All DKs should support this topic with pitchforks in hand.
100% projectile immunity for 3s is rediculous.
Sanguinor2 wrote: »All DKs should support this topic with pitchforks in hand.
100% projectile immunity for 3s is rediculous.
It sure is.
Maybe this will be the new balancing Standard for Zos and wings will get 4 seconds reflect of infinite projectiles back
(Who am I kidding, not gonna happen since the majority of the People that claimed wings were unfair will be completely fine with sorcs getting ranged immunity)
All DKs should support this topic with pitchforks in hand.
100% projectile immunity for 3s is rediculous.
Chilly-McFreeze wrote: »All DKs should support this topic with pitchforks in hand.
100% projectile immunity for 3s is rediculous.
Almost as ridiculous as reflecting them back with additional damage for 6 seconds
On a more serious note:
The 3 seconds are far too much. The orb should have a similar effectiveness as a dodge roll. Its purpose is to increase your odds of escaping by mitigating some damage, not to make you immune to ranged DPS 75% of the time.
Make the Orb last 1 to 1.5 seconds but also absorb gap closers. The enemy will still be able to chase the sorc as the orb is right next to where the sorc lands, but it will mitigate the damage and will be less discriminatory against ranged builds as it provides some degree of protection against both ranged and melee builds while escaping.
Should also be comparatively easy from a coding point of view. Just replace the current section of the orb with that of the dodge roll minus the stam cost and you are done.
Just two remarks:
The absorb only happens after you finish BoL, unlike dodge.
If you can't hit them with ranged attacks and can't follow them via Gap Closers, what do you suppose to do to catch them? Run after them?
Chilly-McFreeze wrote: »All DKs should support this topic with pitchforks in hand.
100% projectile immunity for 3s is rediculous.
Almost as ridiculous as reflecting them back with additional damage for 6 seconds
On a more serious note:
The 3 seconds are far too much. The orb should have a similar effectiveness as a dodge roll. Its purpose is to increase your odds of escaping by mitigating some damage, not to make you immune to ranged DPS 75% of the time.
Make the Orb last 1 to 1.5 seconds but also absorb gap closers. The enemy will still be able to chase the sorc as the orb is right next to where the sorc lands, but it will mitigate the damage and will be less discriminatory against ranged builds as it provides some degree of protection against both ranged and melee builds while escaping.
Should also be comparatively easy from a coding point of view. Just replace the current section of the orb with that of the dodge roll minus the stam cost and you are done.
Just two remarks:
The absorb only happens after you finish BoL, unlike dodge.
If you can't hit them with ranged attacks and can't follow them via Gap Closers, what do you suppose to do to catch them? Run after them?
You would still be able to follow them. You'd just hit that orb right next to the sorc with your gap closer. Sure the sorc could use 5 BoLs in a row and you would not deal any damage to him or her with your gap closers, but neither is the sorc dealing any damage to you while running. And in the end (after those 5 BoL) you will stand right next sorc who is completely out of magicka while you still got stam or magicka left b/c gap closers are far cheaper and can beat that OOM sorc into oblivion.
It's definitely a more balanced approach than the current PTS version which blocks all projectiles for 3 seconds. With a fatigue of 4 second that means you can keep yourself immune to projectiles 75% of the fight without any cost increase!
All DKs should support this topic with pitchforks in hand.
100% projectile immunity for 3s is rediculous.
People who thought wings getting deleted and replaced by lolz was absolutely necessary and a reason for celebration are the ones who should support this topic with pitchfork in hand.
The fact that for the most part they won't is amusing, but not surprising.
MartiniDaniels wrote: »Chilly-McFreeze wrote: »All DKs should support this topic with pitchforks in hand.
100% projectile immunity for 3s is rediculous.
Almost as ridiculous as reflecting them back with additional damage for 6 seconds
On a more serious note:
The 3 seconds are far too much. The orb should have a similar effectiveness as a dodge roll. Its purpose is to increase your odds of escaping by mitigating some damage, not to make you immune to ranged DPS 75% of the time.
Make the Orb last 1 to 1.5 seconds but also absorb gap closers. The enemy will still be able to chase the sorc as the orb is right next to where the sorc lands, but it will mitigate the damage and will be less discriminatory against ranged builds as it provides some degree of protection against both ranged and melee builds while escaping.
Should also be comparatively easy from a coding point of view. Just replace the current section of the orb with that of the dodge roll minus the stam cost and you are done.
Just two remarks:
The absorb only happens after you finish BoL, unlike dodge.
If you can't hit them with ranged attacks and can't follow them via Gap Closers, what do you suppose to do to catch them? Run after them?
You would still be able to follow them. You'd just hit that orb right next to the sorc with your gap closer. Sure the sorc could use 5 BoLs in a row and you would not deal any damage to him or her with your gap closers, but neither is the sorc dealing any damage to you while running. And in the end (after those 5 BoL) you will stand right next sorc who is completely out of magicka while you still got stam or magicka left b/c gap closers are far cheaper and can beat that OOM sorc into oblivion.
It's definitely a more balanced approach than the current PTS version which blocks all projectiles for 3 seconds. With a fatigue of 4 second that means you can keep yourself immune to projectiles 75% of the fight without any cost increase!
Where did you saw "cheap" gap closers last time? Critical rush is 3k+ stamina cost, and given that stamina pool is smaller, you will run out of stamina faster then sorc out of his necropotence pool. Then couple of stuns and you are as good as dead without stamina to break free and to apply pressure.
No way gap closer can be spammed without big consequences to sustain.
Emma_Overload wrote: »I would be ok with a 2 second orb IF it could be used reactively like Wings. The way it works now, the orb is usually worthless because it does nothing to impede an incoming attack, but it doesn't last enough to catch a follow-up attack.
0.5 seconds makes no sense because it doesn't work retroactively, unlike wings. That's not even enough to justify casting the skill just for the orb.Magsorc main here. The current PTS version of BoL is clearly and severely overloaded.
The mag projectile absorb has always been an extremely unhealthy mechanic with its potential to completely shutdown certain builds, not unlike the old wings.
Conversely, snare immunity is a useful and healthy addition to the skill, which the class toolkit could certainly use... but the total power of the skill is now way over budget.
Leave the snare immunity, but reduce the projectile absorb to 0.5s. It's now still a good tool to nullify ranged burst, but you have to be diligent with timing.
I wouldn't even argue with the absorb being removed entirely.
0.5 seconds makes no sense because it doesn't work retroactively, unlike wings. That's not even enough to justify casting the skill just for the orb.Magsorc main here. The current PTS version of BoL is clearly and severely overloaded.
The mag projectile absorb has always been an extremely unhealthy mechanic with its potential to completely shutdown certain builds, not unlike the old wings.
Conversely, snare immunity is a useful and healthy addition to the skill, which the class toolkit could certainly use... but the total power of the skill is now way over budget.
Leave the snare immunity, but reduce the projectile absorb to 0.5s. It's now still a good tool to nullify ranged burst, but you have to be diligent with timing.
I wouldn't even argue with the absorb being removed entirely.
Well that's the point. It shouldn't justify the cost just for the orb cause that would be insane. You would have the power to shut down ranged builds on the most mobile class which has a powerful ranged offensive toolkit. That's dumb.
The skill is supposed to be used for escaping. In that scenario a 0.5 - 1s absorb is enough to nullify ranged dmg coming at you while you are using the skill making you escape easier.
Betty_Booms wrote: »I completely disagree with the comparison to dk wings. Ball lightening will be used defensively where as wings could be used while providing high pressure. No comparrison at all.
Honestly I just want to have a reliable CC. Streak requires you to turn back after streaking to burst which causes your follow up light attack to miss almost all the time, rune cage takes too long, flame reach got dumpstered, vamp drain is awkward to burst with.
I've been asking for a snare purge on Ball for years, I'm super excited for it. Losing the stun is totally fair and a welcome trade-off.
Izanagi.Xiiib16_ESO wrote: »simple fix, give a 25% ranged dmg mitigation regardless off if you stay by your ball for 4s and remove the 100% mit
keep the other buffs this patch
FearlessOne_2014 wrote: »Izanagi.Xiiib16_ESO wrote: »simple fix, give a 25% ranged dmg mitigation regardless off if you stay by your ball for 4s and remove the 100% mit
keep the other buffs this patch
I personally can live with your suggestion. However personally speaking. I'd rather the stun and ranged absorption removed, and move you 28 meters. That way you can use this ability for it's defensive intended purpose.
MartiniDaniels wrote: »Chilly-McFreeze wrote: »All DKs should support this topic with pitchforks in hand.
100% projectile immunity for 3s is rediculous.
Almost as ridiculous as reflecting them back with additional damage for 6 seconds
On a more serious note:
The 3 seconds are far too much. The orb should have a similar effectiveness as a dodge roll. Its purpose is to increase your odds of escaping by mitigating some damage, not to make you immune to ranged DPS 75% of the time.
Make the Orb last 1 to 1.5 seconds but also absorb gap closers. The enemy will still be able to chase the sorc as the orb is right next to where the sorc lands, but it will mitigate the damage and will be less discriminatory against ranged builds as it provides some degree of protection against both ranged and melee builds while escaping.
Should also be comparatively easy from a coding point of view. Just replace the current section of the orb with that of the dodge roll minus the stam cost and you are done.
Just two remarks:
The absorb only happens after you finish BoL, unlike dodge.
If you can't hit them with ranged attacks and can't follow them via Gap Closers, what do you suppose to do to catch them? Run after them?
You would still be able to follow them. You'd just hit that orb right next to the sorc with your gap closer. Sure the sorc could use 5 BoLs in a row and you would not deal any damage to him or her with your gap closers, but neither is the sorc dealing any damage to you while running. And in the end (after those 5 BoL) you will stand right next sorc who is completely out of magicka while you still got stam or magicka left b/c gap closers are far cheaper and can beat that OOM sorc into oblivion.
It's definitely a more balanced approach than the current PTS version which blocks all projectiles for 3 seconds. With a fatigue of 4 second that means you can keep yourself immune to projectiles 75% of the fight without any cost increase!
Where did you saw "cheap" gap closers last time? Critical rush is 3k+ stamina cost, and given that stamina pool is smaller, you will run out of stamina faster then sorc out of his necropotence pool. Then couple of stuns and you are as good as dead without stamina to break free and to apply pressure.
No way gap closer can be spammed without big consequences to sustain.
Unless it was changed recently, scaling cost reduction like those passives doesn't effect the stacking cost. Agree otherwise though.MartiniDaniels wrote: »Chilly-McFreeze wrote: »All DKs should support this topic with pitchforks in hand.
100% projectile immunity for 3s is rediculous.
Almost as ridiculous as reflecting them back with additional damage for 6 seconds
On a more serious note:
The 3 seconds are far too much. The orb should have a similar effectiveness as a dodge roll. Its purpose is to increase your odds of escaping by mitigating some damage, not to make you immune to ranged DPS 75% of the time.
Make the Orb last 1 to 1.5 seconds but also absorb gap closers. The enemy will still be able to chase the sorc as the orb is right next to where the sorc lands, but it will mitigate the damage and will be less discriminatory against ranged builds as it provides some degree of protection against both ranged and melee builds while escaping.
Should also be comparatively easy from a coding point of view. Just replace the current section of the orb with that of the dodge roll minus the stam cost and you are done.
Just two remarks:
The absorb only happens after you finish BoL, unlike dodge.
If you can't hit them with ranged attacks and can't follow them via Gap Closers, what do you suppose to do to catch them? Run after them?
You would still be able to follow them. You'd just hit that orb right next to the sorc with your gap closer. Sure the sorc could use 5 BoLs in a row and you would not deal any damage to him or her with your gap closers, but neither is the sorc dealing any damage to you while running. And in the end (after those 5 BoL) you will stand right next sorc who is completely out of magicka while you still got stam or magicka left b/c gap closers are far cheaper and can beat that OOM sorc into oblivion.
It's definitely a more balanced approach than the current PTS version which blocks all projectiles for 3 seconds. With a fatigue of 4 second that means you can keep yourself immune to projectiles 75% of the fight without any cost increase!
Where did you saw "cheap" gap closers last time? Critical rush is 3k+ stamina cost, and given that stamina pool is smaller, you will run out of stamina faster then sorc out of his necropotence pool. Then couple of stuns and you are as good as dead without stamina to break free and to apply pressure.
No way gap closer can be spammed without big consequences to sustain.
Cost for Streak and Gap Closers is roughly the same. But the cost for streak increases by 33% after each use within 4 seconds.
1) Cost increase from Fatigue is roughly 1200 each time (At 5 pieces Light Armor, a Cost Reduction glyph, and 6% Cost reduction from Sorc passive). That means over the corse of 5 consecutive Streaks the sorc spends 12000 magicka more than the gap closer-spammer spends stamina to counter it.
2) The fact that stam builds can stack the far more potent weapon damage and don't have to waste stats to increase the potency of their defensive abilities and as such can afford smaller resource pools is hardly a viable agruement for why stam build gap closers should be better than mag build gap openers - i.e. why gap closers should deal damage, while the gap opener offers no equvalent benefits.
0.5 seconds makes no sense because it doesn't work retroactively, unlike wings. That's not even enough to justify casting the skill just for the orb.Magsorc main here. The current PTS version of BoL is clearly and severely overloaded.
The mag projectile absorb has always been an extremely unhealthy mechanic with its potential to completely shutdown certain builds, not unlike the old wings.
Conversely, snare immunity is a useful and healthy addition to the skill, which the class toolkit could certainly use... but the total power of the skill is now way over budget.
Leave the snare immunity, but reduce the projectile absorb to 0.5s. It's now still a good tool to nullify ranged burst, but you have to be diligent with timing.
I wouldn't even argue with the absorb being removed entirely.
Well that's the point. It shouldn't justify the cost just for the orb cause that would be insane. You would have the power to shut down ranged builds on the most mobile class which has a powerful ranged offensive toolkit. That's dumb.
The skill is supposed to be used for escaping. In that scenario a 0.5 - 1s absorb is enough to nullify ranged dmg coming at you while you are using the skill making you escape easier.
FearlessOne_2014 wrote: »They should get rid of the range absorption and stun. Then extend the range of BoL to 28 meters. That way it can actually be used to escape and not offensively.
Izanagi.Xiiib16_ESO wrote: »simple fix, give a 25% ranged dmg mitigation regardless off if you stay by your ball for 4s and remove the 100% mit
keep the other buffs this patch
MartiniDaniels wrote: »Chilly-McFreeze wrote: »All DKs should support this topic with pitchforks in hand.
100% projectile immunity for 3s is rediculous.
Almost as ridiculous as reflecting them back with additional damage for 6 seconds
On a more serious note:
The 3 seconds are far too much. The orb should have a similar effectiveness as a dodge roll. Its purpose is to increase your odds of escaping by mitigating some damage, not to make you immune to ranged DPS 75% of the time.
Make the Orb last 1 to 1.5 seconds but also absorb gap closers. The enemy will still be able to chase the sorc as the orb is right next to where the sorc lands, but it will mitigate the damage and will be less discriminatory against ranged builds as it provides some degree of protection against both ranged and melee builds while escaping.
Should also be comparatively easy from a coding point of view. Just replace the current section of the orb with that of the dodge roll minus the stam cost and you are done.
Just two remarks:
The absorb only happens after you finish BoL, unlike dodge.
If you can't hit them with ranged attacks and can't follow them via Gap Closers, what do you suppose to do to catch them? Run after them?
You would still be able to follow them. You'd just hit that orb right next to the sorc with your gap closer. Sure the sorc could use 5 BoLs in a row and you would not deal any damage to him or her with your gap closers, but neither is the sorc dealing any damage to you while running. And in the end (after those 5 BoL) you will stand right next sorc who is completely out of magicka while you still got stam or magicka left b/c gap closers are far cheaper and can beat that OOM sorc into oblivion.
It's definitely a more balanced approach than the current PTS version which blocks all projectiles for 3 seconds. With a fatigue of 4 second that means you can keep yourself immune to projectiles 75% of the fight without any cost increase!
Where did you saw "cheap" gap closers last time? Critical rush is 3k+ stamina cost, and given that stamina pool is smaller, you will run out of stamina faster then sorc out of his necropotence pool. Then couple of stuns and you are as good as dead without stamina to break free and to apply pressure.
No way gap closer can be spammed without big consequences to sustain.
Cost for Streak and Gap Closers is roughly the same. But the cost for streak increases by 33% after each use within 4 seconds.
1) Cost increase from Fatigue is roughly 1200 each time (At 5 pieces Light Armor, a Cost Reduction glyph, and 6% Cost reduction from Sorc passive). That means over the corse of 5 consecutive Streaks the sorc spends 12000 magicka more than the gap closer-spammer spends stamina to counter it.
2) The fact that stam builds can stack the far more potent weapon damage and don't have to waste stats to increase the potency of their defensive abilities and as such can afford smaller resource pools is hardly a viable agruement for why stam build gap closers should be better than mag build gap openers - i.e. why gap closers should deal damage, while the gap opener offers no equvalent benefits.
FearlessOne_2014 wrote: »How about taking away complete range immunity, and replace it with %50 damage reduction to all projectiles? Sounds fair?
JusticeSouldier wrote: »It's very bad idea to add snare immunity to skill which already a great Mobility + Stun thing + some damage.
Even with nerfed aoe cc effect.
Main reason, it's a skill which almost every sorc use anyway.
(with Streak nerfed this morf also become more profitablwe so...)
You don't need anything to sacrifice to get this immunity.
Just cc attacker, do a distance, small damage and than kite or do damage on him.
You, range one with one of the greatest pvp burst and pre-execute in game.
Same issue - Race in Time design.
I asked Zos to not do that but they done it anyway - skill which gives major Expedition and snare immunity at the same time - it's total incompetence.
But, at least u need to have slot for it and immunity is only for 2 seconds (when they were bombarded with our asks to nerf it at that PTS). Race in TIme is still bad designed. We should not have both these effects from 1 skill.
Ball of Lightning is next thing to make Open World PvP great for magsorcs and a garbage for their opponents.
And as a result for gameplay in general.
Even if someone addicted for it's absorbing damage component.
But, current Streak is way more strong imho, unblockable, undoidgeable aoe... BoL weaker option
My thoughts - ball of lightning should provide at Maximum snares/roots cleance, not immunity.
Or, that immunity should come from another skill, like for example Shattering Prison, which is never usable. or Bound Armaments/Aegis which are slotted just for passives at the bar...do we love such skills?
@ZOS_BrianWheeler guys, how u can to not see that? it's same as to give snare immunity for example to nightblade's Shadow image, or templar's Extended ritual, or Warden's Shimmering shield, or in the worst for the game case - to nightblade's Shadowy Disguise... very big mistake.