload now does physical damage and grants you the power of a tornado: You throw a brick at the target with a light attack, and you hammer your head into that brick with every heavy attack. We have decreased its Ultimate cost, but increased the chance that you get stuck in the animation.
  • Dojohoda
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    We've put up with bleeds for years. Now we all have nice dots.
    Fan of playing magblade since 2015. (PC NA)
    Might be joking in comments.
    -->(((Cyrodiil)))<--
  • akray21
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    Kagukan wrote: »
    HaruKamui wrote: »
    Summary of this thread is that casuals/noobs are okay with the dots, while veterans who usually disagree with one another one other topics are all agreeing that dots need nerfing.

    So called "veterans" that can't adapt and counter DoT's. Who exactly is the "noob"? LOL

    You can't roll dodge DoTs, you can't block their application, you can't run away from them, you can't break free from them, you can't bash them... The effective way to counter DoTs is by way of HoTs or health recovery. Since there is a lack of stamina HoTs you can adapt/counter by equipping Troll King and Alessian Order, thrilling counterplay.
  • Skwor
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    Rikumaru wrote: »
    Skwor wrote: »
    BohnT2 wrote: »
    Skwor wrote: »
    BohnT2 wrote: »
    Skwor wrote: »
    Vapirko wrote: »
    Skwor wrote: »
    DOTs are fine.

    What needs to be nerfed is Cloak and Purge. Nightblades and Templars should have to suffer DOTs like the rest of us!

    LOL.... Everyone can slot purge. I am not playing NB or Templar, but I sacrifice one slot to purge. Why don't you?

    Becuase all that player really wants is to destroy any other class that is not their preferred class.

    Anyone calling to nerf Templar has totally lost it. Especially to nerf a 5 year old skill no one has really cared about until now. A skill any class can have.

    Magica deal with low stamina for CC. Now stamina deal with low magica for dots when using purge, that is fair. THAT IS CALLED FRICKING BALANCE. We finally get some real cross class balance and the "easymoders" lose their minds.

    Sorry but that’s just not the case. I’ll walk you through the why. First of all, all stamina classes already have to use at least one or more magicka skills that likely cost 3-4K magicka, secondly the main drain for magicka classes is dealing with CC. But not only do CC grant an immunity there are also pots that provide this. And as of Summerset you’ve got race against time so all magicka classes have snare removal. This means that break free should really be the only drain. If you want to strategically dodge roll or sprint that’s on you for resource management. There is no immunity or cooldown on dots. So as soon as you cast purge people just recast. It’s not at all comparable. Also I never have stam issues on my mag DK and I use block and dodge roll fairly frequently with a 15k stam pool. On my Stamplar I have to run a 17k mag pool. Honestly your complaints are baseless and not well informed.

    And yet another argument where the attempt is made to justify why it is ok for magica users to work with a limted sta pool when attempting to counter damage but stamina users somehow should never be expected to do so with a limited magica pool.

    You can be successful using purge snd Hots as a counter. Several sta players have already posted just that fact and are doing is successfully. So it would seem the players who know the game can do it. All I have read so far against it have added up to some players frustrated they can not face roll dps anymore in pvp.

    No amount of ad hominems will change that.

    Spamming dots is the definition of face roll dps.
    And there isn't a single good player out there who says the dots are fine, the only people defending the current implementation are people with limited knowledge who are zergsurfing or people who have never stepped into PvP and now like how easily they can reach decent dps numbers, which are again no top tier players as the top pvers also hate the changes as it makes the whole game stale and boring on every single spec.

    I can dismiss you argument in that it uses a common sophist' tool of reducto ad ridiculum. The statement "And there isn't a single good player out there who says the dots are fine" flat out asserts that any disagreeing are just a poor players, ergo you have no cogent point and at this stage are forced to use attacks on those who differ in opinion.

    Good luck trying to convince anyone with that line of discussion.

    Alright then let's do a short numbers game for you:
    We use the example of a DK here because it doesn't inherit a source of purge in his class toolkit.
    In non cp both break free and efficient purge cost 5400 stam/mag.

    CC immunity is 7 seconds that means in 70 seconds we can only break free a maximum of 11 times (10 if we aren't stunned at 0 seconds) assuming we actually get stunned on cooldown.
    We'll use the 10 purges so we get even numbers here it won't matter in the end.
    That's 54,000 stam spent over 70 seconds for break free.
    Meaning if we had to completely get that amount of stam via regen and we have no stam at the beginning we would need a stam regen of:
    54000/35 (regen happens every 2 seconds)
    Which results in ~1500 stamregen required to keep up the break free for 70 seconds.

    But we don't have 0 stam when this experiment starts right?
    So now we use a 15k stampool which we directly subtract from the 54,000 required stamina resulting in 39k stamina required and which brings our stamina regen requirement down to ~1.1k regen.
    Most builds feature a minimum regen of about 700 without any investment. So now we only have to reach 400 regen via other means which are different for all specs but exist for each one of them.
    For a DK that would be helping hands (restoring 990 stam on casting a earthen heart ability like fossilize))
    And battle roar which returns 46 per ultimate point up to the cost of the ultimate used.

    As we want to stun the enemy as often as possible we'll also use fossilize every 7 seconds resulting in 9.9k stamina over 70 seconds or 280 stamregen.

    So we need 120 more regen and that's easily covered by helping hands even when only gaining the 3 ult per sec from light attacks as it results in ~240 stam and mag regen.

    We also haven't covered the useage of tri pots (8k resources every 45 seconds or in the long run 355 stam and mag regen.

    Summing this all up leaves us with: 1.5k stamregen and wow this means we can even sustain the break free if we start with 0 stamina or if we start with 15k stamina we can use 400*35 = 14000 stamina as we want to, while still being able to always CC break.
    For you this means 26 seconds of sprinting if you're using 5 light and have the grace passive unlocked.

    Also CC break works all the time and doesn't scale with the number of enemies you're facing because the Cc immunity is on you which means no matter if 1 or 70 enemies you can't be CC'd more than once every 7 seconds.

    Now let's head over to something that does scale with the number of enemies you're fighting while also loses effectiveness when facing multiple people and is tied to luck.
    As explained in an earlier post you often have 10 negative effects on you depending on your enemy you have more than 3 strong dots on you but purge only helps vs 3 of them and for every additional enemy the number of dots on you increases further and you can still only remove 3 of them.

    Let's use the same example as before: fight over 70 seconds, purging every 7 seconds, total purges =10
    Cost for this are 54,000 magicka.
    The total amount of negative effects removed is 30.

    We will need 1.5k magregen to keep up with purging every 7 seconds or 1.1k if we have a starting pool of 15k magicka.
    But here comes the issue, we also have class skills we have to use as a DK and they come with a magicka drain, namely volatile armor and cauterize, both skills are required to be used as not using them puts us at a direct disadvantage.
    Volatile costs 2700 magicka every 20 seconds and cauterize costs 2160 magicka every 15 seconds resulting in a drain of 558 magickaregen (cost*2/druation).
    This increases our need for magicka to 1.6k and 2k magregen depending on the scenario.

    However there's no such thing as helping hands return in a DKs toolkit, but helping hand stays the same so 480 regen here:
    Resulting in a need for 1,15k or 1.55k magregen again which we have to get via direct regen, remember how we had 700 regen as a base in the other example?

    Well even with pots we need ~100 or 400 magregen to sustain a purge every 7 seconds.
    See that we're not even talking about having mag to spare anymore?

    Which leads us to the next big issue purge isn't as reliable as CC break because CC break directly counters the CC and isn't attached to any luck, you use it and you're no longer CC'd. Purge is completely different here in the example with 10 negative effects out of which 3 dots are the chance to have them removed in one go is less than 3% for one single cast, for 10 consecutive casts the chance is 2,0*10^(-16) to always remove the 3 dots you want to remove.
    Not even winning the lottery is connected with such a small chance of success.

    And that's just the example for 10 negative effects, we haven't even covered the issues when you're facing multiple enemies who all put additional dots on you up to a number that you're unable to remove them all even when spamming purge till you run out of resources.

    The sustain numbers shift even further in favour of CC break when we look at Cp as you can easily reduce the cost of CC break via CP to 4k (as well as the oh so important sprinting) but none for purge while the number of debuffs increases in CP due to siphoner and tactician.

    As you see your whole argument is flawed and i advise putting lots of effort into your next posts on the forums if you don't want to make a fool of yourself.


    //granted those scenarios use generalizations and ignore some things to have an easier application of the topic//

    Nice job on the response, seriously I mean it.

    I have no need to be as detailed. One point will do. As a magica user I have at best 3 maybe 4 dodges in me until my sta pool is empty. Add blocks, break frees and sprint and it is way worse. I have never been able to CC break 10 times in a row.

    I do just fine with that limited resource. Now why is it you need to effectively spam purge 10 times in a row if magica dedicated users work with much less than that for the stamina tools dodge, break free, block and sprint?

    Why are you rolling 3-4 times in a row on a magicka build?

    I am not, I said I could at best, the comment spoke to the limited stamina pool I work with, which is the point, gameplay can be modified to work within the limitations for either stamina or magica.
  • Somnilux
    Somnilux
    ✭✭✭
    Somnilux wrote: »
    The dot changes just exacerbates the issues with purge, which is extremely powerful yet boring gameplay design.

    I don't feel templars are even remotely the issue (also note necromancers and magdens have access to similar levels of purging from class abilities), but we're talking the entire concept and metric of purge.

    Purge treats all debuffs the same, while not all debuffs are equally valuable or worth countering. Its a stupidly expensive skill, that needs to be built around and has led to pvp guilds for ages running people with high regen that really only access stuff like purge, time stop, or rapids to spam abilities designed to be too expensive to be spammed by any reasonable build. This superspecialization allows these skills to way outperform and make up for what is otherwise a really horrid load of immobilizations, snares, and damage debuffs.

    This is why against an organized ball group, dots will do almost nothing in terms of effective damage (though they will make it so the purgers have to work harder and have less downtime and more of a chance of one of your CCs sticking for more than a second).

    And for soloers, or small groups purge is far less accessible and only the classes with more reasonable purges available (necros, and templars mostly, with some wardens), can really counter it effectively, and to them its not really even a change from last patch.

    I REALLY think they need to address purge the same way they have every other buff in the game, a major and minor system.

    Leave the current purges alone, and call them major purge, and have these exclusively remove hard CCs and major debuffs and dots from ultimates, while classify damage dots from normal abilities and weapon procs, and minor debuffs as minor purge.

    Add minor purge to more class neutral abilities, including stamina and magicka equally.

    Bam, we've solved the dot meta without fundamentally breaking the game.

    I'm going to even go as far as to suggest the following:

    Minor Purge skills

    Annulment - light armor base skill Gains the following as well as both morphs
    Upon shield consuming or removal applies 2 Minor Purge (so you can't spam to remove, but is on a survival button available to any light armor wearer).

    Elude - This medium armor morph gains the following:
    adds a minor purge every second over 1.5s. Every piece of medium armor adds .5s to this effect (5 = 4 minor purge, 7 = 5 minor purge)
    This means that users will have a real choice between shuffle which is extremely powerful as both major evasion and snare/immob removal. If they want snare removal on top of this minor purge effect they will need to run two handed forward momentum (and give up rally healing), or race against time (for shorter duration & magicka cost).

    Absorb Magic - One hand and shield Morph gains the following
    When the damage shield is consumed add 2 minor purge.

    Panacea - Restoration Staff Ultimate base skill
    each tick of this ability adds 1 minor purge in addition to the healing done.

    Regeneration - Restoration Staff base skill
    when the final tick of regeneration completes (but not overridden), adds 2 minor purge

    Evil Hunter - Fighters Guild morph
    Has a 10% chance on taking damage of applying 1 minor purge, this effect cannot occur more than once every 5s.

    Mend Wounds - Psijic Base Skill
    Your heavy attacks apply 1 minor purge every second along with healing.

    Blood Altar - Undaunted Base Skill
    Add 3 minor purge to the synergy use.

    Dark Exchange - Sorceror base skill
    Add - Apply 1 minor purge on completion of cast, and 1 minor purge every 5 seconds after.

    Consuming Darkness - Nightblade ultimate base skill
    Add 1 minor purge to the synergy use.

    Dark Cloak - Nightblade morph (the one that loses invisibility/dot supression)
    Add 2 minor purge to the completion of the heal over time.

    Cauterize - Dragonknight morph
    Each flame also adds 1 minor purge.

    Lotus Flower - Warden base skill
    Heavy attacks also add 1 minor purge.



    Major Purge skills

    Blue Betty - warden morph
    applies 1 major purge and 1 minor purge to the user on cast. (This is a free skill, and it can make them fairly immune to dots if spammed, but they already have this in place and its not something done. This would keep the intended design the same)

    Purge -
    adds 3 major purge on cast
    No minor purge at all on this skill when I think about it, reducing the effect of 'purge spam' builds to counter dot damage in groups. This also would help tone down cleanse in the current meta without making it useless.

    Expunge - Necromancer base skill
    applies 1 major purge and 2 minor purge
    Hexproof increases it to 2 major purge and 4 minor purge.
    This would increase the effect of this ability slightly, while keeping the intended tradeoff of health to remove negative effects.

    Renewing Undeath - Necromancer morph
    Applies 6 minor purge after consuming a corpse.
    I think the nerfing of illustrious/healing springs has inadvertently buffed this skill in a way that it being able to counter CC and other effects seems a bit much. I would therefore propose its main effect being more of a mass cleansing of dots in addition to the healing, keeping it very effective without making it as powerful as purge. Obviously like everything this would be up to balancing and maybe it could have just less major purge and no minor. As there will always be minor stuff to purge though this means a corpse is very unlikely to ever be wasted.

    Cleansing Ritual - Templar base skill
    Applies 1 major purge and 1 minor purge to the user
    Synnergy continues to remove all negative effects as it currently works, regardless of major/minor source.
    Extended Ritual
    Increases the personal effect to 1 major purge and 4 minor purge.

    This is a very powerful skill. I think it should continue being as designed. Technically this actually tones down on personal use slightly. It will actually purge less dots on use than current but not by a lot, and still allows for removal of potent CCs and ult dots as it currently does.


    Luxe Khanna - AD, Rank 49 Argonian Magblade Healer
    Crystala Khanna - AD, Rank 40 Khajiit Stamplar
    Guilds: Fantasia, Dominant Dominion.
  • MehrunesFlagon
    MehrunesFlagon
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    People in pvp be applying 5 dots in 2 seconds because of animation canceling. This doesn't even include poison, weapon enchants, and pets. PVP is broke. ZOS please fix.

    This again? There is a global cooldown,it cannot be bypassed.You probably see 5 dot ticks.
  • Ramber
    Ramber
    ✭✭✭✭
    labambao wrote: »
    So all hopes it would be today, not after 6 monthes of this cancer

    Whatever problems you are having can be fixed with a little effort.... practice practice practice!
  • kpittsniperb14_ESO
    kpittsniperb14_ESO
    ✭✭✭✭
    The "adaptation" was to not run around with 8K Stamina and stack your Magicka into oblivion....
    You cannot even counter build against DOT spam with stamina classes without completely switching to a magicka class.
    Besides, every magicka class except templar and maybe necro are heavily affected by that too.

    And don't even start with the alliance skill purge... that's like defending the busted siege damage from a couple of months ago by saying "Hey, everyone just slot Siege Shield" 4Head
    It's not that simple.

    And the adaptation here is to not run around with 8k magicka and stack your stamina into oblivion....with about the same result as magicka based characters needing to stack stamina to counter stamina burst/cc combos.

    But I do agree that dot damage does need adjusted a bit downwards or have their cast range reduced significantly to adjust for pvp to increase the risk for the caster while leaving pve'rs their newly found uberness.
    Magicka DK-Rowsdowerr
    Tertiary Meat GM
    "they're going to say, there's Daniel and he has 20 people with him, I want to kill him and there's
    40 more behind me."
    "I'm tired of the BS excuses, if you're going to do what you do at least admit what you're doing"
    YEEEEEAAAAAHHHH!!!
  • StrandedMonkey
    StrandedMonkey
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    And the adaptation here is to not run around with 8k magicka and stack your stamina into oblivion....with about the same result as magicka based characters needing to stack stamina to counter stamina burst/cc combos.

    You say that as if most magicka pvp builds don't stack the oblivion out of magicka.

    Don't worry about the damage from dots, worry about the amount of stuns you can't block.
  • OtarTheMad
    OtarTheMad
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    ✭✭
    Sandman929 wrote: »
    Kagukan wrote: »
    HaruKamui wrote: »
    Summary of this thread is that casuals/noobs are okay with the dots, while veterans who usually disagree with one another one other topics are all agreeing that dots need nerfing.

    So called "veterans" that can't adapt and counter DoT's. Who exactly is the "noob"? LOL

    I'm not on board with World/Guild ranged DoTs outclassing class or melee DoTs, but I did watch a lot of good players on stream basically trying nothing new and then getting very upset when that didn't work.

    And that's the difference. Every time, for the last who knows how many years, us magicka players ALWAYS had to adapt and change our builds based on the damage output a stamina player can put out. Even now stamina can still hit harder because DoTs have higher tooltips (slow clap, who cares) but the ticks are like what 2-3k. You can just purge that and then jump on the magicka player who is probably wearing all LA and then he'll be on the defensive then you just stun-burst-rip.

    I think with all the noise, regardless of if you're for this or against, it will get changed and ZOS will do what they always do and over nerf it and make entropy just a skill that gives you major sorcery and soul trap a skill you forget is in the game.
  • jonathanb16_ESO
    jonathanb16_ESO
    ✭✭✭
    The new dot meta is in my opinion just boring, why use a spammable if you can just use a dot thats unblockable and undogeable, THAT HAS LITERLY NO *** DIRECT COUNTERPLAY exept purge. Eso PVP always was a game of action and reaction now its just, dot faster than your enemy and heal/purge more. No line of sight no blocking, no dodging just dot faster and heal more, stam/medium armour is dead no more reactive gameplay. You can run purge on a stam but as many ppl pointed out you magica is often used for buffs, so you can purge not very often. On the other hand dots are way cheaper than spammables and purge and can easy be reapplied.

    I PVE its very annoying, too. My magplar rotation is literally 1234 swap 12345 swap ... and it hits insane number. But i start to fall asleep in raids.

    And to the ppl who say "But before is was dead in 1s, because of retardet Burst", every burstcombo was easy to counter you just needed to block, shield ,mist , heal or dodge at the right time, not punch your heal/purge for 10s. But thats needs knowlage of you enemy and the game.

    I understand the appeal of dots, but as someone who wants to learn the this game and already knows alot, dots are just a really bad design.
  • OtarTheMad
    OtarTheMad
    ✭✭✭✭✭
    ✭✭
    The new dot meta is in my opinion just boring, why use a spammable if you can just use a dot thats unblockable and undogeable, THAT HAS LITERLY NO *** DIRECT COUNTERPLAY exept purge. Eso PVP always was a game of action and reaction now its just, dot faster than your enemy and heal/purge more. No line of sight no blocking, no dodging just dot faster and heal more, stam/medium armour is dead no more reactive gameplay. You can run purge on a stam but as many ppl pointed out you magica is often used for buffs, so you can purge not very often. On the other hand dots are way cheaper than spammables and purge and can easy be reapplied.

    I PVE its very annoying, too. My magplar rotation is literally 1234 swap 12345 swap ... and it hits insane number. But i start to fall asleep in raids.

    And to the ppl who say "But before is was dead in 1s, because of retardet Burst", every burstcombo was easy to counter you just needed to block, shield ,mist , heal or dodge at the right time, not punch your heal/purge for 10s. But thats needs knowlage of you enemy and the game.

    I understand the appeal of dots, but as someone who wants to learn the this game and already knows alot, dots are just a really bad design.

    I understand but DoTs are blockable and some if not most are dodgeable. And yes, if you run into a stamina player and he does the burst combo you can avoid it for a bit but if he keeps the pressure on, like most stamina do then eventually you just CC broke once and dodge rolled... your stamina is gone and you just used all your magicka spamming heals and shields so you can't counter unless your potion is available.

    I am not exactly defending the DoT meta (I am a magcro but I don't play a lot and when I have been lately it's on stam to find counters) but I just think some need to get that counters exist and adapting to changes are usually better than trusting ZOS to handle any nerfs correctly.

    EDIT- I am not saying all mag are dead in the water vs a stam player I am just saying it can be harder sometimes playing magicka. I prefer magicka and do just fine but sometimes it can be a challenge vs what I could do on a stamina player.
    Edited by OtarTheMad on August 20, 2019 10:51PM
  • Bosov
    Bosov
    ✭✭✭✭✭
    Ive seen people on the forums defends these dots with arguments like : "gives a chance to fight back against someone who runs around a rock, turns around and kills the people chasing him".

    I think that type of player is the type of player this combat team wants to help. Dots are here to stay to help the type of player who i described above.. very bad players who play with their nose. Those poor guys need kills too.

    I am dreading the next change... next step : totally remove animation canceling maybe? Not fair that some people can do it and a super casual player cant.
    Xbox One - EU - GT : Bosov
    PC - EU - @Bosov91

    ESO Highight :
    https://twitter.com/SlashLurk/status/895068339273310208

  • WaltherCarraway
    WaltherCarraway
    ✭✭✭✭✭
    No one cares about the status of magdk so dot nerf is okay.

    Fossilize nerf is okay

    Hypocrite af

    Who tf told you 5.5k hp regen = guaranteed pvp win?

    Back from my last hiatus. 2021 a new start.
  • Enkil
    Enkil
    ✭✭✭✭✭
    Bosov wrote: »
    Ive seen people on the forums defends these dots with arguments like : "gives a chance to fight back against someone who runs around a rock, turns around and kills the people chasing him".

    I think that type of player is the type of player this combat team wants to help. Dots are here to stay to help the type of player who i described above.. very bad players who play with their nose. Those poor guys need kills too.

    I am dreading the next change... next step : totally remove animation canceling maybe? Not fair that some people can do it and a super casual player cant.

    The problem with that line of reasoning (or solution if that was the intention) is that the player running around whatever tree/wall/obstacle also now applies their own likely more powerful versions of those DoTs due to gear/stat gaps to the less experienced player(s), but now no longer even needs to burst or further attack them while they chase them around. They just let the DoTs tick away without further engagement. Newer player still dies, just the fight now ends more quickly. This is quite lame and boring for both.

    Overall, the crazy boost to DoTs everyone has access to, greatly benefit the players that already know how to utilize LOS just as much and likely moreso than those that chase them.

    Simple issues like the above seem to have net yet dawned on many in this thread that insist on defending and applauding the changes. Do people think those pesky 1vX, LOS circlers aren't going to utilize the same superpowered-DoTs? Go play in Cyro for a bit and see for yourselves. It won't take very long for the realization to set in.

    Part of learning how to PvP, includes refraining from chasing players that you should not, that just want to run and hide, or extremely tanky players that have super high survivability, but hit like a wet noodle. I see it all the time with 3-5 people that will leave a ram so it no longer operates (need 3 minimum) to instead endlessly chase just such a player all over the courtyard of keep, agroing more guards. These chasers are typically not able to land more than one hit on the solitary little defender that came to distract and pull siegers away from what they should be focusing on. Devs cannot supplant this necessary learning process, nor instill the discipline that comes thru experience with any game developments besides perhaps more informative tutorials. Players gotta learn.


    Edited by Enkil on August 21, 2019 3:37AM
  • TheBonesXXX
    TheBonesXXX
    ✭✭✭✭✭
    Facefister wrote: »
    Dots isn't the issue, the non-stop homogenizing of the classes is.

    This started in year one.
  • Vapirko
    Vapirko
    ✭✭✭✭✭
    ✭✭✭✭✭
    The worst side effects from the new entropy/soul trap? Inflated egos. My god have a lot of players gained a false sense of skill.
  • Emma_Overload
    Emma_Overload
    ✭✭✭✭✭
    ✭✭✭✭✭
    Vapirko wrote: »
    The worst side effects from the new entropy/soul trap? Inflated egos. My god have a lot of players gained a false sense of skill.

    I think exactly the opposite has happened. What we are witnessing in this thread are DE-flated egos. Players who thought they were elite because they could dodge damage by exploiting ESO's flawed combat mechanics have just had a rude awakening. You can cheese the hitbox for my Frags, but you can't escape my DOTs, LOL.
    #CAREBEARMASTERRACE
  • Vapirko
    Vapirko
    ✭✭✭✭✭
    ✭✭✭✭✭
    Vapirko wrote: »
    The worst side effects from the new entropy/soul trap? Inflated egos. My god have a lot of players gained a false sense of skill.

    I think exactly the opposite has happened. What we are witnessing in this thread are DE-flated egos. Players who thought they were elite because they could dodge damage by exploiting ESO's flawed combat mechanics have just had a rude awakening. You can cheese the hitbox for my Frags, but you can't escape my DOTs, LOL.

    Of course you think that. All I can say is, there’s a massive difference between when I put the new dots on my bar and when I don’t, on both my Stamplar and mag DK. It was a lot harder to pressure people prior to these being introduced. But I was doing fine before hand and I’m doing okay now. So that’s as objective as I can be in saying they’re both really cheesy. And people who couldn’t manage much of anything before have resorted to cheesy builds and these dots do enough damage that all of sudden they can pressure good players. Of course anyone who likes these new dots is happy feeling powerful without upping their skill level. They’ve been given an ez mode and they like to pass it off as balance. But as I said I’ve tried them from both sides of the fence and they’re over performing, there’s no question.

    And your post begs the question, if there was this ez mode before that people were exploiting why didn’t you avail yourself of it?
    Edited by Vapirko on August 21, 2019 2:25PM
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