OrderoftheDarkness wrote: »Lughlongarm wrote: »No we can not agree. Ironically first ur stating 30 seconds now 24 a bit odd ur number is getting lower.
Go back and read. And then post according to what I exactly said. I said under 30 secs. But it happens to be exactly 24 secs if Bloospawn procs on cooldown. I'm not a wizard at math, but I did calculate that. What is odd, especially odd, is how you wish to question the math when 1) you didn't read properly and 2) you're too lazy to do the math yourself.
In a vacuum under the most ideal of situations sure the math adds up on paper however the reality is very different.
6% chance to proc
10 attacks about 50/50 1 of those will proc the set
100 attacks 6 procs of the set
Now factor in ur not gonna just facetank incoming damage for 100 attacks.
Assuming you have a decent understanding and skill in pvp u will likely get 1-2 procs in about a 2-3 minute fight so that comes to about 28 ultimate. Mind you this is a 1v1 scenario
Now in an xv1 and your being focused you will likely just about proc off cooldown however if the opponents are of roughly equal to greater skill all that ultimate will amount to nothing as you will likely have been zerged down.
Bloodspawn got a great up-time even on 1v1 and small scale scenarios. Why is that? There are tons of micro damage packages in the game that you are not taking into consideration. For example, one use of "Crushing Shock" is considered as 3 separated attacks,+glyph damage+up to 3-4 status effects it can proc(with glyph)+light attack. In this example you generate up to 9 chances to proc Bloodspawn(over 50% chance) in less than a sec. I know this is a very specific example but it does reflects the reality of pvp with all the dots and other mico damage packages going around. Most content creators that use Bloodspawn(which are most of them) will also use an addon to monitor Bloodspawn procs. The up-time is very good, even in 1v1, at 2v1 + situations, it will proc on CD almost 100%.
is it over-performing? Not sure, compared to what? We need to ask at what point other monster sets(troll king) or even 1 piece Mighty Chudan, 1 piece Pirate Skeleton will just be purely better.
is it being overused in PvP? Probably yes, but its more due to the set flexibility and utility(good for both offence and
defense, good for both small scalre and 1vs X) than its raw power.
If anything about this set a should be nefrfed, those are the resistances, don't think they should touch the ulty gen nor the proc chance.
Removal of resistance can break one of the best and beautiful combo for melee stam DK (Noxious Breath, Venomous Claw, Take flight). I not DK player, but I know only Stam melee DK has the potential to use BS at 100%, the rest most often take his for ult gen. If you remove the resistance, this set will become useless for stam melee players, then you will need to replace the first bonus to magica recovery so that it is used only by range magic. The rest of your description is completely correct.
The sadder factor is that this kit uses magica sorc for ult gen, which does pew pew at a distance, has shields, teleporters and also as a bonus resistance with blood spawn. Even a magblade is a lesser culprit with invisibility, he takes more risks.
Lughlongarm wrote: »OrderoftheDarkness wrote: »Lughlongarm wrote: »No we can not agree. Ironically first ur stating 30 seconds now 24 a bit odd ur number is getting lower.
Go back and read. And then post according to what I exactly said. I said under 30 secs. But it happens to be exactly 24 secs if Bloospawn procs on cooldown. I'm not a wizard at math, but I did calculate that. What is odd, especially odd, is how you wish to question the math when 1) you didn't read properly and 2) you're too lazy to do the math yourself.
In a vacuum under the most ideal of situations sure the math adds up on paper however the reality is very different.
6% chance to proc
10 attacks about 50/50 1 of those will proc the set
100 attacks 6 procs of the set
Now factor in ur not gonna just facetank incoming damage for 100 attacks.
Assuming you have a decent understanding and skill in pvp u will likely get 1-2 procs in about a 2-3 minute fight so that comes to about 28 ultimate. Mind you this is a 1v1 scenario
Now in an xv1 and your being focused you will likely just about proc off cooldown however if the opponents are of roughly equal to greater skill all that ultimate will amount to nothing as you will likely have been zerged down.
Bloodspawn got a great up-time even on 1v1 and small scale scenarios. Why is that? There are tons of micro damage packages in the game that you are not taking into consideration. For example, one use of "Crushing Shock" is considered as 3 separated attacks,+glyph damage+up to 3-4 status effects it can proc(with glyph)+light attack. In this example you generate up to 9 chances to proc Bloodspawn(over 50% chance) in less than a sec. I know this is a very specific example but it does reflects the reality of pvp with all the dots and other mico damage packages going around. Most content creators that use Bloodspawn(which are most of them) will also use an addon to monitor Bloodspawn procs. The up-time is very good, even in 1v1, at 2v1 + situations, it will proc on CD almost 100%.
is it over-performing? Not sure, compared to what? We need to ask at what point other monster sets(troll king) or even 1 piece Mighty Chudan, 1 piece Pirate Skeleton will just be purely better.
is it being overused in PvP? Probably yes, but its more due to the set flexibility and utility(good for both offence and
defense, good for both small scalre and 1vs X) than its raw power.
If anything about this set a should be nefrfed, those are the resistances, don't think they should touch the ulty gen nor the proc chance.
Removal of resistance can break one of the best and beautiful combo for melee stam DK (Noxious Breath, Venomous Claw, Take flight). I not DK player, but I know only Stam melee DK has the potential to use BS at 100%, the rest most often take his for ult gen. If you remove the resistance, this set will become useless for stam melee players, then you will need to replace the first bonus to magica recovery so that it is used only by range magic. The rest of your description is completely correct.
The sadder factor is that this kit uses magica sorc for ult gen, which does pew pew at a distance, has shields, teleporters and also as a bonus resistance with blood spawn. Even a magblade is a lesser culprit with invisibility, he takes more risks.
Remove the resistances? OMG, hell now. I was referring to a small shave if anything. I'm not even convinced it should be changed at all.
Bloodspawn needs to have it's ulti regen reduced. 14 ulti every 6 secs is ridiculous. And the mitigation is pretty insane, too. If they Devs aren't going to lower the ulti regen, they should think about a longer cooldown. Keep the utli and mitigation the same, lasting 6 secs. But make it so that it can only proc every 12 secs.
Please learn what bloodspawn does and stop spreading false information it’s not 14 ultimate every 6 seconds it’s 6% chance every 6 seconds so is fine as is
I’m sorry you are worried about your crutch monster set. But it procs off damage and their is so many kinds of damage hitting you that it procs constantly. It’s too much for what it does. Either lower the Ulti regen, lower the mitigation, or add a longer cooldown on the Ulti regen.
Bloodspawn perfectly treads the line between being strong and overpowered.
Why it's strong:
1. it provides resistances that "can" make you tanky
2. it provides ulti-gen, which can allow you to get to an ultimate faster.
Why it's not OP:
1. Although it is making you tankier, it's less than 10% dmg mitigation for the set. You still have to heal, block, dodge roll...play the game to survive. It's not nearly as tanky as pirate skeleton was, nor was it the life saver that earthgore was/is.
2. the ulti-gen is nice and can help you survive, get burst off, etc...IF you can play.
I would love for there to be more sets like bloodspawn to be honest because it still forces the user to do something. It doesn't heal for you(earthgore/troll king), it doesn't provide proc damage, it's just a great utility monster set.
Bloodspawn needs to have it's ulti regen reduced. 14 ulti every 6 secs is ridiculous. And the mitigation is pretty insane, too. If they Devs aren't going to lower the ulti regen, they should think about a longer cooldown. Keep the utli and mitigation the same, lasting 6 secs. But make it so that it can only proc every 12 secs.
Please learn what bloodspawn does and stop spreading false information it’s not 14 ultimate every 6 seconds it’s 6% chance every 6 seconds so is fine as is
How bad do you have to be, and how little must you understand this game, to think that Bloodspawn is carrying your enemies to a win over you? I’m stunned that people are grasping at this straw.
usmguy1234 wrote: »I see people are still butthurt over the pirate skeleton nerf...