McTaterskins wrote: »It was ignoring battlespirit, therefore doing double damage.
They fixed the battlespirit bug it had.
Then cut the damage in half on the set also.
SkaraMinoc wrote: »They should have halved that to explode for 6-8k damage against low armor enemies standing near super tanks. I feel like that would have been balanced.
SkaraMinoc wrote: »They should have halved that to explode for 6-8k damage against low armor enemies standing near super tanks. I feel like that would have been balanced.
The idea is super screwed up in the first place - why do we need to punish low armor players even more?
We needed anti-tank set, it wasn't one, it was run on tanks to kill everything non-tank in a huge AoE radius (why does it even need to be AoE in the first place?)
Long story short, I'm happy this set is overnerfed. Good riddance.
SkaraMinoc wrote: »They should have halved that to explode for 6-8k damage against low armor enemies standing near super tanks. I feel like that would have been balanced.
The idea is super screwed up in the first place - why do we need to punish low armor players even more?
We needed anti-tank set, it wasn't one, it was run on tanks to kill everything non-tank in a huge AoE radius (why does it even need to be AoE in the first place?)
Long story short, I'm happy this set is overnerfed. Good riddance.
MEBengalsFan2001 wrote: »The second one damage would be bumped up a bit and would cap out at 8K. I would put a hard cap on the set to ensure it isn't OP in PVP. If the set over performs damage wise just extend the cool down to 10 seconds.
MEBengalsFan2001 wrote: »Hrothgar's Chill set 5th piece bonus should do this...
- 5 items: Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 50% of their Physical Resistance or Spell Resistance, whichever is higher as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds and ignores resistances.
or- 5 items: Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 25% of their total Physical Resistance and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds and ignores Spell Resistance.
The first one I believe most players run around with 15-33K magic resistance meaning this damage in PVP would be 3.5K-8K.
The second one damage would be bumped up a bit and would cap out at 8K. I would put a hard cap on the set to ensure it isn't OP in PVP. If the set over performs damage wise just extend the cool down to 10 seconds.