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Maybe add a DOT immunity

  • LeHarrt91
    LeHarrt91
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    cmvet wrote: »
    LeHarrt91 wrote: »
    I liked the idea of the same skill being cast by someone else override each other. Some classes rely on DoTs, an immunity would not be good for those.

    But dots have stacked for 5 years now, why the sudden call to change that? I would prefer a return to hot's stacking the way they did for 5 years. Also change soul splitting trap to a different single target morph. It acts like a fire balista currently, only longer. Too strong to be an aoe and a dot that is not an ultimate.

    Because they buffed a lot of DoTs to the point that not running them is silly and the DoTs overriding would only help Solo/ Small Scale.
    But they have already said they know they over did it with the DoTs and are under review.
    PS NA
    Have played all classes.
    Warden Main
  • Diarf
    Diarf
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    Uryel wrote: »
    Yeah sure. And also a direct damage immunity, too. Preferably stackable, so we can become entirely invulnerable.

    Nah, seriously, it was a joke, right ?

    GREAT IDEA MATE!
    Light Armor need buff yes? Yes.

    Harness Magicka :
    Immunity to dot for 4 sec.
    Dampen :
    Immunity to direct dmg for 4 sec!
    THIS IS IT!

    OP sorry but this idea is sooooooo stupid.
    Edited by Diarf on September 16, 2019 4:12AM
  • cmvet
    cmvet
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    LeHarrt91 wrote: »
    cmvet wrote: »
    LeHarrt91 wrote: »
    I liked the idea of the same skill being cast by someone else override each other. Some classes rely on DoTs, an immunity would not be good for those.

    But dots have stacked for 5 years now, why the sudden call to change that? I would prefer a return to hot's stacking the way they did for 5 years. Also change soul splitting trap to a different single target morph. It acts like a fire balista currently, only longer. Too strong to be an aoe and a dot that is not an ultimate.

    Because they buffed a lot of DoTs to the point that not running them is silly and the DoTs overriding would only help Solo/ Small Scale.
    But they have already said they know they over did it with the DoTs and are under review.

    Guess I didn't notice a buff to my Stam based dots after scalebreaker. My tool tips all right about the same pre/post scalebreaker. Just added the new dot they added physical option to. I do think the damage on that 1 dot is a bit high for it being an aoe as well.
  • ccfeeling
    ccfeeling
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    I don't think ZOS would separate the skill mechanic between PVP and PVE .

    It must be funny if DOT immunity apply on PVE .
  • Wolfpaw
    Wolfpaw
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    Dots are not even that bad.
  • Kadoin
    Kadoin
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    SirMewser wrote: »
    ZoS acknowledges this and realizes a flaw in their system.
    That flaw is that it's possible to stack multiple DoTs from the same skill.
    10 players can focus in on one player, casting soul trap, that player will receive 10 ticks of the same skill, per second.
    The other problem is that heals from the same source but from other players do not stack to combat these DoTs.
    Therefor, one of them has to change and abide by the same rule so those organized groups can no longer exploit this to their advantage.

    I take it you didn't play DK when searing strike and other DoTs didn't stack. Just asked anyone that played DK how great such a system was. That's no flaw, that's intended as it should be. Why should I have my damage toned down or overwritten by someone else because you refuse to build to counter it? If ZOS really moves back to such an idiotic system, then I can say for sure I'm done with the game because its a massive nerf to mag classes in general since ZOS loves pushing mag builds to DoTs.

    Second, why should HoTs stack as they did before? My radiating-whatever heals for over 6K in PvP per second near a keep in pvp (CP), which is about 2x what mutagen did in the same exact build last patch. Do you know how silly it would be to stack that with no problems? There is no possible DoT damage that can cut through that from a single player. So one HoT should negate an entire player's damage, not counting the fact most damage can be dodged and/or further reduced? Yeah, no.
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