Joy_Division wrote: »Eventually the OP will make a suggestion that actually improves the game rather than advocating a nerf to a class they don't play.
These abilities have been overperforming for a very very long time. The amount of damage that can be mitigated by one cast of purge or cleanse is far beyond one heal because of the amount of players one cast can affect. These kinds of abilities cannot be repeatedly casted in other games because developers of every other game recognize opportunity cost of abilities that remove debuffs and dots. No ability that can be casted repeatedly should mitigate more damage (even if it's damage over time) than heals that require ult.
I don't agree with the OP about how purge/cleanse should be "nerfed", but they do need to be adjusted down. Being able to just recast an ability over and over again that mitigates basically all debuffs/cc and damage over time abilities on multiple players is extremely overtuned compared to just about every other damage mitigating or healing ability in the game.
Purge/efficient purge - Four DKs could put three separate dots on four separate players, and one templar could cleanse off every single one of those dots with one cast of extended ritual. That's 12 global cooldowns worth of damage/dots being removed with one cast. On top of that, an unlimited amount of dots and debuffs beyond those 16 dots can then be removed with the purify synergy.
Extended Ritual - Same as above, but worse. A templar can cleanse himself of five dots/debuffs (potentially 5 gcds worth of abilities), and then provide every player anywhere nearby with a synergy (Purify) that removes every single dot/debuff off of them, and heals them. One cast of extended ritual could potentially remove 20+ dots/debuffs (or many, many more with large groups) from your entire group, mitigating 5+ gcds of damage/debuffs from everyone in their group.
One cast of anything should not do that much. Let's say that a stack of 3-4 dots in a BG will do 18-25k damage. Removing all of these dots can mitigate well over 100k damage with a single cast of either of these abilities, damage that would have to otherwise be healed in some manner.
phoenixkungfu wrote: »I see your point of all veiwon the topic this is the hardest choice I believe for the dev's. All I know is as purge or cleanse ritual is now. ITs WHAY TO POWERFUL.
phoenixkungfu wrote: »I see your point of all veiwon the topic this is the hardest choice I believe for the dev's. All I know is as purge or cleanse ritual is now. ITs WHAY TO POWERFUL.
Dear OP, when are you going to suggest a nerf to sorcs, so I can go and deny it?
Purge should not be nerfed. In fact Purge and cleanse are way to expensive for what they do, compared to what some sets do almost for free. As @Ragnarock41 says, the problem is spamming purge. His idea of controlling that spam seems OK (increasing its cost like streak or Dodge Roll). Another idea is to put a CD for each effect removed. If ritual removes all 5 effects on the caster, it receives a 5 secs CD, for example. If cleanse removes all 3 effects on the caster, then 3 secs CD.
Since the OP is posting yet another thread to nerf everything but sorc, let's do the math.
Purge costs 4k magicka
Curse costs 2500 magicka
This is already a cost battle the templar absolutely can't win versus a sorc, especially stamplar. While the mag sorc can safely pew pew from range and LOS behind their own pets and has superior mobility. And a burst heal as good as Honor the Dead that also heals the pet and 2 other players instead of just the one player HtD does.
If Ritual gets a cost increase for repeated casts, so should Curse and Mages Wrath, right?
If Ritual gets a cooldown before you can recast it at all, why would the opposing players not have a cooldown on the skills they cast that got purged? Can you even imagine the confusion of players with skills greyed out at random times in big battles?
Meanwhile warden gets free purges on a free skill.
phoenixkungfu wrote: »I believe a 1 button purge or cleanse to remove all is and always have been a bad idea. The gameplay of templar being over tune to down right game breaking. All happened during a time when players simply had more damage and sorc was over preforming with moves like stuns on frags. Sharpening or penetration was higher. The meta was different.
So as a result player was like game breaking moves are ok. Fastward 2 or 3 years later. Now you have something that shouldn't exist. Classes that are more viable at all roles then the value of a class focusing on just 1 role. It all domino effect from a vision of when the game was first released to the gameplay of today